babylon.module.d.ts 5.7 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  163. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  686. static readonly GEQUAL: number;
  687. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = nearest */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Stores a left-handed perspective projection into a given matrix with depth reversed
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar not used as infinity is used as far clip
  4496. * @param result defines the target matrix
  4497. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4498. */
  4499. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4500. /**
  4501. * Creates a right-handed perspective projection matrix
  4502. * @param fov defines the horizontal field of view
  4503. * @param aspect defines the aspect ratio
  4504. * @param znear defines the near clip plane
  4505. * @param zfar defines the far clip plane
  4506. * @returns a new matrix as a right-handed perspective projection matrix
  4507. */
  4508. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4509. /**
  4510. * Stores a right-handed perspective projection into a given matrix
  4511. * @param fov defines the horizontal field of view
  4512. * @param aspect defines the aspect ratio
  4513. * @param znear defines the near clip plane
  4514. * @param zfar defines the far clip plane
  4515. * @param result defines the target matrix
  4516. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4517. */
  4518. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4519. /**
  4520. * Stores a right-handed perspective projection into a given matrix
  4521. * @param fov defines the horizontal field of view
  4522. * @param aspect defines the aspect ratio
  4523. * @param znear defines the near clip plane
  4524. * @param zfar not used as infinity is used as far clip
  4525. * @param result defines the target matrix
  4526. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4527. */
  4528. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4529. /**
  4530. * Stores a perspective projection for WebVR info a given matrix
  4531. * @param fov defines the field of view
  4532. * @param znear defines the near clip plane
  4533. * @param zfar defines the far clip plane
  4534. * @param result defines the target matrix
  4535. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4536. */
  4537. static PerspectiveFovWebVRToRef(fov: {
  4538. upDegrees: number;
  4539. downDegrees: number;
  4540. leftDegrees: number;
  4541. rightDegrees: number;
  4542. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4543. /**
  4544. * Computes a complete transformation matrix
  4545. * @param viewport defines the viewport to use
  4546. * @param world defines the world matrix
  4547. * @param view defines the view matrix
  4548. * @param projection defines the projection matrix
  4549. * @param zmin defines the near clip plane
  4550. * @param zmax defines the far clip plane
  4551. * @returns the transformation matrix
  4552. */
  4553. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4554. /**
  4555. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4556. * @param matrix defines the matrix to use
  4557. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4558. */
  4559. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4560. /**
  4561. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4562. * @param matrix defines the matrix to use
  4563. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4564. */
  4565. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4566. /**
  4567. * Compute the transpose of a given matrix
  4568. * @param matrix defines the matrix to transpose
  4569. * @returns the new matrix
  4570. */
  4571. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4572. /**
  4573. * Compute the transpose of a matrix and store it in a target matrix
  4574. * @param matrix defines the matrix to transpose
  4575. * @param result defines the target matrix
  4576. */
  4577. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4578. /**
  4579. * Computes a reflection matrix from a plane
  4580. * @param plane defines the reflection plane
  4581. * @returns a new matrix
  4582. */
  4583. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4584. /**
  4585. * Computes a reflection matrix from a plane
  4586. * @param plane defines the reflection plane
  4587. * @param result defines the target matrix
  4588. */
  4589. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4590. /**
  4591. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4592. * @param xaxis defines the value of the 1st axis
  4593. * @param yaxis defines the value of the 2nd axis
  4594. * @param zaxis defines the value of the 3rd axis
  4595. * @param result defines the target matrix
  4596. */
  4597. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4598. /**
  4599. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4600. * @param quat defines the quaternion to use
  4601. * @param result defines the target matrix
  4602. */
  4603. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4604. }
  4605. /**
  4606. * @hidden
  4607. */
  4608. export class TmpVectors {
  4609. static Vector2: Vector2[];
  4610. static Vector3: Vector3[];
  4611. static Vector4: Vector4[];
  4612. static Quaternion: Quaternion[];
  4613. static Matrix: Matrix[];
  4614. }
  4615. }
  4616. declare module "babylonjs/Maths/math.path" {
  4617. import { DeepImmutable, Nullable } from "babylonjs/types";
  4618. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4619. /**
  4620. * Defines potential orientation for back face culling
  4621. */
  4622. export enum Orientation {
  4623. /**
  4624. * Clockwise
  4625. */
  4626. CW = 0,
  4627. /** Counter clockwise */
  4628. CCW = 1
  4629. }
  4630. /** Class used to represent a Bezier curve */
  4631. export class BezierCurve {
  4632. /**
  4633. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4634. * @param t defines the time
  4635. * @param x1 defines the left coordinate on X axis
  4636. * @param y1 defines the left coordinate on Y axis
  4637. * @param x2 defines the right coordinate on X axis
  4638. * @param y2 defines the right coordinate on Y axis
  4639. * @returns the interpolated value
  4640. */
  4641. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4642. }
  4643. /**
  4644. * Defines angle representation
  4645. */
  4646. export class Angle {
  4647. private _radians;
  4648. /**
  4649. * Creates an Angle object of "radians" radians (float).
  4650. * @param radians the angle in radians
  4651. */
  4652. constructor(radians: number);
  4653. /**
  4654. * Get value in degrees
  4655. * @returns the Angle value in degrees (float)
  4656. */
  4657. degrees(): number;
  4658. /**
  4659. * Get value in radians
  4660. * @returns the Angle value in radians (float)
  4661. */
  4662. radians(): number;
  4663. /**
  4664. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4665. * @param a defines first vector
  4666. * @param b defines second vector
  4667. * @returns a new Angle
  4668. */
  4669. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4670. /**
  4671. * Gets a new Angle object from the given float in radians
  4672. * @param radians defines the angle value in radians
  4673. * @returns a new Angle
  4674. */
  4675. static FromRadians(radians: number): Angle;
  4676. /**
  4677. * Gets a new Angle object from the given float in degrees
  4678. * @param degrees defines the angle value in degrees
  4679. * @returns a new Angle
  4680. */
  4681. static FromDegrees(degrees: number): Angle;
  4682. }
  4683. /**
  4684. * This represents an arc in a 2d space.
  4685. */
  4686. export class Arc2 {
  4687. /** Defines the start point of the arc */
  4688. startPoint: Vector2;
  4689. /** Defines the mid point of the arc */
  4690. midPoint: Vector2;
  4691. /** Defines the end point of the arc */
  4692. endPoint: Vector2;
  4693. /**
  4694. * Defines the center point of the arc.
  4695. */
  4696. centerPoint: Vector2;
  4697. /**
  4698. * Defines the radius of the arc.
  4699. */
  4700. radius: number;
  4701. /**
  4702. * Defines the angle of the arc (from mid point to end point).
  4703. */
  4704. angle: Angle;
  4705. /**
  4706. * Defines the start angle of the arc (from start point to middle point).
  4707. */
  4708. startAngle: Angle;
  4709. /**
  4710. * Defines the orientation of the arc (clock wise/counter clock wise).
  4711. */
  4712. orientation: Orientation;
  4713. /**
  4714. * Creates an Arc object from the three given points : start, middle and end.
  4715. * @param startPoint Defines the start point of the arc
  4716. * @param midPoint Defines the midlle point of the arc
  4717. * @param endPoint Defines the end point of the arc
  4718. */
  4719. constructor(
  4720. /** Defines the start point of the arc */
  4721. startPoint: Vector2,
  4722. /** Defines the mid point of the arc */
  4723. midPoint: Vector2,
  4724. /** Defines the end point of the arc */
  4725. endPoint: Vector2);
  4726. }
  4727. /**
  4728. * Represents a 2D path made up of multiple 2D points
  4729. */
  4730. export class Path2 {
  4731. private _points;
  4732. private _length;
  4733. /**
  4734. * If the path start and end point are the same
  4735. */
  4736. closed: boolean;
  4737. /**
  4738. * Creates a Path2 object from the starting 2D coordinates x and y.
  4739. * @param x the starting points x value
  4740. * @param y the starting points y value
  4741. */
  4742. constructor(x: number, y: number);
  4743. /**
  4744. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4745. * @param x the added points x value
  4746. * @param y the added points y value
  4747. * @returns the updated Path2.
  4748. */
  4749. addLineTo(x: number, y: number): Path2;
  4750. /**
  4751. * 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.
  4752. * @param midX middle point x value
  4753. * @param midY middle point y value
  4754. * @param endX end point x value
  4755. * @param endY end point y value
  4756. * @param numberOfSegments (default: 36)
  4757. * @returns the updated Path2.
  4758. */
  4759. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4760. /**
  4761. * Closes the Path2.
  4762. * @returns the Path2.
  4763. */
  4764. close(): Path2;
  4765. /**
  4766. * Gets the sum of the distance between each sequential point in the path
  4767. * @returns the Path2 total length (float).
  4768. */
  4769. length(): number;
  4770. /**
  4771. * Gets the points which construct the path
  4772. * @returns the Path2 internal array of points.
  4773. */
  4774. getPoints(): Vector2[];
  4775. /**
  4776. * Retreives the point at the distance aways from the starting point
  4777. * @param normalizedLengthPosition the length along the path to retreive the point from
  4778. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4779. */
  4780. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4781. /**
  4782. * Creates a new path starting from an x and y position
  4783. * @param x starting x value
  4784. * @param y starting y value
  4785. * @returns a new Path2 starting at the coordinates (x, y).
  4786. */
  4787. static StartingAt(x: number, y: number): Path2;
  4788. }
  4789. /**
  4790. * Represents a 3D path made up of multiple 3D points
  4791. */
  4792. export class Path3D {
  4793. /**
  4794. * an array of Vector3, the curve axis of the Path3D
  4795. */
  4796. path: Vector3[];
  4797. private _curve;
  4798. private _distances;
  4799. private _tangents;
  4800. private _normals;
  4801. private _binormals;
  4802. private _raw;
  4803. private _alignTangentsWithPath;
  4804. private readonly _pointAtData;
  4805. /**
  4806. * new Path3D(path, normal, raw)
  4807. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4808. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4809. * @param path an array of Vector3, the curve axis of the Path3D
  4810. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4811. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4812. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  4813. */
  4814. constructor(
  4815. /**
  4816. * an array of Vector3, the curve axis of the Path3D
  4817. */
  4818. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  4819. /**
  4820. * Returns the Path3D array of successive Vector3 designing its curve.
  4821. * @returns the Path3D array of successive Vector3 designing its curve.
  4822. */
  4823. getCurve(): Vector3[];
  4824. /**
  4825. * Returns the Path3D array of successive Vector3 designing its curve.
  4826. * @returns the Path3D array of successive Vector3 designing its curve.
  4827. */
  4828. getPoints(): Vector3[];
  4829. /**
  4830. * @returns the computed length (float) of the path.
  4831. */
  4832. length(): number;
  4833. /**
  4834. * Returns an array populated with tangent vectors on each Path3D curve point.
  4835. * @returns an array populated with tangent vectors on each Path3D curve point.
  4836. */
  4837. getTangents(): Vector3[];
  4838. /**
  4839. * Returns an array populated with normal vectors on each Path3D curve point.
  4840. * @returns an array populated with normal vectors on each Path3D curve point.
  4841. */
  4842. getNormals(): Vector3[];
  4843. /**
  4844. * Returns an array populated with binormal vectors on each Path3D curve point.
  4845. * @returns an array populated with binormal vectors on each Path3D curve point.
  4846. */
  4847. getBinormals(): Vector3[];
  4848. /**
  4849. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4850. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4851. */
  4852. getDistances(): number[];
  4853. /**
  4854. * Returns an interpolated point along this path
  4855. * @param position the position of the point along this path, from 0.0 to 1.0
  4856. * @returns a new Vector3 as the point
  4857. */
  4858. getPointAt(position: number): Vector3;
  4859. /**
  4860. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4861. * @param position the position of the point along this path, from 0.0 to 1.0
  4862. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  4863. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  4864. */
  4865. getTangentAt(position: number, interpolated?: boolean): Vector3;
  4866. /**
  4867. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4868. * @param position the position of the point along this path, from 0.0 to 1.0
  4869. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  4870. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  4871. */
  4872. getNormalAt(position: number, interpolated?: boolean): Vector3;
  4873. /**
  4874. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  4875. * @param position the position of the point along this path, from 0.0 to 1.0
  4876. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  4877. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  4878. */
  4879. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  4880. /**
  4881. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  4882. * @param position the position of the point along this path, from 0.0 to 1.0
  4883. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  4884. */
  4885. getDistanceAt(position: number): number;
  4886. /**
  4887. * Returns the array index of the previous point of an interpolated point along this path
  4888. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4889. * @returns the array index
  4890. */
  4891. getPreviousPointIndexAt(position: number): number;
  4892. /**
  4893. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  4894. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4895. * @returns the sub position
  4896. */
  4897. getSubPositionAt(position: number): number;
  4898. /**
  4899. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  4900. * @param target the vector of which to get the closest position to
  4901. * @returns the position of the closest virtual point on this path to the target vector
  4902. */
  4903. getClosestPositionTo(target: Vector3): number;
  4904. /**
  4905. * Returns a sub path (slice) of this path
  4906. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4907. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4908. * @returns a sub path (slice) of this path
  4909. */
  4910. slice(start?: number, end?: number): Path3D;
  4911. /**
  4912. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4913. * @param path path which all values are copied into the curves points
  4914. * @param firstNormal which should be projected onto the curve
  4915. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  4916. * @returns the same object updated.
  4917. */
  4918. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  4919. private _compute;
  4920. private _getFirstNonNullVector;
  4921. private _getLastNonNullVector;
  4922. private _normalVector;
  4923. /**
  4924. * Updates the point at data for an interpolated point along this curve
  4925. * @param position the position of the point along this curve, from 0.0 to 1.0
  4926. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  4927. * @returns the (updated) point at data
  4928. */
  4929. private _updatePointAtData;
  4930. /**
  4931. * Updates the point at data from the specified parameters
  4932. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  4933. * @param point the interpolated point
  4934. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  4935. */
  4936. private _setPointAtData;
  4937. /**
  4938. * Updates the point at interpolation matrix for the tangents, normals and binormals
  4939. */
  4940. private _updateInterpolationMatrix;
  4941. }
  4942. /**
  4943. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4944. * A Curve3 is designed from a series of successive Vector3.
  4945. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4946. */
  4947. export class Curve3 {
  4948. private _points;
  4949. private _length;
  4950. /**
  4951. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4952. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4953. * @param v1 (Vector3) the control point
  4954. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4955. * @param nbPoints (integer) the wanted number of points in the curve
  4956. * @returns the created Curve3
  4957. */
  4958. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4959. /**
  4960. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4961. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4962. * @param v1 (Vector3) the first control point
  4963. * @param v2 (Vector3) the second control point
  4964. * @param v3 (Vector3) the end point of the Cubic Bezier
  4965. * @param nbPoints (integer) the wanted number of points in the curve
  4966. * @returns the created Curve3
  4967. */
  4968. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4969. /**
  4970. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4971. * @param p1 (Vector3) the origin point of the Hermite Spline
  4972. * @param t1 (Vector3) the tangent vector at the origin point
  4973. * @param p2 (Vector3) the end point of the Hermite Spline
  4974. * @param t2 (Vector3) the tangent vector at the end point
  4975. * @param nbPoints (integer) the wanted number of points in the curve
  4976. * @returns the created Curve3
  4977. */
  4978. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4979. /**
  4980. * Returns a Curve3 object along a CatmullRom Spline curve :
  4981. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4982. * @param nbPoints (integer) the wanted number of points between each curve control points
  4983. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4984. * @returns the created Curve3
  4985. */
  4986. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4987. /**
  4988. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4989. * A Curve3 is designed from a series of successive Vector3.
  4990. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4991. * @param points points which make up the curve
  4992. */
  4993. constructor(points: Vector3[]);
  4994. /**
  4995. * @returns the Curve3 stored array of successive Vector3
  4996. */
  4997. getPoints(): Vector3[];
  4998. /**
  4999. * @returns the computed length (float) of the curve.
  5000. */
  5001. length(): number;
  5002. /**
  5003. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  5004. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  5005. * curveA and curveB keep unchanged.
  5006. * @param curve the curve to continue from this curve
  5007. * @returns the newly constructed curve
  5008. */
  5009. continue(curve: DeepImmutable<Curve3>): Curve3;
  5010. private _computeLength;
  5011. }
  5012. }
  5013. declare module "babylonjs/Animations/easing" {
  5014. /**
  5015. * This represents the main contract an easing function should follow.
  5016. * Easing functions are used throughout the animation system.
  5017. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5018. */
  5019. export interface IEasingFunction {
  5020. /**
  5021. * Given an input gradient between 0 and 1, this returns the corrseponding value
  5022. * of the easing function.
  5023. * The link below provides some of the most common examples of easing functions.
  5024. * @see https://easings.net/
  5025. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5026. * @returns the corresponding value on the curve defined by the easing function
  5027. */
  5028. ease(gradient: number): number;
  5029. }
  5030. /**
  5031. * Base class used for every default easing function.
  5032. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5033. */
  5034. export class EasingFunction implements IEasingFunction {
  5035. /**
  5036. * Interpolation follows the mathematical formula associated with the easing function.
  5037. */
  5038. static readonly EASINGMODE_EASEIN: number;
  5039. /**
  5040. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  5041. */
  5042. static readonly EASINGMODE_EASEOUT: number;
  5043. /**
  5044. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  5045. */
  5046. static readonly EASINGMODE_EASEINOUT: number;
  5047. private _easingMode;
  5048. /**
  5049. * Sets the easing mode of the current function.
  5050. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  5051. */
  5052. setEasingMode(easingMode: number): void;
  5053. /**
  5054. * Gets the current easing mode.
  5055. * @returns the easing mode
  5056. */
  5057. getEasingMode(): number;
  5058. /**
  5059. * @hidden
  5060. */
  5061. easeInCore(gradient: number): number;
  5062. /**
  5063. * Given an input gradient between 0 and 1, this returns the corresponding value
  5064. * of the easing function.
  5065. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5066. * @returns the corresponding value on the curve defined by the easing function
  5067. */
  5068. ease(gradient: number): number;
  5069. }
  5070. /**
  5071. * Easing function with a circle shape (see link below).
  5072. * @see https://easings.net/#easeInCirc
  5073. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5074. */
  5075. export class CircleEase extends EasingFunction implements IEasingFunction {
  5076. /** @hidden */
  5077. easeInCore(gradient: number): number;
  5078. }
  5079. /**
  5080. * Easing function with a ease back shape (see link below).
  5081. * @see https://easings.net/#easeInBack
  5082. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5083. */
  5084. export class BackEase extends EasingFunction implements IEasingFunction {
  5085. /** Defines the amplitude of the function */
  5086. amplitude: number;
  5087. /**
  5088. * Instantiates a back ease easing
  5089. * @see https://easings.net/#easeInBack
  5090. * @param amplitude Defines the amplitude of the function
  5091. */
  5092. constructor(
  5093. /** Defines the amplitude of the function */
  5094. amplitude?: number);
  5095. /** @hidden */
  5096. easeInCore(gradient: number): number;
  5097. }
  5098. /**
  5099. * Easing function with a bouncing shape (see link below).
  5100. * @see https://easings.net/#easeInBounce
  5101. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5102. */
  5103. export class BounceEase extends EasingFunction implements IEasingFunction {
  5104. /** Defines the number of bounces */
  5105. bounces: number;
  5106. /** Defines the amplitude of the bounce */
  5107. bounciness: number;
  5108. /**
  5109. * Instantiates a bounce easing
  5110. * @see https://easings.net/#easeInBounce
  5111. * @param bounces Defines the number of bounces
  5112. * @param bounciness Defines the amplitude of the bounce
  5113. */
  5114. constructor(
  5115. /** Defines the number of bounces */
  5116. bounces?: number,
  5117. /** Defines the amplitude of the bounce */
  5118. bounciness?: number);
  5119. /** @hidden */
  5120. easeInCore(gradient: number): number;
  5121. }
  5122. /**
  5123. * Easing function with a power of 3 shape (see link below).
  5124. * @see https://easings.net/#easeInCubic
  5125. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5126. */
  5127. export class CubicEase extends EasingFunction implements IEasingFunction {
  5128. /** @hidden */
  5129. easeInCore(gradient: number): number;
  5130. }
  5131. /**
  5132. * Easing function with an elastic shape (see link below).
  5133. * @see https://easings.net/#easeInElastic
  5134. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5135. */
  5136. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5137. /** Defines the number of oscillations*/
  5138. oscillations: number;
  5139. /** Defines the amplitude of the oscillations*/
  5140. springiness: number;
  5141. /**
  5142. * Instantiates an elastic easing function
  5143. * @see https://easings.net/#easeInElastic
  5144. * @param oscillations Defines the number of oscillations
  5145. * @param springiness Defines the amplitude of the oscillations
  5146. */
  5147. constructor(
  5148. /** Defines the number of oscillations*/
  5149. oscillations?: number,
  5150. /** Defines the amplitude of the oscillations*/
  5151. springiness?: number);
  5152. /** @hidden */
  5153. easeInCore(gradient: number): number;
  5154. }
  5155. /**
  5156. * Easing function with an exponential shape (see link below).
  5157. * @see https://easings.net/#easeInExpo
  5158. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5159. */
  5160. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5161. /** Defines the exponent of the function */
  5162. exponent: number;
  5163. /**
  5164. * Instantiates an exponential easing function
  5165. * @see https://easings.net/#easeInExpo
  5166. * @param exponent Defines the exponent of the function
  5167. */
  5168. constructor(
  5169. /** Defines the exponent of the function */
  5170. exponent?: number);
  5171. /** @hidden */
  5172. easeInCore(gradient: number): number;
  5173. }
  5174. /**
  5175. * Easing function with a power shape (see link below).
  5176. * @see https://easings.net/#easeInQuad
  5177. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5178. */
  5179. export class PowerEase extends EasingFunction implements IEasingFunction {
  5180. /** Defines the power of the function */
  5181. power: number;
  5182. /**
  5183. * Instantiates an power base easing function
  5184. * @see https://easings.net/#easeInQuad
  5185. * @param power Defines the power of the function
  5186. */
  5187. constructor(
  5188. /** Defines the power of the function */
  5189. power?: number);
  5190. /** @hidden */
  5191. easeInCore(gradient: number): number;
  5192. }
  5193. /**
  5194. * Easing function with a power of 2 shape (see link below).
  5195. * @see https://easings.net/#easeInQuad
  5196. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5197. */
  5198. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5199. /** @hidden */
  5200. easeInCore(gradient: number): number;
  5201. }
  5202. /**
  5203. * Easing function with a power of 4 shape (see link below).
  5204. * @see https://easings.net/#easeInQuart
  5205. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5206. */
  5207. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5208. /** @hidden */
  5209. easeInCore(gradient: number): number;
  5210. }
  5211. /**
  5212. * Easing function with a power of 5 shape (see link below).
  5213. * @see https://easings.net/#easeInQuint
  5214. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5215. */
  5216. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5217. /** @hidden */
  5218. easeInCore(gradient: number): number;
  5219. }
  5220. /**
  5221. * Easing function with a sin shape (see link below).
  5222. * @see https://easings.net/#easeInSine
  5223. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5224. */
  5225. export class SineEase extends EasingFunction implements IEasingFunction {
  5226. /** @hidden */
  5227. easeInCore(gradient: number): number;
  5228. }
  5229. /**
  5230. * Easing function with a bezier shape (see link below).
  5231. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5232. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5233. */
  5234. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5235. /** Defines the x component of the start tangent in the bezier curve */
  5236. x1: number;
  5237. /** Defines the y component of the start tangent in the bezier curve */
  5238. y1: number;
  5239. /** Defines the x component of the end tangent in the bezier curve */
  5240. x2: number;
  5241. /** Defines the y component of the end tangent in the bezier curve */
  5242. y2: number;
  5243. /**
  5244. * Instantiates a bezier function
  5245. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5246. * @param x1 Defines the x component of the start tangent in the bezier curve
  5247. * @param y1 Defines the y component of the start tangent in the bezier curve
  5248. * @param x2 Defines the x component of the end tangent in the bezier curve
  5249. * @param y2 Defines the y component of the end tangent in the bezier curve
  5250. */
  5251. constructor(
  5252. /** Defines the x component of the start tangent in the bezier curve */
  5253. x1?: number,
  5254. /** Defines the y component of the start tangent in the bezier curve */
  5255. y1?: number,
  5256. /** Defines the x component of the end tangent in the bezier curve */
  5257. x2?: number,
  5258. /** Defines the y component of the end tangent in the bezier curve */
  5259. y2?: number);
  5260. /** @hidden */
  5261. easeInCore(gradient: number): number;
  5262. }
  5263. }
  5264. declare module "babylonjs/Maths/math.color" {
  5265. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5266. /**
  5267. * Class used to hold a RBG color
  5268. */
  5269. export class Color3 {
  5270. /**
  5271. * Defines the red component (between 0 and 1, default is 0)
  5272. */
  5273. r: number;
  5274. /**
  5275. * Defines the green component (between 0 and 1, default is 0)
  5276. */
  5277. g: number;
  5278. /**
  5279. * Defines the blue component (between 0 and 1, default is 0)
  5280. */
  5281. b: number;
  5282. /**
  5283. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5284. * @param r defines the red component (between 0 and 1, default is 0)
  5285. * @param g defines the green component (between 0 and 1, default is 0)
  5286. * @param b defines the blue component (between 0 and 1, default is 0)
  5287. */
  5288. constructor(
  5289. /**
  5290. * Defines the red component (between 0 and 1, default is 0)
  5291. */
  5292. r?: number,
  5293. /**
  5294. * Defines the green component (between 0 and 1, default is 0)
  5295. */
  5296. g?: number,
  5297. /**
  5298. * Defines the blue component (between 0 and 1, default is 0)
  5299. */
  5300. b?: number);
  5301. /**
  5302. * Creates a string with the Color3 current values
  5303. * @returns the string representation of the Color3 object
  5304. */
  5305. toString(): string;
  5306. /**
  5307. * Returns the string "Color3"
  5308. * @returns "Color3"
  5309. */
  5310. getClassName(): string;
  5311. /**
  5312. * Compute the Color3 hash code
  5313. * @returns an unique number that can be used to hash Color3 objects
  5314. */
  5315. getHashCode(): number;
  5316. /**
  5317. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5318. * @param array defines the array where to store the r,g,b components
  5319. * @param index defines an optional index in the target array to define where to start storing values
  5320. * @returns the current Color3 object
  5321. */
  5322. toArray(array: FloatArray, index?: number): Color3;
  5323. /**
  5324. * Returns a new Color4 object from the current Color3 and the given alpha
  5325. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5326. * @returns a new Color4 object
  5327. */
  5328. toColor4(alpha?: number): Color4;
  5329. /**
  5330. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5331. * @returns the new array
  5332. */
  5333. asArray(): number[];
  5334. /**
  5335. * Returns the luminance value
  5336. * @returns a float value
  5337. */
  5338. toLuminance(): number;
  5339. /**
  5340. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5341. * @param otherColor defines the second operand
  5342. * @returns the new Color3 object
  5343. */
  5344. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5345. /**
  5346. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5347. * @param otherColor defines the second operand
  5348. * @param result defines the Color3 object where to store the result
  5349. * @returns the current Color3
  5350. */
  5351. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5352. /**
  5353. * Determines equality between Color3 objects
  5354. * @param otherColor defines the second operand
  5355. * @returns true if the rgb values are equal to the given ones
  5356. */
  5357. equals(otherColor: DeepImmutable<Color3>): boolean;
  5358. /**
  5359. * Determines equality between the current Color3 object and a set of r,b,g values
  5360. * @param r defines the red component to check
  5361. * @param g defines the green component to check
  5362. * @param b defines the blue component to check
  5363. * @returns true if the rgb values are equal to the given ones
  5364. */
  5365. equalsFloats(r: number, g: number, b: number): boolean;
  5366. /**
  5367. * Multiplies in place each rgb value by scale
  5368. * @param scale defines the scaling factor
  5369. * @returns the updated Color3
  5370. */
  5371. scale(scale: number): Color3;
  5372. /**
  5373. * Multiplies the rgb values by scale and stores the result into "result"
  5374. * @param scale defines the scaling factor
  5375. * @param result defines the Color3 object where to store the result
  5376. * @returns the unmodified current Color3
  5377. */
  5378. scaleToRef(scale: number, result: Color3): Color3;
  5379. /**
  5380. * Scale the current Color3 values by a factor and add the result to a given Color3
  5381. * @param scale defines the scale factor
  5382. * @param result defines color to store the result into
  5383. * @returns the unmodified current Color3
  5384. */
  5385. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5386. /**
  5387. * Clamps the rgb values by the min and max values and stores the result into "result"
  5388. * @param min defines minimum clamping value (default is 0)
  5389. * @param max defines maximum clamping value (default is 1)
  5390. * @param result defines color to store the result into
  5391. * @returns the original Color3
  5392. */
  5393. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5394. /**
  5395. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5396. * @param otherColor defines the second operand
  5397. * @returns the new Color3
  5398. */
  5399. add(otherColor: DeepImmutable<Color3>): Color3;
  5400. /**
  5401. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5402. * @param otherColor defines the second operand
  5403. * @param result defines Color3 object to store the result into
  5404. * @returns the unmodified current Color3
  5405. */
  5406. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5407. /**
  5408. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5409. * @param otherColor defines the second operand
  5410. * @returns the new Color3
  5411. */
  5412. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5413. /**
  5414. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5415. * @param otherColor defines the second operand
  5416. * @param result defines Color3 object to store the result into
  5417. * @returns the unmodified current Color3
  5418. */
  5419. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5420. /**
  5421. * Copy the current object
  5422. * @returns a new Color3 copied the current one
  5423. */
  5424. clone(): Color3;
  5425. /**
  5426. * Copies the rgb values from the source in the current Color3
  5427. * @param source defines the source Color3 object
  5428. * @returns the updated Color3 object
  5429. */
  5430. copyFrom(source: DeepImmutable<Color3>): Color3;
  5431. /**
  5432. * Updates the Color3 rgb values from the given floats
  5433. * @param r defines the red component to read from
  5434. * @param g defines the green component to read from
  5435. * @param b defines the blue component to read from
  5436. * @returns the current Color3 object
  5437. */
  5438. copyFromFloats(r: number, g: number, b: number): Color3;
  5439. /**
  5440. * Updates the Color3 rgb values from the given floats
  5441. * @param r defines the red component to read from
  5442. * @param g defines the green component to read from
  5443. * @param b defines the blue component to read from
  5444. * @returns the current Color3 object
  5445. */
  5446. set(r: number, g: number, b: number): Color3;
  5447. /**
  5448. * Compute the Color3 hexadecimal code as a string
  5449. * @returns a string containing the hexadecimal representation of the Color3 object
  5450. */
  5451. toHexString(): string;
  5452. /**
  5453. * Computes a new Color3 converted from the current one to linear space
  5454. * @returns a new Color3 object
  5455. */
  5456. toLinearSpace(): Color3;
  5457. /**
  5458. * Converts current color in rgb space to HSV values
  5459. * @returns a new color3 representing the HSV values
  5460. */
  5461. toHSV(): Color3;
  5462. /**
  5463. * Converts current color in rgb space to HSV values
  5464. * @param result defines the Color3 where to store the HSV values
  5465. */
  5466. toHSVToRef(result: Color3): void;
  5467. /**
  5468. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5469. * @param convertedColor defines the Color3 object where to store the linear space version
  5470. * @returns the unmodified Color3
  5471. */
  5472. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5473. /**
  5474. * Computes a new Color3 converted from the current one to gamma space
  5475. * @returns a new Color3 object
  5476. */
  5477. toGammaSpace(): Color3;
  5478. /**
  5479. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5480. * @param convertedColor defines the Color3 object where to store the gamma space version
  5481. * @returns the unmodified Color3
  5482. */
  5483. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5484. private static _BlackReadOnly;
  5485. /**
  5486. * Convert Hue, saturation and value to a Color3 (RGB)
  5487. * @param hue defines the hue
  5488. * @param saturation defines the saturation
  5489. * @param value defines the value
  5490. * @param result defines the Color3 where to store the RGB values
  5491. */
  5492. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5493. /**
  5494. * Creates a new Color3 from the string containing valid hexadecimal values
  5495. * @param hex defines a string containing valid hexadecimal values
  5496. * @returns a new Color3 object
  5497. */
  5498. static FromHexString(hex: string): Color3;
  5499. /**
  5500. * Creates a new Color3 from the starting index of the given array
  5501. * @param array defines the source array
  5502. * @param offset defines an offset in the source array
  5503. * @returns a new Color3 object
  5504. */
  5505. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5506. /**
  5507. * Creates a new Color3 from integer values (< 256)
  5508. * @param r defines the red component to read from (value between 0 and 255)
  5509. * @param g defines the green component to read from (value between 0 and 255)
  5510. * @param b defines the blue component to read from (value between 0 and 255)
  5511. * @returns a new Color3 object
  5512. */
  5513. static FromInts(r: number, g: number, b: number): Color3;
  5514. /**
  5515. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5516. * @param start defines the start Color3 value
  5517. * @param end defines the end Color3 value
  5518. * @param amount defines the gradient value between start and end
  5519. * @returns a new Color3 object
  5520. */
  5521. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5522. /**
  5523. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5524. * @param left defines the start value
  5525. * @param right defines the end value
  5526. * @param amount defines the gradient factor
  5527. * @param result defines the Color3 object where to store the result
  5528. */
  5529. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5530. /**
  5531. * Returns a Color3 value containing a red color
  5532. * @returns a new Color3 object
  5533. */
  5534. static Red(): Color3;
  5535. /**
  5536. * Returns a Color3 value containing a green color
  5537. * @returns a new Color3 object
  5538. */
  5539. static Green(): Color3;
  5540. /**
  5541. * Returns a Color3 value containing a blue color
  5542. * @returns a new Color3 object
  5543. */
  5544. static Blue(): Color3;
  5545. /**
  5546. * Returns a Color3 value containing a black color
  5547. * @returns a new Color3 object
  5548. */
  5549. static Black(): Color3;
  5550. /**
  5551. * Gets a Color3 value containing a black color that must not be updated
  5552. */
  5553. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5554. /**
  5555. * Returns a Color3 value containing a white color
  5556. * @returns a new Color3 object
  5557. */
  5558. static White(): Color3;
  5559. /**
  5560. * Returns a Color3 value containing a purple color
  5561. * @returns a new Color3 object
  5562. */
  5563. static Purple(): Color3;
  5564. /**
  5565. * Returns a Color3 value containing a magenta color
  5566. * @returns a new Color3 object
  5567. */
  5568. static Magenta(): Color3;
  5569. /**
  5570. * Returns a Color3 value containing a yellow color
  5571. * @returns a new Color3 object
  5572. */
  5573. static Yellow(): Color3;
  5574. /**
  5575. * Returns a Color3 value containing a gray color
  5576. * @returns a new Color3 object
  5577. */
  5578. static Gray(): Color3;
  5579. /**
  5580. * Returns a Color3 value containing a teal color
  5581. * @returns a new Color3 object
  5582. */
  5583. static Teal(): Color3;
  5584. /**
  5585. * Returns a Color3 value containing a random color
  5586. * @returns a new Color3 object
  5587. */
  5588. static Random(): Color3;
  5589. }
  5590. /**
  5591. * Class used to hold a RBGA color
  5592. */
  5593. export class Color4 {
  5594. /**
  5595. * Defines the red component (between 0 and 1, default is 0)
  5596. */
  5597. r: number;
  5598. /**
  5599. * Defines the green component (between 0 and 1, default is 0)
  5600. */
  5601. g: number;
  5602. /**
  5603. * Defines the blue component (between 0 and 1, default is 0)
  5604. */
  5605. b: number;
  5606. /**
  5607. * Defines the alpha component (between 0 and 1, default is 1)
  5608. */
  5609. a: number;
  5610. /**
  5611. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5612. * @param r defines the red component (between 0 and 1, default is 0)
  5613. * @param g defines the green component (between 0 and 1, default is 0)
  5614. * @param b defines the blue component (between 0 and 1, default is 0)
  5615. * @param a defines the alpha component (between 0 and 1, default is 1)
  5616. */
  5617. constructor(
  5618. /**
  5619. * Defines the red component (between 0 and 1, default is 0)
  5620. */
  5621. r?: number,
  5622. /**
  5623. * Defines the green component (between 0 and 1, default is 0)
  5624. */
  5625. g?: number,
  5626. /**
  5627. * Defines the blue component (between 0 and 1, default is 0)
  5628. */
  5629. b?: number,
  5630. /**
  5631. * Defines the alpha component (between 0 and 1, default is 1)
  5632. */
  5633. a?: number);
  5634. /**
  5635. * Adds in place the given Color4 values to the current Color4 object
  5636. * @param right defines the second operand
  5637. * @returns the current updated Color4 object
  5638. */
  5639. addInPlace(right: DeepImmutable<Color4>): Color4;
  5640. /**
  5641. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5642. * @returns the new array
  5643. */
  5644. asArray(): number[];
  5645. /**
  5646. * Stores from the starting index in the given array the Color4 successive values
  5647. * @param array defines the array where to store the r,g,b components
  5648. * @param index defines an optional index in the target array to define where to start storing values
  5649. * @returns the current Color4 object
  5650. */
  5651. toArray(array: number[], index?: number): Color4;
  5652. /**
  5653. * Determines equality between Color4 objects
  5654. * @param otherColor defines the second operand
  5655. * @returns true if the rgba values are equal to the given ones
  5656. */
  5657. equals(otherColor: DeepImmutable<Color4>): boolean;
  5658. /**
  5659. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5660. * @param right defines the second operand
  5661. * @returns a new Color4 object
  5662. */
  5663. add(right: DeepImmutable<Color4>): Color4;
  5664. /**
  5665. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5666. * @param right defines the second operand
  5667. * @returns a new Color4 object
  5668. */
  5669. subtract(right: DeepImmutable<Color4>): Color4;
  5670. /**
  5671. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5672. * @param right defines the second operand
  5673. * @param result defines the Color4 object where to store the result
  5674. * @returns the current Color4 object
  5675. */
  5676. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5677. /**
  5678. * Creates a new Color4 with the current Color4 values multiplied by scale
  5679. * @param scale defines the scaling factor to apply
  5680. * @returns a new Color4 object
  5681. */
  5682. scale(scale: number): Color4;
  5683. /**
  5684. * Multiplies the current Color4 values by scale and stores the result in "result"
  5685. * @param scale defines the scaling factor to apply
  5686. * @param result defines the Color4 object where to store the result
  5687. * @returns the current unmodified Color4
  5688. */
  5689. scaleToRef(scale: number, result: Color4): Color4;
  5690. /**
  5691. * Scale the current Color4 values by a factor and add the result to a given Color4
  5692. * @param scale defines the scale factor
  5693. * @param result defines the Color4 object where to store the result
  5694. * @returns the unmodified current Color4
  5695. */
  5696. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5697. /**
  5698. * Clamps the rgb values by the min and max values and stores the result into "result"
  5699. * @param min defines minimum clamping value (default is 0)
  5700. * @param max defines maximum clamping value (default is 1)
  5701. * @param result defines color to store the result into.
  5702. * @returns the cuurent Color4
  5703. */
  5704. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5705. /**
  5706. * Multipy an Color4 value by another and return a new Color4 object
  5707. * @param color defines the Color4 value to multiply by
  5708. * @returns a new Color4 object
  5709. */
  5710. multiply(color: Color4): Color4;
  5711. /**
  5712. * Multipy a Color4 value by another and push the result in a reference value
  5713. * @param color defines the Color4 value to multiply by
  5714. * @param result defines the Color4 to fill the result in
  5715. * @returns the result Color4
  5716. */
  5717. multiplyToRef(color: Color4, result: Color4): Color4;
  5718. /**
  5719. * Creates a string with the Color4 current values
  5720. * @returns the string representation of the Color4 object
  5721. */
  5722. toString(): string;
  5723. /**
  5724. * Returns the string "Color4"
  5725. * @returns "Color4"
  5726. */
  5727. getClassName(): string;
  5728. /**
  5729. * Compute the Color4 hash code
  5730. * @returns an unique number that can be used to hash Color4 objects
  5731. */
  5732. getHashCode(): number;
  5733. /**
  5734. * Creates a new Color4 copied from the current one
  5735. * @returns a new Color4 object
  5736. */
  5737. clone(): Color4;
  5738. /**
  5739. * Copies the given Color4 values into the current one
  5740. * @param source defines the source Color4 object
  5741. * @returns the current updated Color4 object
  5742. */
  5743. copyFrom(source: Color4): Color4;
  5744. /**
  5745. * Copies the given float values into the current one
  5746. * @param r defines the red component to read from
  5747. * @param g defines the green component to read from
  5748. * @param b defines the blue component to read from
  5749. * @param a defines the alpha component to read from
  5750. * @returns the current updated Color4 object
  5751. */
  5752. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5753. /**
  5754. * Copies the given float values into the current one
  5755. * @param r defines the red component to read from
  5756. * @param g defines the green component to read from
  5757. * @param b defines the blue component to read from
  5758. * @param a defines the alpha component to read from
  5759. * @returns the current updated Color4 object
  5760. */
  5761. set(r: number, g: number, b: number, a: number): Color4;
  5762. /**
  5763. * Compute the Color4 hexadecimal code as a string
  5764. * @returns a string containing the hexadecimal representation of the Color4 object
  5765. */
  5766. toHexString(): string;
  5767. /**
  5768. * Computes a new Color4 converted from the current one to linear space
  5769. * @returns a new Color4 object
  5770. */
  5771. toLinearSpace(): Color4;
  5772. /**
  5773. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5774. * @param convertedColor defines the Color4 object where to store the linear space version
  5775. * @returns the unmodified Color4
  5776. */
  5777. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5778. /**
  5779. * Computes a new Color4 converted from the current one to gamma space
  5780. * @returns a new Color4 object
  5781. */
  5782. toGammaSpace(): Color4;
  5783. /**
  5784. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5785. * @param convertedColor defines the Color4 object where to store the gamma space version
  5786. * @returns the unmodified Color4
  5787. */
  5788. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5789. /**
  5790. * Creates a new Color4 from the string containing valid hexadecimal values
  5791. * @param hex defines a string containing valid hexadecimal values
  5792. * @returns a new Color4 object
  5793. */
  5794. static FromHexString(hex: string): Color4;
  5795. /**
  5796. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5797. * @param left defines the start value
  5798. * @param right defines the end value
  5799. * @param amount defines the gradient factor
  5800. * @returns a new Color4 object
  5801. */
  5802. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5803. /**
  5804. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5805. * @param left defines the start value
  5806. * @param right defines the end value
  5807. * @param amount defines the gradient factor
  5808. * @param result defines the Color4 object where to store data
  5809. */
  5810. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5811. /**
  5812. * Creates a new Color4 from a Color3 and an alpha value
  5813. * @param color3 defines the source Color3 to read from
  5814. * @param alpha defines the alpha component (1.0 by default)
  5815. * @returns a new Color4 object
  5816. */
  5817. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5818. /**
  5819. * Creates a new Color4 from the starting index element of the given array
  5820. * @param array defines the source array to read from
  5821. * @param offset defines the offset in the source array
  5822. * @returns a new Color4 object
  5823. */
  5824. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5825. /**
  5826. * Creates a new Color3 from integer values (< 256)
  5827. * @param r defines the red component to read from (value between 0 and 255)
  5828. * @param g defines the green component to read from (value between 0 and 255)
  5829. * @param b defines the blue component to read from (value between 0 and 255)
  5830. * @param a defines the alpha component to read from (value between 0 and 255)
  5831. * @returns a new Color3 object
  5832. */
  5833. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5834. /**
  5835. * Check the content of a given array and convert it to an array containing RGBA data
  5836. * If the original array was already containing count * 4 values then it is returned directly
  5837. * @param colors defines the array to check
  5838. * @param count defines the number of RGBA data to expect
  5839. * @returns an array containing count * 4 values (RGBA)
  5840. */
  5841. static CheckColors4(colors: number[], count: number): number[];
  5842. }
  5843. /**
  5844. * @hidden
  5845. */
  5846. export class TmpColors {
  5847. static Color3: Color3[];
  5848. static Color4: Color4[];
  5849. }
  5850. }
  5851. declare module "babylonjs/Animations/animationKey" {
  5852. /**
  5853. * Defines an interface which represents an animation key frame
  5854. */
  5855. export interface IAnimationKey {
  5856. /**
  5857. * Frame of the key frame
  5858. */
  5859. frame: number;
  5860. /**
  5861. * Value at the specifies key frame
  5862. */
  5863. value: any;
  5864. /**
  5865. * The input tangent for the cubic hermite spline
  5866. */
  5867. inTangent?: any;
  5868. /**
  5869. * The output tangent for the cubic hermite spline
  5870. */
  5871. outTangent?: any;
  5872. /**
  5873. * The animation interpolation type
  5874. */
  5875. interpolation?: AnimationKeyInterpolation;
  5876. }
  5877. /**
  5878. * Enum for the animation key frame interpolation type
  5879. */
  5880. export enum AnimationKeyInterpolation {
  5881. /**
  5882. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5883. */
  5884. STEP = 1
  5885. }
  5886. }
  5887. declare module "babylonjs/Animations/animationRange" {
  5888. /**
  5889. * Represents the range of an animation
  5890. */
  5891. export class AnimationRange {
  5892. /**The name of the animation range**/
  5893. name: string;
  5894. /**The starting frame of the animation */
  5895. from: number;
  5896. /**The ending frame of the animation*/
  5897. to: number;
  5898. /**
  5899. * Initializes the range of an animation
  5900. * @param name The name of the animation range
  5901. * @param from The starting frame of the animation
  5902. * @param to The ending frame of the animation
  5903. */
  5904. constructor(
  5905. /**The name of the animation range**/
  5906. name: string,
  5907. /**The starting frame of the animation */
  5908. from: number,
  5909. /**The ending frame of the animation*/
  5910. to: number);
  5911. /**
  5912. * Makes a copy of the animation range
  5913. * @returns A copy of the animation range
  5914. */
  5915. clone(): AnimationRange;
  5916. }
  5917. }
  5918. declare module "babylonjs/Animations/animationEvent" {
  5919. /**
  5920. * Composed of a frame, and an action function
  5921. */
  5922. export class AnimationEvent {
  5923. /** The frame for which the event is triggered **/
  5924. frame: number;
  5925. /** The event to perform when triggered **/
  5926. action: (currentFrame: number) => void;
  5927. /** Specifies if the event should be triggered only once**/
  5928. onlyOnce?: boolean | undefined;
  5929. /**
  5930. * Specifies if the animation event is done
  5931. */
  5932. isDone: boolean;
  5933. /**
  5934. * Initializes the animation event
  5935. * @param frame The frame for which the event is triggered
  5936. * @param action The event to perform when triggered
  5937. * @param onlyOnce Specifies if the event should be triggered only once
  5938. */
  5939. constructor(
  5940. /** The frame for which the event is triggered **/
  5941. frame: number,
  5942. /** The event to perform when triggered **/
  5943. action: (currentFrame: number) => void,
  5944. /** Specifies if the event should be triggered only once**/
  5945. onlyOnce?: boolean | undefined);
  5946. /** @hidden */
  5947. _clone(): AnimationEvent;
  5948. }
  5949. }
  5950. declare module "babylonjs/Behaviors/behavior" {
  5951. import { Nullable } from "babylonjs/types";
  5952. /**
  5953. * Interface used to define a behavior
  5954. */
  5955. export interface Behavior<T> {
  5956. /** gets or sets behavior's name */
  5957. name: string;
  5958. /**
  5959. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5960. */
  5961. init(): void;
  5962. /**
  5963. * Called when the behavior is attached to a target
  5964. * @param target defines the target where the behavior is attached to
  5965. */
  5966. attach(target: T): void;
  5967. /**
  5968. * Called when the behavior is detached from its target
  5969. */
  5970. detach(): void;
  5971. }
  5972. /**
  5973. * Interface implemented by classes supporting behaviors
  5974. */
  5975. export interface IBehaviorAware<T> {
  5976. /**
  5977. * Attach a behavior
  5978. * @param behavior defines the behavior to attach
  5979. * @returns the current host
  5980. */
  5981. addBehavior(behavior: Behavior<T>): T;
  5982. /**
  5983. * Remove a behavior from the current object
  5984. * @param behavior defines the behavior to detach
  5985. * @returns the current host
  5986. */
  5987. removeBehavior(behavior: Behavior<T>): T;
  5988. /**
  5989. * Gets a behavior using its name to search
  5990. * @param name defines the name to search
  5991. * @returns the behavior or null if not found
  5992. */
  5993. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5994. }
  5995. }
  5996. declare module "babylonjs/Misc/smartArray" {
  5997. /**
  5998. * Defines an array and its length.
  5999. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6000. */
  6001. export interface ISmartArrayLike<T> {
  6002. /**
  6003. * The data of the array.
  6004. */
  6005. data: Array<T>;
  6006. /**
  6007. * The active length of the array.
  6008. */
  6009. length: number;
  6010. }
  6011. /**
  6012. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6013. */
  6014. export class SmartArray<T> implements ISmartArrayLike<T> {
  6015. /**
  6016. * The full set of data from the array.
  6017. */
  6018. data: Array<T>;
  6019. /**
  6020. * The active length of the array.
  6021. */
  6022. length: number;
  6023. protected _id: number;
  6024. /**
  6025. * Instantiates a Smart Array.
  6026. * @param capacity defines the default capacity of the array.
  6027. */
  6028. constructor(capacity: number);
  6029. /**
  6030. * Pushes a value at the end of the active data.
  6031. * @param value defines the object to push in the array.
  6032. */
  6033. push(value: T): void;
  6034. /**
  6035. * Iterates over the active data and apply the lambda to them.
  6036. * @param func defines the action to apply on each value.
  6037. */
  6038. forEach(func: (content: T) => void): void;
  6039. /**
  6040. * Sorts the full sets of data.
  6041. * @param compareFn defines the comparison function to apply.
  6042. */
  6043. sort(compareFn: (a: T, b: T) => number): void;
  6044. /**
  6045. * Resets the active data to an empty array.
  6046. */
  6047. reset(): void;
  6048. /**
  6049. * Releases all the data from the array as well as the array.
  6050. */
  6051. dispose(): void;
  6052. /**
  6053. * Concats the active data with a given array.
  6054. * @param array defines the data to concatenate with.
  6055. */
  6056. concat(array: any): void;
  6057. /**
  6058. * Returns the position of a value in the active data.
  6059. * @param value defines the value to find the index for
  6060. * @returns the index if found in the active data otherwise -1
  6061. */
  6062. indexOf(value: T): number;
  6063. /**
  6064. * Returns whether an element is part of the active data.
  6065. * @param value defines the value to look for
  6066. * @returns true if found in the active data otherwise false
  6067. */
  6068. contains(value: T): boolean;
  6069. private static _GlobalId;
  6070. }
  6071. /**
  6072. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6073. * The data in this array can only be present once
  6074. */
  6075. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6076. private _duplicateId;
  6077. /**
  6078. * Pushes a value at the end of the active data.
  6079. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6080. * @param value defines the object to push in the array.
  6081. */
  6082. push(value: T): void;
  6083. /**
  6084. * Pushes a value at the end of the active data.
  6085. * If the data is already present, it won t be added again
  6086. * @param value defines the object to push in the array.
  6087. * @returns true if added false if it was already present
  6088. */
  6089. pushNoDuplicate(value: T): boolean;
  6090. /**
  6091. * Resets the active data to an empty array.
  6092. */
  6093. reset(): void;
  6094. /**
  6095. * Concats the active data with a given array.
  6096. * This ensures no dupplicate will be present in the result.
  6097. * @param array defines the data to concatenate with.
  6098. */
  6099. concatWithNoDuplicate(array: any): void;
  6100. }
  6101. }
  6102. declare module "babylonjs/Cameras/cameraInputsManager" {
  6103. import { Nullable } from "babylonjs/types";
  6104. import { Camera } from "babylonjs/Cameras/camera";
  6105. /**
  6106. * @ignore
  6107. * This is a list of all the different input types that are available in the application.
  6108. * Fo instance: ArcRotateCameraGamepadInput...
  6109. */
  6110. export var CameraInputTypes: {};
  6111. /**
  6112. * This is the contract to implement in order to create a new input class.
  6113. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6114. */
  6115. export interface ICameraInput<TCamera extends Camera> {
  6116. /**
  6117. * Defines the camera the input is attached to.
  6118. */
  6119. camera: Nullable<TCamera>;
  6120. /**
  6121. * Gets the class name of the current intput.
  6122. * @returns the class name
  6123. */
  6124. getClassName(): string;
  6125. /**
  6126. * Get the friendly name associated with the input class.
  6127. * @returns the input friendly name
  6128. */
  6129. getSimpleName(): string;
  6130. /**
  6131. * Attach the input controls to a specific dom element to get the input from.
  6132. * @param element Defines the element the controls should be listened from
  6133. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6134. */
  6135. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6136. /**
  6137. * Detach the current controls from the specified dom element.
  6138. * @param element Defines the element to stop listening the inputs from
  6139. */
  6140. detachControl(element: Nullable<HTMLElement>): void;
  6141. /**
  6142. * Update the current camera state depending on the inputs that have been used this frame.
  6143. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6144. */
  6145. checkInputs?: () => void;
  6146. }
  6147. /**
  6148. * Represents a map of input types to input instance or input index to input instance.
  6149. */
  6150. export interface CameraInputsMap<TCamera extends Camera> {
  6151. /**
  6152. * Accessor to the input by input type.
  6153. */
  6154. [name: string]: ICameraInput<TCamera>;
  6155. /**
  6156. * Accessor to the input by input index.
  6157. */
  6158. [idx: number]: ICameraInput<TCamera>;
  6159. }
  6160. /**
  6161. * This represents the input manager used within a camera.
  6162. * It helps dealing with all the different kind of input attached to a camera.
  6163. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6164. */
  6165. export class CameraInputsManager<TCamera extends Camera> {
  6166. /**
  6167. * Defines the list of inputs attahed to the camera.
  6168. */
  6169. attached: CameraInputsMap<TCamera>;
  6170. /**
  6171. * Defines the dom element the camera is collecting inputs from.
  6172. * This is null if the controls have not been attached.
  6173. */
  6174. attachedElement: Nullable<HTMLElement>;
  6175. /**
  6176. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6177. */
  6178. noPreventDefault: boolean;
  6179. /**
  6180. * Defined the camera the input manager belongs to.
  6181. */
  6182. camera: TCamera;
  6183. /**
  6184. * Update the current camera state depending on the inputs that have been used this frame.
  6185. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6186. */
  6187. checkInputs: () => void;
  6188. /**
  6189. * Instantiate a new Camera Input Manager.
  6190. * @param camera Defines the camera the input manager blongs to
  6191. */
  6192. constructor(camera: TCamera);
  6193. /**
  6194. * Add an input method to a camera
  6195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6196. * @param input camera input method
  6197. */
  6198. add(input: ICameraInput<TCamera>): void;
  6199. /**
  6200. * Remove a specific input method from a camera
  6201. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6202. * @param inputToRemove camera input method
  6203. */
  6204. remove(inputToRemove: ICameraInput<TCamera>): void;
  6205. /**
  6206. * Remove a specific input type from a camera
  6207. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6208. * @param inputType the type of the input to remove
  6209. */
  6210. removeByType(inputType: string): void;
  6211. private _addCheckInputs;
  6212. /**
  6213. * Attach the input controls to the currently attached dom element to listen the events from.
  6214. * @param input Defines the input to attach
  6215. */
  6216. attachInput(input: ICameraInput<TCamera>): void;
  6217. /**
  6218. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6219. * @param element Defines the dom element to collect the events from
  6220. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6221. */
  6222. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6223. /**
  6224. * Detach the current manager inputs controls from a specific dom element.
  6225. * @param element Defines the dom element to collect the events from
  6226. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6227. */
  6228. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6229. /**
  6230. * Rebuild the dynamic inputCheck function from the current list of
  6231. * defined inputs in the manager.
  6232. */
  6233. rebuildInputCheck(): void;
  6234. /**
  6235. * Remove all attached input methods from a camera
  6236. */
  6237. clear(): void;
  6238. /**
  6239. * Serialize the current input manager attached to a camera.
  6240. * This ensures than once parsed,
  6241. * the input associated to the camera will be identical to the current ones
  6242. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6243. */
  6244. serialize(serializedCamera: any): void;
  6245. /**
  6246. * Parses an input manager serialized JSON to restore the previous list of inputs
  6247. * and states associated to a camera.
  6248. * @param parsedCamera Defines the JSON to parse
  6249. */
  6250. parse(parsedCamera: any): void;
  6251. }
  6252. }
  6253. declare module "babylonjs/Meshes/buffer" {
  6254. import { Nullable, DataArray } from "babylonjs/types";
  6255. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6256. /**
  6257. * Class used to store data that will be store in GPU memory
  6258. */
  6259. export class Buffer {
  6260. private _engine;
  6261. private _buffer;
  6262. /** @hidden */
  6263. _data: Nullable<DataArray>;
  6264. private _updatable;
  6265. private _instanced;
  6266. private _divisor;
  6267. /**
  6268. * Gets the byte stride.
  6269. */
  6270. readonly byteStride: number;
  6271. /**
  6272. * Constructor
  6273. * @param engine the engine
  6274. * @param data the data to use for this buffer
  6275. * @param updatable whether the data is updatable
  6276. * @param stride the stride (optional)
  6277. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6278. * @param instanced whether the buffer is instanced (optional)
  6279. * @param useBytes set to true if the stride in in bytes (optional)
  6280. * @param divisor sets an optional divisor for instances (1 by default)
  6281. */
  6282. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6283. /**
  6284. * Create a new VertexBuffer based on the current buffer
  6285. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6286. * @param offset defines offset in the buffer (0 by default)
  6287. * @param size defines the size in floats of attributes (position is 3 for instance)
  6288. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6289. * @param instanced defines if the vertex buffer contains indexed data
  6290. * @param useBytes defines if the offset and stride are in bytes *
  6291. * @param divisor sets an optional divisor for instances (1 by default)
  6292. * @returns the new vertex buffer
  6293. */
  6294. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6295. /**
  6296. * Gets a boolean indicating if the Buffer is updatable?
  6297. * @returns true if the buffer is updatable
  6298. */
  6299. isUpdatable(): boolean;
  6300. /**
  6301. * Gets current buffer's data
  6302. * @returns a DataArray or null
  6303. */
  6304. getData(): Nullable<DataArray>;
  6305. /**
  6306. * Gets underlying native buffer
  6307. * @returns underlying native buffer
  6308. */
  6309. getBuffer(): Nullable<DataBuffer>;
  6310. /**
  6311. * Gets the stride in float32 units (i.e. byte stride / 4).
  6312. * May not be an integer if the byte stride is not divisible by 4.
  6313. * DEPRECATED. Use byteStride instead.
  6314. * @returns the stride in float32 units
  6315. */
  6316. getStrideSize(): number;
  6317. /**
  6318. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6319. * @param data defines the data to store
  6320. */
  6321. create(data?: Nullable<DataArray>): void;
  6322. /** @hidden */
  6323. _rebuild(): void;
  6324. /**
  6325. * Update current buffer data
  6326. * @param data defines the data to store
  6327. */
  6328. update(data: DataArray): void;
  6329. /**
  6330. * Updates the data directly.
  6331. * @param data the new data
  6332. * @param offset the new offset
  6333. * @param vertexCount the vertex count (optional)
  6334. * @param useBytes set to true if the offset is in bytes
  6335. */
  6336. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6337. /**
  6338. * Release all resources
  6339. */
  6340. dispose(): void;
  6341. }
  6342. /**
  6343. * Specialized buffer used to store vertex data
  6344. */
  6345. export class VertexBuffer {
  6346. /** @hidden */
  6347. _buffer: Buffer;
  6348. private _kind;
  6349. private _size;
  6350. private _ownsBuffer;
  6351. private _instanced;
  6352. private _instanceDivisor;
  6353. /**
  6354. * The byte type.
  6355. */
  6356. static readonly BYTE: number;
  6357. /**
  6358. * The unsigned byte type.
  6359. */
  6360. static readonly UNSIGNED_BYTE: number;
  6361. /**
  6362. * The short type.
  6363. */
  6364. static readonly SHORT: number;
  6365. /**
  6366. * The unsigned short type.
  6367. */
  6368. static readonly UNSIGNED_SHORT: number;
  6369. /**
  6370. * The integer type.
  6371. */
  6372. static readonly INT: number;
  6373. /**
  6374. * The unsigned integer type.
  6375. */
  6376. static readonly UNSIGNED_INT: number;
  6377. /**
  6378. * The float type.
  6379. */
  6380. static readonly FLOAT: number;
  6381. /**
  6382. * Gets or sets the instance divisor when in instanced mode
  6383. */
  6384. instanceDivisor: number;
  6385. /**
  6386. * Gets the byte stride.
  6387. */
  6388. readonly byteStride: number;
  6389. /**
  6390. * Gets the byte offset.
  6391. */
  6392. readonly byteOffset: number;
  6393. /**
  6394. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6395. */
  6396. readonly normalized: boolean;
  6397. /**
  6398. * Gets the data type of each component in the array.
  6399. */
  6400. readonly type: number;
  6401. /**
  6402. * Constructor
  6403. * @param engine the engine
  6404. * @param data the data to use for this vertex buffer
  6405. * @param kind the vertex buffer kind
  6406. * @param updatable whether the data is updatable
  6407. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6408. * @param stride the stride (optional)
  6409. * @param instanced whether the buffer is instanced (optional)
  6410. * @param offset the offset of the data (optional)
  6411. * @param size the number of components (optional)
  6412. * @param type the type of the component (optional)
  6413. * @param normalized whether the data contains normalized data (optional)
  6414. * @param useBytes set to true if stride and offset are in bytes (optional)
  6415. * @param divisor defines the instance divisor to use (1 by default)
  6416. */
  6417. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  6418. /** @hidden */
  6419. _rebuild(): void;
  6420. /**
  6421. * Returns the kind of the VertexBuffer (string)
  6422. * @returns a string
  6423. */
  6424. getKind(): string;
  6425. /**
  6426. * Gets a boolean indicating if the VertexBuffer is updatable?
  6427. * @returns true if the buffer is updatable
  6428. */
  6429. isUpdatable(): boolean;
  6430. /**
  6431. * Gets current buffer's data
  6432. * @returns a DataArray or null
  6433. */
  6434. getData(): Nullable<DataArray>;
  6435. /**
  6436. * Gets underlying native buffer
  6437. * @returns underlying native buffer
  6438. */
  6439. getBuffer(): Nullable<DataBuffer>;
  6440. /**
  6441. * Gets the stride in float32 units (i.e. byte stride / 4).
  6442. * May not be an integer if the byte stride is not divisible by 4.
  6443. * DEPRECATED. Use byteStride instead.
  6444. * @returns the stride in float32 units
  6445. */
  6446. getStrideSize(): number;
  6447. /**
  6448. * Returns the offset as a multiple of the type byte length.
  6449. * DEPRECATED. Use byteOffset instead.
  6450. * @returns the offset in bytes
  6451. */
  6452. getOffset(): number;
  6453. /**
  6454. * Returns the number of components per vertex attribute (integer)
  6455. * @returns the size in float
  6456. */
  6457. getSize(): number;
  6458. /**
  6459. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6460. * @returns true if this buffer is instanced
  6461. */
  6462. getIsInstanced(): boolean;
  6463. /**
  6464. * Returns the instancing divisor, zero for non-instanced (integer).
  6465. * @returns a number
  6466. */
  6467. getInstanceDivisor(): number;
  6468. /**
  6469. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6470. * @param data defines the data to store
  6471. */
  6472. create(data?: DataArray): void;
  6473. /**
  6474. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6475. * This function will create a new buffer if the current one is not updatable
  6476. * @param data defines the data to store
  6477. */
  6478. update(data: DataArray): void;
  6479. /**
  6480. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6481. * Returns the directly updated WebGLBuffer.
  6482. * @param data the new data
  6483. * @param offset the new offset
  6484. * @param useBytes set to true if the offset is in bytes
  6485. */
  6486. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6487. /**
  6488. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6489. */
  6490. dispose(): void;
  6491. /**
  6492. * Enumerates each value of this vertex buffer as numbers.
  6493. * @param count the number of values to enumerate
  6494. * @param callback the callback function called for each value
  6495. */
  6496. forEach(count: number, callback: (value: number, index: number) => void): void;
  6497. /**
  6498. * Positions
  6499. */
  6500. static readonly PositionKind: string;
  6501. /**
  6502. * Normals
  6503. */
  6504. static readonly NormalKind: string;
  6505. /**
  6506. * Tangents
  6507. */
  6508. static readonly TangentKind: string;
  6509. /**
  6510. * Texture coordinates
  6511. */
  6512. static readonly UVKind: string;
  6513. /**
  6514. * Texture coordinates 2
  6515. */
  6516. static readonly UV2Kind: string;
  6517. /**
  6518. * Texture coordinates 3
  6519. */
  6520. static readonly UV3Kind: string;
  6521. /**
  6522. * Texture coordinates 4
  6523. */
  6524. static readonly UV4Kind: string;
  6525. /**
  6526. * Texture coordinates 5
  6527. */
  6528. static readonly UV5Kind: string;
  6529. /**
  6530. * Texture coordinates 6
  6531. */
  6532. static readonly UV6Kind: string;
  6533. /**
  6534. * Colors
  6535. */
  6536. static readonly ColorKind: string;
  6537. /**
  6538. * Matrix indices (for bones)
  6539. */
  6540. static readonly MatricesIndicesKind: string;
  6541. /**
  6542. * Matrix weights (for bones)
  6543. */
  6544. static readonly MatricesWeightsKind: string;
  6545. /**
  6546. * Additional matrix indices (for bones)
  6547. */
  6548. static readonly MatricesIndicesExtraKind: string;
  6549. /**
  6550. * Additional matrix weights (for bones)
  6551. */
  6552. static readonly MatricesWeightsExtraKind: string;
  6553. /**
  6554. * Deduces the stride given a kind.
  6555. * @param kind The kind string to deduce
  6556. * @returns The deduced stride
  6557. */
  6558. static DeduceStride(kind: string): number;
  6559. /**
  6560. * Gets the byte length of the given type.
  6561. * @param type the type
  6562. * @returns the number of bytes
  6563. */
  6564. static GetTypeByteLength(type: number): number;
  6565. /**
  6566. * Enumerates each value of the given parameters as numbers.
  6567. * @param data the data to enumerate
  6568. * @param byteOffset the byte offset of the data
  6569. * @param byteStride the byte stride of the data
  6570. * @param componentCount the number of components per element
  6571. * @param componentType the type of the component
  6572. * @param count the number of values to enumerate
  6573. * @param normalized whether the data is normalized
  6574. * @param callback the callback function called for each value
  6575. */
  6576. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6577. private static _GetFloatValue;
  6578. }
  6579. }
  6580. declare module "babylonjs/Collisions/intersectionInfo" {
  6581. import { Nullable } from "babylonjs/types";
  6582. /**
  6583. * @hidden
  6584. */
  6585. export class IntersectionInfo {
  6586. bu: Nullable<number>;
  6587. bv: Nullable<number>;
  6588. distance: number;
  6589. faceId: number;
  6590. subMeshId: number;
  6591. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6592. }
  6593. }
  6594. declare module "babylonjs/Maths/math.plane" {
  6595. import { DeepImmutable } from "babylonjs/types";
  6596. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6597. /**
  6598. * Represens a plane by the equation ax + by + cz + d = 0
  6599. */
  6600. export class Plane {
  6601. private static _TmpMatrix;
  6602. /**
  6603. * Normal of the plane (a,b,c)
  6604. */
  6605. normal: Vector3;
  6606. /**
  6607. * d component of the plane
  6608. */
  6609. d: number;
  6610. /**
  6611. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6612. * @param a a component of the plane
  6613. * @param b b component of the plane
  6614. * @param c c component of the plane
  6615. * @param d d component of the plane
  6616. */
  6617. constructor(a: number, b: number, c: number, d: number);
  6618. /**
  6619. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6620. */
  6621. asArray(): number[];
  6622. /**
  6623. * @returns a new plane copied from the current Plane.
  6624. */
  6625. clone(): Plane;
  6626. /**
  6627. * @returns the string "Plane".
  6628. */
  6629. getClassName(): string;
  6630. /**
  6631. * @returns the Plane hash code.
  6632. */
  6633. getHashCode(): number;
  6634. /**
  6635. * Normalize the current Plane in place.
  6636. * @returns the updated Plane.
  6637. */
  6638. normalize(): Plane;
  6639. /**
  6640. * Applies a transformation the plane and returns the result
  6641. * @param transformation the transformation matrix to be applied to the plane
  6642. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6643. */
  6644. transform(transformation: DeepImmutable<Matrix>): Plane;
  6645. /**
  6646. * Calcualtte the dot product between the point and the plane normal
  6647. * @param point point to calculate the dot product with
  6648. * @returns the dot product (float) of the point coordinates and the plane normal.
  6649. */
  6650. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6651. /**
  6652. * Updates the current Plane from the plane defined by the three given points.
  6653. * @param point1 one of the points used to contruct the plane
  6654. * @param point2 one of the points used to contruct the plane
  6655. * @param point3 one of the points used to contruct the plane
  6656. * @returns the updated Plane.
  6657. */
  6658. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6659. /**
  6660. * Checks if the plane is facing a given direction
  6661. * @param direction the direction to check if the plane is facing
  6662. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6663. * @returns True is the vector "direction" is the same side than the plane normal.
  6664. */
  6665. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6666. /**
  6667. * Calculates the distance to a point
  6668. * @param point point to calculate distance to
  6669. * @returns the signed distance (float) from the given point to the Plane.
  6670. */
  6671. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6672. /**
  6673. * Creates a plane from an array
  6674. * @param array the array to create a plane from
  6675. * @returns a new Plane from the given array.
  6676. */
  6677. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6678. /**
  6679. * Creates a plane from three points
  6680. * @param point1 point used to create the plane
  6681. * @param point2 point used to create the plane
  6682. * @param point3 point used to create the plane
  6683. * @returns a new Plane defined by the three given points.
  6684. */
  6685. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6686. /**
  6687. * Creates a plane from an origin point and a normal
  6688. * @param origin origin of the plane to be constructed
  6689. * @param normal normal of the plane to be constructed
  6690. * @returns a new Plane the normal vector to this plane at the given origin point.
  6691. * Note : the vector "normal" is updated because normalized.
  6692. */
  6693. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6694. /**
  6695. * Calculates the distance from a plane and a point
  6696. * @param origin origin of the plane to be constructed
  6697. * @param normal normal of the plane to be constructed
  6698. * @param point point to calculate distance to
  6699. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6700. */
  6701. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6702. }
  6703. }
  6704. declare module "babylonjs/Culling/boundingSphere" {
  6705. import { DeepImmutable } from "babylonjs/types";
  6706. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6707. import { Plane } from "babylonjs/Maths/math.plane";
  6708. /**
  6709. * Class used to store bounding sphere information
  6710. */
  6711. export class BoundingSphere {
  6712. /**
  6713. * Gets the center of the bounding sphere in local space
  6714. */
  6715. readonly center: Vector3;
  6716. /**
  6717. * Radius of the bounding sphere in local space
  6718. */
  6719. radius: number;
  6720. /**
  6721. * Gets the center of the bounding sphere in world space
  6722. */
  6723. readonly centerWorld: Vector3;
  6724. /**
  6725. * Radius of the bounding sphere in world space
  6726. */
  6727. radiusWorld: number;
  6728. /**
  6729. * Gets the minimum vector in local space
  6730. */
  6731. readonly minimum: Vector3;
  6732. /**
  6733. * Gets the maximum vector in local space
  6734. */
  6735. readonly maximum: Vector3;
  6736. private _worldMatrix;
  6737. private static readonly TmpVector3;
  6738. /**
  6739. * Creates a new bounding sphere
  6740. * @param min defines the minimum vector (in local space)
  6741. * @param max defines the maximum vector (in local space)
  6742. * @param worldMatrix defines the new world matrix
  6743. */
  6744. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6745. /**
  6746. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6747. * @param min defines the new minimum vector (in local space)
  6748. * @param max defines the new maximum vector (in local space)
  6749. * @param worldMatrix defines the new world matrix
  6750. */
  6751. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6752. /**
  6753. * Scale the current bounding sphere by applying a scale factor
  6754. * @param factor defines the scale factor to apply
  6755. * @returns the current bounding box
  6756. */
  6757. scale(factor: number): BoundingSphere;
  6758. /**
  6759. * Gets the world matrix of the bounding box
  6760. * @returns a matrix
  6761. */
  6762. getWorldMatrix(): DeepImmutable<Matrix>;
  6763. /** @hidden */
  6764. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6765. /**
  6766. * Tests if the bounding sphere is intersecting the frustum planes
  6767. * @param frustumPlanes defines the frustum planes to test
  6768. * @returns true if there is an intersection
  6769. */
  6770. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6771. /**
  6772. * Tests if the bounding sphere center is in between the frustum planes.
  6773. * Used for optimistic fast inclusion.
  6774. * @param frustumPlanes defines the frustum planes to test
  6775. * @returns true if the sphere center is in between the frustum planes
  6776. */
  6777. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6778. /**
  6779. * Tests if a point is inside the bounding sphere
  6780. * @param point defines the point to test
  6781. * @returns true if the point is inside the bounding sphere
  6782. */
  6783. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6784. /**
  6785. * Checks if two sphere intersct
  6786. * @param sphere0 sphere 0
  6787. * @param sphere1 sphere 1
  6788. * @returns true if the speres intersect
  6789. */
  6790. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6791. }
  6792. }
  6793. declare module "babylonjs/Culling/boundingBox" {
  6794. import { DeepImmutable } from "babylonjs/types";
  6795. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6796. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6797. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6798. import { Plane } from "babylonjs/Maths/math.plane";
  6799. /**
  6800. * Class used to store bounding box information
  6801. */
  6802. export class BoundingBox implements ICullable {
  6803. /**
  6804. * Gets the 8 vectors representing the bounding box in local space
  6805. */
  6806. readonly vectors: Vector3[];
  6807. /**
  6808. * Gets the center of the bounding box in local space
  6809. */
  6810. readonly center: Vector3;
  6811. /**
  6812. * Gets the center of the bounding box in world space
  6813. */
  6814. readonly centerWorld: Vector3;
  6815. /**
  6816. * Gets the extend size in local space
  6817. */
  6818. readonly extendSize: Vector3;
  6819. /**
  6820. * Gets the extend size in world space
  6821. */
  6822. readonly extendSizeWorld: Vector3;
  6823. /**
  6824. * Gets the OBB (object bounding box) directions
  6825. */
  6826. readonly directions: Vector3[];
  6827. /**
  6828. * Gets the 8 vectors representing the bounding box in world space
  6829. */
  6830. readonly vectorsWorld: Vector3[];
  6831. /**
  6832. * Gets the minimum vector in world space
  6833. */
  6834. readonly minimumWorld: Vector3;
  6835. /**
  6836. * Gets the maximum vector in world space
  6837. */
  6838. readonly maximumWorld: Vector3;
  6839. /**
  6840. * Gets the minimum vector in local space
  6841. */
  6842. readonly minimum: Vector3;
  6843. /**
  6844. * Gets the maximum vector in local space
  6845. */
  6846. readonly maximum: Vector3;
  6847. private _worldMatrix;
  6848. private static readonly TmpVector3;
  6849. /**
  6850. * @hidden
  6851. */
  6852. _tag: number;
  6853. /**
  6854. * Creates a new bounding box
  6855. * @param min defines the minimum vector (in local space)
  6856. * @param max defines the maximum vector (in local space)
  6857. * @param worldMatrix defines the new world matrix
  6858. */
  6859. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6860. /**
  6861. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6862. * @param min defines the new minimum vector (in local space)
  6863. * @param max defines the new maximum vector (in local space)
  6864. * @param worldMatrix defines the new world matrix
  6865. */
  6866. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6867. /**
  6868. * Scale the current bounding box by applying a scale factor
  6869. * @param factor defines the scale factor to apply
  6870. * @returns the current bounding box
  6871. */
  6872. scale(factor: number): BoundingBox;
  6873. /**
  6874. * Gets the world matrix of the bounding box
  6875. * @returns a matrix
  6876. */
  6877. getWorldMatrix(): DeepImmutable<Matrix>;
  6878. /** @hidden */
  6879. _update(world: DeepImmutable<Matrix>): void;
  6880. /**
  6881. * Tests if the bounding box is intersecting the frustum planes
  6882. * @param frustumPlanes defines the frustum planes to test
  6883. * @returns true if there is an intersection
  6884. */
  6885. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6886. /**
  6887. * Tests if the bounding box is entirely inside the frustum planes
  6888. * @param frustumPlanes defines the frustum planes to test
  6889. * @returns true if there is an inclusion
  6890. */
  6891. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6892. /**
  6893. * Tests if a point is inside the bounding box
  6894. * @param point defines the point to test
  6895. * @returns true if the point is inside the bounding box
  6896. */
  6897. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6898. /**
  6899. * Tests if the bounding box intersects with a bounding sphere
  6900. * @param sphere defines the sphere to test
  6901. * @returns true if there is an intersection
  6902. */
  6903. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6904. /**
  6905. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6906. * @param min defines the min vector to use
  6907. * @param max defines the max vector to use
  6908. * @returns true if there is an intersection
  6909. */
  6910. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6911. /**
  6912. * Tests if two bounding boxes are intersections
  6913. * @param box0 defines the first box to test
  6914. * @param box1 defines the second box to test
  6915. * @returns true if there is an intersection
  6916. */
  6917. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6918. /**
  6919. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6920. * @param minPoint defines the minimum vector of the bounding box
  6921. * @param maxPoint defines the maximum vector of the bounding box
  6922. * @param sphereCenter defines the sphere center
  6923. * @param sphereRadius defines the sphere radius
  6924. * @returns true if there is an intersection
  6925. */
  6926. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6927. /**
  6928. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6929. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @return true if there is an inclusion
  6932. */
  6933. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6936. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @return true if there is an intersection
  6939. */
  6940. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. }
  6942. }
  6943. declare module "babylonjs/Collisions/collider" {
  6944. import { Nullable, IndicesArray } from "babylonjs/types";
  6945. import { Vector3 } from "babylonjs/Maths/math.vector";
  6946. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6947. import { Plane } from "babylonjs/Maths/math.plane";
  6948. /** @hidden */
  6949. export class Collider {
  6950. /** Define if a collision was found */
  6951. collisionFound: boolean;
  6952. /**
  6953. * Define last intersection point in local space
  6954. */
  6955. intersectionPoint: Vector3;
  6956. /**
  6957. * Define last collided mesh
  6958. */
  6959. collidedMesh: Nullable<AbstractMesh>;
  6960. private _collisionPoint;
  6961. private _planeIntersectionPoint;
  6962. private _tempVector;
  6963. private _tempVector2;
  6964. private _tempVector3;
  6965. private _tempVector4;
  6966. private _edge;
  6967. private _baseToVertex;
  6968. private _destinationPoint;
  6969. private _slidePlaneNormal;
  6970. private _displacementVector;
  6971. /** @hidden */
  6972. _radius: Vector3;
  6973. /** @hidden */
  6974. _retry: number;
  6975. private _velocity;
  6976. private _basePoint;
  6977. private _epsilon;
  6978. /** @hidden */
  6979. _velocityWorldLength: number;
  6980. /** @hidden */
  6981. _basePointWorld: Vector3;
  6982. private _velocityWorld;
  6983. private _normalizedVelocity;
  6984. /** @hidden */
  6985. _initialVelocity: Vector3;
  6986. /** @hidden */
  6987. _initialPosition: Vector3;
  6988. private _nearestDistance;
  6989. private _collisionMask;
  6990. collisionMask: number;
  6991. /**
  6992. * Gets the plane normal used to compute the sliding response (in local space)
  6993. */
  6994. readonly slidePlaneNormal: Vector3;
  6995. /** @hidden */
  6996. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6997. /** @hidden */
  6998. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6999. /** @hidden */
  7000. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7001. /** @hidden */
  7002. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7003. /** @hidden */
  7004. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7005. /** @hidden */
  7006. _getResponse(pos: Vector3, vel: Vector3): void;
  7007. }
  7008. }
  7009. declare module "babylonjs/Culling/boundingInfo" {
  7010. import { DeepImmutable } from "babylonjs/types";
  7011. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7012. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7013. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7014. import { Plane } from "babylonjs/Maths/math.plane";
  7015. import { Collider } from "babylonjs/Collisions/collider";
  7016. /**
  7017. * Interface for cullable objects
  7018. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7019. */
  7020. export interface ICullable {
  7021. /**
  7022. * Checks if the object or part of the object is in the frustum
  7023. * @param frustumPlanes Camera near/planes
  7024. * @returns true if the object is in frustum otherwise false
  7025. */
  7026. isInFrustum(frustumPlanes: Plane[]): boolean;
  7027. /**
  7028. * Checks if a cullable object (mesh...) is in the camera frustum
  7029. * Unlike isInFrustum this cheks the full bounding box
  7030. * @param frustumPlanes Camera near/planes
  7031. * @returns true if the object is in frustum otherwise false
  7032. */
  7033. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7034. }
  7035. /**
  7036. * Info for a bounding data of a mesh
  7037. */
  7038. export class BoundingInfo implements ICullable {
  7039. /**
  7040. * Bounding box for the mesh
  7041. */
  7042. readonly boundingBox: BoundingBox;
  7043. /**
  7044. * Bounding sphere for the mesh
  7045. */
  7046. readonly boundingSphere: BoundingSphere;
  7047. private _isLocked;
  7048. private static readonly TmpVector3;
  7049. /**
  7050. * Constructs bounding info
  7051. * @param minimum min vector of the bounding box/sphere
  7052. * @param maximum max vector of the bounding box/sphere
  7053. * @param worldMatrix defines the new world matrix
  7054. */
  7055. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7056. /**
  7057. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7058. * @param min defines the new minimum vector (in local space)
  7059. * @param max defines the new maximum vector (in local space)
  7060. * @param worldMatrix defines the new world matrix
  7061. */
  7062. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7063. /**
  7064. * min vector of the bounding box/sphere
  7065. */
  7066. readonly minimum: Vector3;
  7067. /**
  7068. * max vector of the bounding box/sphere
  7069. */
  7070. readonly maximum: Vector3;
  7071. /**
  7072. * If the info is locked and won't be updated to avoid perf overhead
  7073. */
  7074. isLocked: boolean;
  7075. /**
  7076. * Updates the bounding sphere and box
  7077. * @param world world matrix to be used to update
  7078. */
  7079. update(world: DeepImmutable<Matrix>): void;
  7080. /**
  7081. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7082. * @param center New center of the bounding info
  7083. * @param extend New extend of the bounding info
  7084. * @returns the current bounding info
  7085. */
  7086. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7087. /**
  7088. * Scale the current bounding info by applying a scale factor
  7089. * @param factor defines the scale factor to apply
  7090. * @returns the current bounding info
  7091. */
  7092. scale(factor: number): BoundingInfo;
  7093. /**
  7094. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7095. * @param frustumPlanes defines the frustum to test
  7096. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7097. * @returns true if the bounding info is in the frustum planes
  7098. */
  7099. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7100. /**
  7101. * Gets the world distance between the min and max points of the bounding box
  7102. */
  7103. readonly diagonalLength: number;
  7104. /**
  7105. * Checks if a cullable object (mesh...) is in the camera frustum
  7106. * Unlike isInFrustum this cheks the full bounding box
  7107. * @param frustumPlanes Camera near/planes
  7108. * @returns true if the object is in frustum otherwise false
  7109. */
  7110. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7111. /** @hidden */
  7112. _checkCollision(collider: Collider): boolean;
  7113. /**
  7114. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7115. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7116. * @param point the point to check intersection with
  7117. * @returns if the point intersects
  7118. */
  7119. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7120. /**
  7121. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7122. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7123. * @param boundingInfo the bounding info to check intersection with
  7124. * @param precise if the intersection should be done using OBB
  7125. * @returns if the bounding info intersects
  7126. */
  7127. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7128. }
  7129. }
  7130. declare module "babylonjs/Maths/math.functions" {
  7131. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7132. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7133. /**
  7134. * Extracts minimum and maximum values from a list of indexed positions
  7135. * @param positions defines the positions to use
  7136. * @param indices defines the indices to the positions
  7137. * @param indexStart defines the start index
  7138. * @param indexCount defines the end index
  7139. * @param bias defines bias value to add to the result
  7140. * @return minimum and maximum values
  7141. */
  7142. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7143. minimum: Vector3;
  7144. maximum: Vector3;
  7145. };
  7146. /**
  7147. * Extracts minimum and maximum values from a list of positions
  7148. * @param positions defines the positions to use
  7149. * @param start defines the start index in the positions array
  7150. * @param count defines the number of positions to handle
  7151. * @param bias defines bias value to add to the result
  7152. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7153. * @return minimum and maximum values
  7154. */
  7155. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7156. minimum: Vector3;
  7157. maximum: Vector3;
  7158. };
  7159. }
  7160. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7161. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7162. /** @hidden */
  7163. export class WebGLDataBuffer extends DataBuffer {
  7164. private _buffer;
  7165. constructor(resource: WebGLBuffer);
  7166. readonly underlyingResource: any;
  7167. }
  7168. }
  7169. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7170. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7171. import { Nullable } from "babylonjs/types";
  7172. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7173. /** @hidden */
  7174. export class WebGLPipelineContext implements IPipelineContext {
  7175. engine: ThinEngine;
  7176. program: Nullable<WebGLProgram>;
  7177. context?: WebGLRenderingContext;
  7178. vertexShader?: WebGLShader;
  7179. fragmentShader?: WebGLShader;
  7180. isParallelCompiled: boolean;
  7181. onCompiled?: () => void;
  7182. transformFeedback?: WebGLTransformFeedback | null;
  7183. readonly isAsync: boolean;
  7184. readonly isReady: boolean;
  7185. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7186. }
  7187. }
  7188. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7189. import { FloatArray, Nullable } from "babylonjs/types";
  7190. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7191. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7192. module "babylonjs/Engines/thinEngine" {
  7193. interface ThinEngine {
  7194. /**
  7195. * Create an uniform buffer
  7196. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7197. * @param elements defines the content of the uniform buffer
  7198. * @returns the webGL uniform buffer
  7199. */
  7200. createUniformBuffer(elements: FloatArray): DataBuffer;
  7201. /**
  7202. * Create a dynamic uniform buffer
  7203. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7204. * @param elements defines the content of the uniform buffer
  7205. * @returns the webGL uniform buffer
  7206. */
  7207. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7208. /**
  7209. * Update an existing uniform buffer
  7210. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7211. * @param uniformBuffer defines the target uniform buffer
  7212. * @param elements defines the content to update
  7213. * @param offset defines the offset in the uniform buffer where update should start
  7214. * @param count defines the size of the data to update
  7215. */
  7216. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7217. /**
  7218. * Bind an uniform buffer to the current webGL context
  7219. * @param buffer defines the buffer to bind
  7220. */
  7221. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7222. /**
  7223. * Bind a buffer to the current webGL context at a given location
  7224. * @param buffer defines the buffer to bind
  7225. * @param location defines the index where to bind the buffer
  7226. */
  7227. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7228. /**
  7229. * Bind a specific block at a given index in a specific shader program
  7230. * @param pipelineContext defines the pipeline context to use
  7231. * @param blockName defines the block name
  7232. * @param index defines the index where to bind the block
  7233. */
  7234. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7235. }
  7236. }
  7237. }
  7238. declare module "babylonjs/Materials/uniformBuffer" {
  7239. import { Nullable, FloatArray } from "babylonjs/types";
  7240. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7241. import { Engine } from "babylonjs/Engines/engine";
  7242. import { Effect } from "babylonjs/Materials/effect";
  7243. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7244. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7245. import { Color3 } from "babylonjs/Maths/math.color";
  7246. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7247. /**
  7248. * Uniform buffer objects.
  7249. *
  7250. * Handles blocks of uniform on the GPU.
  7251. *
  7252. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7253. *
  7254. * For more information, please refer to :
  7255. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7256. */
  7257. export class UniformBuffer {
  7258. private _engine;
  7259. private _buffer;
  7260. private _data;
  7261. private _bufferData;
  7262. private _dynamic?;
  7263. private _uniformLocations;
  7264. private _uniformSizes;
  7265. private _uniformLocationPointer;
  7266. private _needSync;
  7267. private _noUBO;
  7268. private _currentEffect;
  7269. /** @hidden */
  7270. _alreadyBound: boolean;
  7271. private static _MAX_UNIFORM_SIZE;
  7272. private static _tempBuffer;
  7273. /**
  7274. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7275. * This is dynamic to allow compat with webgl 1 and 2.
  7276. * You will need to pass the name of the uniform as well as the value.
  7277. */
  7278. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7279. /**
  7280. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7281. * This is dynamic to allow compat with webgl 1 and 2.
  7282. * You will need to pass the name of the uniform as well as the value.
  7283. */
  7284. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7285. /**
  7286. * Lambda to Update a single float in a uniform buffer.
  7287. * This is dynamic to allow compat with webgl 1 and 2.
  7288. * You will need to pass the name of the uniform as well as the value.
  7289. */
  7290. updateFloat: (name: string, x: number) => void;
  7291. /**
  7292. * Lambda to Update a vec2 of float in a uniform buffer.
  7293. * This is dynamic to allow compat with webgl 1 and 2.
  7294. * You will need to pass the name of the uniform as well as the value.
  7295. */
  7296. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7297. /**
  7298. * Lambda to Update a vec3 of float in a uniform buffer.
  7299. * This is dynamic to allow compat with webgl 1 and 2.
  7300. * You will need to pass the name of the uniform as well as the value.
  7301. */
  7302. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7303. /**
  7304. * Lambda to Update a vec4 of float in a uniform buffer.
  7305. * This is dynamic to allow compat with webgl 1 and 2.
  7306. * You will need to pass the name of the uniform as well as the value.
  7307. */
  7308. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7309. /**
  7310. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7311. * This is dynamic to allow compat with webgl 1 and 2.
  7312. * You will need to pass the name of the uniform as well as the value.
  7313. */
  7314. updateMatrix: (name: string, mat: Matrix) => void;
  7315. /**
  7316. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7317. * This is dynamic to allow compat with webgl 1 and 2.
  7318. * You will need to pass the name of the uniform as well as the value.
  7319. */
  7320. updateVector3: (name: string, vector: Vector3) => void;
  7321. /**
  7322. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7323. * This is dynamic to allow compat with webgl 1 and 2.
  7324. * You will need to pass the name of the uniform as well as the value.
  7325. */
  7326. updateVector4: (name: string, vector: Vector4) => void;
  7327. /**
  7328. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7329. * This is dynamic to allow compat with webgl 1 and 2.
  7330. * You will need to pass the name of the uniform as well as the value.
  7331. */
  7332. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7333. /**
  7334. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7335. * This is dynamic to allow compat with webgl 1 and 2.
  7336. * You will need to pass the name of the uniform as well as the value.
  7337. */
  7338. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7339. /**
  7340. * Instantiates a new Uniform buffer objects.
  7341. *
  7342. * Handles blocks of uniform on the GPU.
  7343. *
  7344. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7345. *
  7346. * For more information, please refer to :
  7347. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7348. * @param engine Define the engine the buffer is associated with
  7349. * @param data Define the data contained in the buffer
  7350. * @param dynamic Define if the buffer is updatable
  7351. */
  7352. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7353. /**
  7354. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7355. * or just falling back on setUniformXXX calls.
  7356. */
  7357. readonly useUbo: boolean;
  7358. /**
  7359. * Indicates if the WebGL underlying uniform buffer is in sync
  7360. * with the javascript cache data.
  7361. */
  7362. readonly isSync: boolean;
  7363. /**
  7364. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7365. * Also, a dynamic UniformBuffer will disable cache verification and always
  7366. * update the underlying WebGL uniform buffer to the GPU.
  7367. * @returns if Dynamic, otherwise false
  7368. */
  7369. isDynamic(): boolean;
  7370. /**
  7371. * The data cache on JS side.
  7372. * @returns the underlying data as a float array
  7373. */
  7374. getData(): Float32Array;
  7375. /**
  7376. * The underlying WebGL Uniform buffer.
  7377. * @returns the webgl buffer
  7378. */
  7379. getBuffer(): Nullable<DataBuffer>;
  7380. /**
  7381. * std140 layout specifies how to align data within an UBO structure.
  7382. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7383. * for specs.
  7384. */
  7385. private _fillAlignment;
  7386. /**
  7387. * Adds an uniform in the buffer.
  7388. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7389. * for the layout to be correct !
  7390. * @param name Name of the uniform, as used in the uniform block in the shader.
  7391. * @param size Data size, or data directly.
  7392. */
  7393. addUniform(name: string, size: number | number[]): void;
  7394. /**
  7395. * Adds a Matrix 4x4 to the uniform buffer.
  7396. * @param name Name of the uniform, as used in the uniform block in the shader.
  7397. * @param mat A 4x4 matrix.
  7398. */
  7399. addMatrix(name: string, mat: Matrix): void;
  7400. /**
  7401. * Adds a vec2 to the uniform buffer.
  7402. * @param name Name of the uniform, as used in the uniform block in the shader.
  7403. * @param x Define the x component value of the vec2
  7404. * @param y Define the y component value of the vec2
  7405. */
  7406. addFloat2(name: string, x: number, y: number): void;
  7407. /**
  7408. * Adds a vec3 to the uniform buffer.
  7409. * @param name Name of the uniform, as used in the uniform block in the shader.
  7410. * @param x Define the x component value of the vec3
  7411. * @param y Define the y component value of the vec3
  7412. * @param z Define the z component value of the vec3
  7413. */
  7414. addFloat3(name: string, x: number, y: number, z: number): void;
  7415. /**
  7416. * Adds a vec3 to the uniform buffer.
  7417. * @param name Name of the uniform, as used in the uniform block in the shader.
  7418. * @param color Define the vec3 from a Color
  7419. */
  7420. addColor3(name: string, color: Color3): void;
  7421. /**
  7422. * Adds a vec4 to the uniform buffer.
  7423. * @param name Name of the uniform, as used in the uniform block in the shader.
  7424. * @param color Define the rgb components from a Color
  7425. * @param alpha Define the a component of the vec4
  7426. */
  7427. addColor4(name: string, color: Color3, alpha: number): void;
  7428. /**
  7429. * Adds a vec3 to the uniform buffer.
  7430. * @param name Name of the uniform, as used in the uniform block in the shader.
  7431. * @param vector Define the vec3 components from a Vector
  7432. */
  7433. addVector3(name: string, vector: Vector3): void;
  7434. /**
  7435. * Adds a Matrix 3x3 to the uniform buffer.
  7436. * @param name Name of the uniform, as used in the uniform block in the shader.
  7437. */
  7438. addMatrix3x3(name: string): void;
  7439. /**
  7440. * Adds a Matrix 2x2 to the uniform buffer.
  7441. * @param name Name of the uniform, as used in the uniform block in the shader.
  7442. */
  7443. addMatrix2x2(name: string): void;
  7444. /**
  7445. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7446. */
  7447. create(): void;
  7448. /** @hidden */
  7449. _rebuild(): void;
  7450. /**
  7451. * Updates the WebGL Uniform Buffer on the GPU.
  7452. * If the `dynamic` flag is set to true, no cache comparison is done.
  7453. * Otherwise, the buffer will be updated only if the cache differs.
  7454. */
  7455. update(): void;
  7456. /**
  7457. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7458. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7459. * @param data Define the flattened data
  7460. * @param size Define the size of the data.
  7461. */
  7462. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7463. private _valueCache;
  7464. private _cacheMatrix;
  7465. private _updateMatrix3x3ForUniform;
  7466. private _updateMatrix3x3ForEffect;
  7467. private _updateMatrix2x2ForEffect;
  7468. private _updateMatrix2x2ForUniform;
  7469. private _updateFloatForEffect;
  7470. private _updateFloatForUniform;
  7471. private _updateFloat2ForEffect;
  7472. private _updateFloat2ForUniform;
  7473. private _updateFloat3ForEffect;
  7474. private _updateFloat3ForUniform;
  7475. private _updateFloat4ForEffect;
  7476. private _updateFloat4ForUniform;
  7477. private _updateMatrixForEffect;
  7478. private _updateMatrixForUniform;
  7479. private _updateVector3ForEffect;
  7480. private _updateVector3ForUniform;
  7481. private _updateVector4ForEffect;
  7482. private _updateVector4ForUniform;
  7483. private _updateColor3ForEffect;
  7484. private _updateColor3ForUniform;
  7485. private _updateColor4ForEffect;
  7486. private _updateColor4ForUniform;
  7487. /**
  7488. * Sets a sampler uniform on the effect.
  7489. * @param name Define the name of the sampler.
  7490. * @param texture Define the texture to set in the sampler
  7491. */
  7492. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7493. /**
  7494. * Directly updates the value of the uniform in the cache AND on the GPU.
  7495. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7496. * @param data Define the flattened data
  7497. */
  7498. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7499. /**
  7500. * Binds this uniform buffer to an effect.
  7501. * @param effect Define the effect to bind the buffer to
  7502. * @param name Name of the uniform block in the shader.
  7503. */
  7504. bindToEffect(effect: Effect, name: string): void;
  7505. /**
  7506. * Disposes the uniform buffer.
  7507. */
  7508. dispose(): void;
  7509. }
  7510. }
  7511. declare module "babylonjs/Misc/iInspectable" {
  7512. /**
  7513. * Enum that determines the text-wrapping mode to use.
  7514. */
  7515. export enum InspectableType {
  7516. /**
  7517. * Checkbox for booleans
  7518. */
  7519. Checkbox = 0,
  7520. /**
  7521. * Sliders for numbers
  7522. */
  7523. Slider = 1,
  7524. /**
  7525. * Vector3
  7526. */
  7527. Vector3 = 2,
  7528. /**
  7529. * Quaternions
  7530. */
  7531. Quaternion = 3,
  7532. /**
  7533. * Color3
  7534. */
  7535. Color3 = 4,
  7536. /**
  7537. * String
  7538. */
  7539. String = 5
  7540. }
  7541. /**
  7542. * Interface used to define custom inspectable properties.
  7543. * This interface is used by the inspector to display custom property grids
  7544. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7545. */
  7546. export interface IInspectable {
  7547. /**
  7548. * Gets the label to display
  7549. */
  7550. label: string;
  7551. /**
  7552. * Gets the name of the property to edit
  7553. */
  7554. propertyName: string;
  7555. /**
  7556. * Gets the type of the editor to use
  7557. */
  7558. type: InspectableType;
  7559. /**
  7560. * Gets the minimum value of the property when using in "slider" mode
  7561. */
  7562. min?: number;
  7563. /**
  7564. * Gets the maximum value of the property when using in "slider" mode
  7565. */
  7566. max?: number;
  7567. /**
  7568. * Gets the setp to use when using in "slider" mode
  7569. */
  7570. step?: number;
  7571. }
  7572. }
  7573. declare module "babylonjs/Misc/timingTools" {
  7574. /**
  7575. * Class used to provide helper for timing
  7576. */
  7577. export class TimingTools {
  7578. /**
  7579. * Polyfill for setImmediate
  7580. * @param action defines the action to execute after the current execution block
  7581. */
  7582. static SetImmediate(action: () => void): void;
  7583. }
  7584. }
  7585. declare module "babylonjs/Misc/instantiationTools" {
  7586. /**
  7587. * Class used to enable instatition of objects by class name
  7588. */
  7589. export class InstantiationTools {
  7590. /**
  7591. * Use this object to register external classes like custom textures or material
  7592. * to allow the laoders to instantiate them
  7593. */
  7594. static RegisteredExternalClasses: {
  7595. [key: string]: Object;
  7596. };
  7597. /**
  7598. * Tries to instantiate a new object from a given class name
  7599. * @param className defines the class name to instantiate
  7600. * @returns the new object or null if the system was not able to do the instantiation
  7601. */
  7602. static Instantiate(className: string): any;
  7603. }
  7604. }
  7605. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7606. /**
  7607. * Define options used to create a depth texture
  7608. */
  7609. export class DepthTextureCreationOptions {
  7610. /** Specifies whether or not a stencil should be allocated in the texture */
  7611. generateStencil?: boolean;
  7612. /** Specifies whether or not bilinear filtering is enable on the texture */
  7613. bilinearFiltering?: boolean;
  7614. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7615. comparisonFunction?: number;
  7616. /** Specifies if the created texture is a cube texture */
  7617. isCube?: boolean;
  7618. }
  7619. }
  7620. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7621. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7622. import { Nullable } from "babylonjs/types";
  7623. import { Scene } from "babylonjs/scene";
  7624. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7625. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7626. module "babylonjs/Engines/thinEngine" {
  7627. interface ThinEngine {
  7628. /**
  7629. * Creates a depth stencil cube texture.
  7630. * This is only available in WebGL 2.
  7631. * @param size The size of face edge in the cube texture.
  7632. * @param options The options defining the cube texture.
  7633. * @returns The cube texture
  7634. */
  7635. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7636. /**
  7637. * Creates a cube texture
  7638. * @param rootUrl defines the url where the files to load is located
  7639. * @param scene defines the current scene
  7640. * @param files defines the list of files to load (1 per face)
  7641. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7642. * @param onLoad defines an optional callback raised when the texture is loaded
  7643. * @param onError defines an optional callback raised if there is an issue to load the texture
  7644. * @param format defines the format of the data
  7645. * @param forcedExtension defines the extension to use to pick the right loader
  7646. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7647. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7648. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7649. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7650. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7651. * @returns the cube texture as an InternalTexture
  7652. */
  7653. 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;
  7654. /**
  7655. * Creates a cube texture
  7656. * @param rootUrl defines the url where the files to load is located
  7657. * @param scene defines the current scene
  7658. * @param files defines the list of files to load (1 per face)
  7659. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7660. * @param onLoad defines an optional callback raised when the texture is loaded
  7661. * @param onError defines an optional callback raised if there is an issue to load the texture
  7662. * @param format defines the format of the data
  7663. * @param forcedExtension defines the extension to use to pick the right loader
  7664. * @returns the cube texture as an InternalTexture
  7665. */
  7666. 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;
  7667. /**
  7668. * Creates a cube texture
  7669. * @param rootUrl defines the url where the files to load is located
  7670. * @param scene defines the current scene
  7671. * @param files defines the list of files to load (1 per face)
  7672. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7673. * @param onLoad defines an optional callback raised when the texture is loaded
  7674. * @param onError defines an optional callback raised if there is an issue to load the texture
  7675. * @param format defines the format of the data
  7676. * @param forcedExtension defines the extension to use to pick the right loader
  7677. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7678. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7679. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7680. * @returns the cube texture as an InternalTexture
  7681. */
  7682. 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;
  7683. /** @hidden */
  7684. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7685. /** @hidden */
  7686. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7687. /** @hidden */
  7688. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7689. /** @hidden */
  7690. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7691. /**
  7692. * @hidden
  7693. */
  7694. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7695. }
  7696. }
  7697. }
  7698. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7699. import { Nullable } from "babylonjs/types";
  7700. import { Scene } from "babylonjs/scene";
  7701. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7702. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7703. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7704. /**
  7705. * Class for creating a cube texture
  7706. */
  7707. export class CubeTexture extends BaseTexture {
  7708. private _delayedOnLoad;
  7709. /**
  7710. * The url of the texture
  7711. */
  7712. url: string;
  7713. /**
  7714. * Gets or sets the center of the bounding box associated with the cube texture.
  7715. * It must define where the camera used to render the texture was set
  7716. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7717. */
  7718. boundingBoxPosition: Vector3;
  7719. private _boundingBoxSize;
  7720. /**
  7721. * Gets or sets the size of the bounding box associated with the cube texture
  7722. * When defined, the cubemap will switch to local mode
  7723. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7724. * @example https://www.babylonjs-playground.com/#RNASML
  7725. */
  7726. /**
  7727. * Returns the bounding box size
  7728. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7729. */
  7730. boundingBoxSize: Vector3;
  7731. protected _rotationY: number;
  7732. /**
  7733. * Sets texture matrix rotation angle around Y axis in radians.
  7734. */
  7735. /**
  7736. * Gets texture matrix rotation angle around Y axis radians.
  7737. */
  7738. rotationY: number;
  7739. /**
  7740. * Are mip maps generated for this texture or not.
  7741. */
  7742. readonly noMipmap: boolean;
  7743. private _noMipmap;
  7744. private _files;
  7745. protected _forcedExtension: Nullable<string>;
  7746. private _extensions;
  7747. private _textureMatrix;
  7748. private _format;
  7749. private _createPolynomials;
  7750. /** @hidden */
  7751. _prefiltered: boolean;
  7752. /**
  7753. * Creates a cube texture from an array of image urls
  7754. * @param files defines an array of image urls
  7755. * @param scene defines the hosting scene
  7756. * @param noMipmap specifies if mip maps are not used
  7757. * @returns a cube texture
  7758. */
  7759. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7760. /**
  7761. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7762. * @param url defines the url of the prefiltered texture
  7763. * @param scene defines the scene the texture is attached to
  7764. * @param forcedExtension defines the extension of the file if different from the url
  7765. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7766. * @return the prefiltered texture
  7767. */
  7768. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7769. /**
  7770. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7771. * as prefiltered data.
  7772. * @param rootUrl defines the url of the texture or the root name of the six images
  7773. * @param scene defines the scene the texture is attached to
  7774. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7775. * @param noMipmap defines if mipmaps should be created or not
  7776. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7777. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7778. * @param onError defines a callback triggered in case of error during load
  7779. * @param format defines the internal format to use for the texture once loaded
  7780. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7781. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7782. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7783. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7784. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7785. * @return the cube texture
  7786. */
  7787. 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);
  7788. /**
  7789. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7790. */
  7791. readonly isPrefiltered: boolean;
  7792. /**
  7793. * Get the current class name of the texture useful for serialization or dynamic coding.
  7794. * @returns "CubeTexture"
  7795. */
  7796. getClassName(): string;
  7797. /**
  7798. * Update the url (and optional buffer) of this texture if url was null during construction.
  7799. * @param url the url of the texture
  7800. * @param forcedExtension defines the extension to use
  7801. * @param onLoad callback called when the texture is loaded (defaults to null)
  7802. */
  7803. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7804. /**
  7805. * Delays loading of the cube texture
  7806. * @param forcedExtension defines the extension to use
  7807. */
  7808. delayLoad(forcedExtension?: string): void;
  7809. /**
  7810. * Returns the reflection texture matrix
  7811. * @returns the reflection texture matrix
  7812. */
  7813. getReflectionTextureMatrix(): Matrix;
  7814. /**
  7815. * Sets the reflection texture matrix
  7816. * @param value Reflection texture matrix
  7817. */
  7818. setReflectionTextureMatrix(value: Matrix): void;
  7819. /**
  7820. * Parses text to create a cube texture
  7821. * @param parsedTexture define the serialized text to read from
  7822. * @param scene defines the hosting scene
  7823. * @param rootUrl defines the root url of the cube texture
  7824. * @returns a cube texture
  7825. */
  7826. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7827. /**
  7828. * Makes a clone, or deep copy, of the cube texture
  7829. * @returns a new cube texture
  7830. */
  7831. clone(): CubeTexture;
  7832. }
  7833. }
  7834. declare module "babylonjs/Materials/materialDefines" {
  7835. /**
  7836. * Manages the defines for the Material
  7837. */
  7838. export class MaterialDefines {
  7839. /** @hidden */
  7840. protected _keys: string[];
  7841. private _isDirty;
  7842. /** @hidden */
  7843. _renderId: number;
  7844. /** @hidden */
  7845. _areLightsDirty: boolean;
  7846. /** @hidden */
  7847. _areLightsDisposed: boolean;
  7848. /** @hidden */
  7849. _areAttributesDirty: boolean;
  7850. /** @hidden */
  7851. _areTexturesDirty: boolean;
  7852. /** @hidden */
  7853. _areFresnelDirty: boolean;
  7854. /** @hidden */
  7855. _areMiscDirty: boolean;
  7856. /** @hidden */
  7857. _areImageProcessingDirty: boolean;
  7858. /** @hidden */
  7859. _normals: boolean;
  7860. /** @hidden */
  7861. _uvs: boolean;
  7862. /** @hidden */
  7863. _needNormals: boolean;
  7864. /** @hidden */
  7865. _needUVs: boolean;
  7866. [id: string]: any;
  7867. /**
  7868. * Specifies if the material needs to be re-calculated
  7869. */
  7870. readonly isDirty: boolean;
  7871. /**
  7872. * Marks the material to indicate that it has been re-calculated
  7873. */
  7874. markAsProcessed(): void;
  7875. /**
  7876. * Marks the material to indicate that it needs to be re-calculated
  7877. */
  7878. markAsUnprocessed(): void;
  7879. /**
  7880. * Marks the material to indicate all of its defines need to be re-calculated
  7881. */
  7882. markAllAsDirty(): void;
  7883. /**
  7884. * Marks the material to indicate that image processing needs to be re-calculated
  7885. */
  7886. markAsImageProcessingDirty(): void;
  7887. /**
  7888. * Marks the material to indicate the lights need to be re-calculated
  7889. * @param disposed Defines whether the light is dirty due to dispose or not
  7890. */
  7891. markAsLightDirty(disposed?: boolean): void;
  7892. /**
  7893. * Marks the attribute state as changed
  7894. */
  7895. markAsAttributesDirty(): void;
  7896. /**
  7897. * Marks the texture state as changed
  7898. */
  7899. markAsTexturesDirty(): void;
  7900. /**
  7901. * Marks the fresnel state as changed
  7902. */
  7903. markAsFresnelDirty(): void;
  7904. /**
  7905. * Marks the misc state as changed
  7906. */
  7907. markAsMiscDirty(): void;
  7908. /**
  7909. * Rebuilds the material defines
  7910. */
  7911. rebuild(): void;
  7912. /**
  7913. * Specifies if two material defines are equal
  7914. * @param other - A material define instance to compare to
  7915. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7916. */
  7917. isEqual(other: MaterialDefines): boolean;
  7918. /**
  7919. * Clones this instance's defines to another instance
  7920. * @param other - material defines to clone values to
  7921. */
  7922. cloneTo(other: MaterialDefines): void;
  7923. /**
  7924. * Resets the material define values
  7925. */
  7926. reset(): void;
  7927. /**
  7928. * Converts the material define values to a string
  7929. * @returns - String of material define information
  7930. */
  7931. toString(): string;
  7932. }
  7933. }
  7934. declare module "babylonjs/Materials/colorCurves" {
  7935. import { Effect } from "babylonjs/Materials/effect";
  7936. /**
  7937. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7938. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7939. * 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;
  7940. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7941. */
  7942. export class ColorCurves {
  7943. private _dirty;
  7944. private _tempColor;
  7945. private _globalCurve;
  7946. private _highlightsCurve;
  7947. private _midtonesCurve;
  7948. private _shadowsCurve;
  7949. private _positiveCurve;
  7950. private _negativeCurve;
  7951. private _globalHue;
  7952. private _globalDensity;
  7953. private _globalSaturation;
  7954. private _globalExposure;
  7955. /**
  7956. * Gets the global Hue value.
  7957. * 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).
  7958. */
  7959. /**
  7960. * Sets the global Hue value.
  7961. * 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).
  7962. */
  7963. globalHue: number;
  7964. /**
  7965. * Gets the global Density value.
  7966. * 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.
  7967. * Values less than zero provide a filter of opposite hue.
  7968. */
  7969. /**
  7970. * Sets the global Density value.
  7971. * 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.
  7972. * Values less than zero provide a filter of opposite hue.
  7973. */
  7974. globalDensity: number;
  7975. /**
  7976. * Gets the global Saturation value.
  7977. * 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.
  7978. */
  7979. /**
  7980. * Sets the global Saturation value.
  7981. * 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.
  7982. */
  7983. globalSaturation: number;
  7984. /**
  7985. * Gets the global Exposure value.
  7986. * 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.
  7987. */
  7988. /**
  7989. * Sets the global Exposure value.
  7990. * 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.
  7991. */
  7992. globalExposure: number;
  7993. private _highlightsHue;
  7994. private _highlightsDensity;
  7995. private _highlightsSaturation;
  7996. private _highlightsExposure;
  7997. /**
  7998. * Gets the highlights Hue value.
  7999. * 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).
  8000. */
  8001. /**
  8002. * Sets the highlights Hue value.
  8003. * 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).
  8004. */
  8005. highlightsHue: number;
  8006. /**
  8007. * Gets the highlights Density value.
  8008. * 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.
  8009. * Values less than zero provide a filter of opposite hue.
  8010. */
  8011. /**
  8012. * Sets the highlights Density value.
  8013. * 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.
  8014. * Values less than zero provide a filter of opposite hue.
  8015. */
  8016. highlightsDensity: number;
  8017. /**
  8018. * Gets the highlights Saturation value.
  8019. * 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.
  8020. */
  8021. /**
  8022. * Sets the highlights Saturation value.
  8023. * 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.
  8024. */
  8025. highlightsSaturation: number;
  8026. /**
  8027. * Gets the highlights Exposure value.
  8028. * 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.
  8029. */
  8030. /**
  8031. * Sets the highlights Exposure value.
  8032. * 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.
  8033. */
  8034. highlightsExposure: number;
  8035. private _midtonesHue;
  8036. private _midtonesDensity;
  8037. private _midtonesSaturation;
  8038. private _midtonesExposure;
  8039. /**
  8040. * Gets the midtones Hue value.
  8041. * 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).
  8042. */
  8043. /**
  8044. * Sets the midtones Hue value.
  8045. * 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).
  8046. */
  8047. midtonesHue: number;
  8048. /**
  8049. * Gets the midtones Density value.
  8050. * 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.
  8051. * Values less than zero provide a filter of opposite hue.
  8052. */
  8053. /**
  8054. * Sets the midtones Density value.
  8055. * 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.
  8056. * Values less than zero provide a filter of opposite hue.
  8057. */
  8058. midtonesDensity: number;
  8059. /**
  8060. * Gets the midtones Saturation value.
  8061. * 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.
  8062. */
  8063. /**
  8064. * Sets the midtones Saturation value.
  8065. * 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.
  8066. */
  8067. midtonesSaturation: number;
  8068. /**
  8069. * Gets the midtones Exposure value.
  8070. * 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.
  8071. */
  8072. /**
  8073. * Sets the midtones Exposure value.
  8074. * 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.
  8075. */
  8076. midtonesExposure: number;
  8077. private _shadowsHue;
  8078. private _shadowsDensity;
  8079. private _shadowsSaturation;
  8080. private _shadowsExposure;
  8081. /**
  8082. * Gets the shadows Hue value.
  8083. * 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).
  8084. */
  8085. /**
  8086. * Sets the shadows Hue value.
  8087. * 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).
  8088. */
  8089. shadowsHue: number;
  8090. /**
  8091. * Gets the shadows Density value.
  8092. * 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.
  8093. * Values less than zero provide a filter of opposite hue.
  8094. */
  8095. /**
  8096. * Sets the shadows Density value.
  8097. * 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.
  8098. * Values less than zero provide a filter of opposite hue.
  8099. */
  8100. shadowsDensity: number;
  8101. /**
  8102. * Gets the shadows Saturation value.
  8103. * 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.
  8104. */
  8105. /**
  8106. * Sets the shadows Saturation value.
  8107. * 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.
  8108. */
  8109. shadowsSaturation: number;
  8110. /**
  8111. * Gets the shadows Exposure value.
  8112. * 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.
  8113. */
  8114. /**
  8115. * Sets the shadows Exposure value.
  8116. * 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.
  8117. */
  8118. shadowsExposure: number;
  8119. /**
  8120. * Returns the class name
  8121. * @returns The class name
  8122. */
  8123. getClassName(): string;
  8124. /**
  8125. * Binds the color curves to the shader.
  8126. * @param colorCurves The color curve to bind
  8127. * @param effect The effect to bind to
  8128. * @param positiveUniform The positive uniform shader parameter
  8129. * @param neutralUniform The neutral uniform shader parameter
  8130. * @param negativeUniform The negative uniform shader parameter
  8131. */
  8132. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8133. /**
  8134. * Prepare the list of uniforms associated with the ColorCurves effects.
  8135. * @param uniformsList The list of uniforms used in the effect
  8136. */
  8137. static PrepareUniforms(uniformsList: string[]): void;
  8138. /**
  8139. * Returns color grading data based on a hue, density, saturation and exposure value.
  8140. * @param filterHue The hue of the color filter.
  8141. * @param filterDensity The density of the color filter.
  8142. * @param saturation The saturation.
  8143. * @param exposure The exposure.
  8144. * @param result The result data container.
  8145. */
  8146. private getColorGradingDataToRef;
  8147. /**
  8148. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8149. * @param value The input slider value in range [-100,100].
  8150. * @returns Adjusted value.
  8151. */
  8152. private static applyColorGradingSliderNonlinear;
  8153. /**
  8154. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8155. * @param hue The hue (H) input.
  8156. * @param saturation The saturation (S) input.
  8157. * @param brightness The brightness (B) input.
  8158. * @result An RGBA color represented as Vector4.
  8159. */
  8160. private static fromHSBToRef;
  8161. /**
  8162. * Returns a value clamped between min and max
  8163. * @param value The value to clamp
  8164. * @param min The minimum of value
  8165. * @param max The maximum of value
  8166. * @returns The clamped value.
  8167. */
  8168. private static clamp;
  8169. /**
  8170. * Clones the current color curve instance.
  8171. * @return The cloned curves
  8172. */
  8173. clone(): ColorCurves;
  8174. /**
  8175. * Serializes the current color curve instance to a json representation.
  8176. * @return a JSON representation
  8177. */
  8178. serialize(): any;
  8179. /**
  8180. * Parses the color curve from a json representation.
  8181. * @param source the JSON source to parse
  8182. * @return The parsed curves
  8183. */
  8184. static Parse(source: any): ColorCurves;
  8185. }
  8186. }
  8187. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8188. import { Observable } from "babylonjs/Misc/observable";
  8189. import { Nullable } from "babylonjs/types";
  8190. import { Color4 } from "babylonjs/Maths/math.color";
  8191. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8192. import { Effect } from "babylonjs/Materials/effect";
  8193. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8194. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8195. /**
  8196. * Interface to follow in your material defines to integrate easily the
  8197. * Image proccessing functions.
  8198. * @hidden
  8199. */
  8200. export interface IImageProcessingConfigurationDefines {
  8201. IMAGEPROCESSING: boolean;
  8202. VIGNETTE: boolean;
  8203. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8204. VIGNETTEBLENDMODEOPAQUE: boolean;
  8205. TONEMAPPING: boolean;
  8206. TONEMAPPING_ACES: boolean;
  8207. CONTRAST: boolean;
  8208. EXPOSURE: boolean;
  8209. COLORCURVES: boolean;
  8210. COLORGRADING: boolean;
  8211. COLORGRADING3D: boolean;
  8212. SAMPLER3DGREENDEPTH: boolean;
  8213. SAMPLER3DBGRMAP: boolean;
  8214. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8215. }
  8216. /**
  8217. * @hidden
  8218. */
  8219. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8220. IMAGEPROCESSING: boolean;
  8221. VIGNETTE: boolean;
  8222. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8223. VIGNETTEBLENDMODEOPAQUE: boolean;
  8224. TONEMAPPING: boolean;
  8225. TONEMAPPING_ACES: boolean;
  8226. CONTRAST: boolean;
  8227. COLORCURVES: boolean;
  8228. COLORGRADING: boolean;
  8229. COLORGRADING3D: boolean;
  8230. SAMPLER3DGREENDEPTH: boolean;
  8231. SAMPLER3DBGRMAP: boolean;
  8232. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8233. EXPOSURE: boolean;
  8234. constructor();
  8235. }
  8236. /**
  8237. * This groups together the common properties used for image processing either in direct forward pass
  8238. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8239. * or not.
  8240. */
  8241. export class ImageProcessingConfiguration {
  8242. /**
  8243. * Default tone mapping applied in BabylonJS.
  8244. */
  8245. static readonly TONEMAPPING_STANDARD: number;
  8246. /**
  8247. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8248. * to other engines rendering to increase portability.
  8249. */
  8250. static readonly TONEMAPPING_ACES: number;
  8251. /**
  8252. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8253. */
  8254. colorCurves: Nullable<ColorCurves>;
  8255. private _colorCurvesEnabled;
  8256. /**
  8257. * Gets wether the color curves effect is enabled.
  8258. */
  8259. /**
  8260. * Sets wether the color curves effect is enabled.
  8261. */
  8262. colorCurvesEnabled: boolean;
  8263. private _colorGradingTexture;
  8264. /**
  8265. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8266. */
  8267. /**
  8268. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8269. */
  8270. colorGradingTexture: Nullable<BaseTexture>;
  8271. private _colorGradingEnabled;
  8272. /**
  8273. * Gets wether the color grading effect is enabled.
  8274. */
  8275. /**
  8276. * Sets wether the color grading effect is enabled.
  8277. */
  8278. colorGradingEnabled: boolean;
  8279. private _colorGradingWithGreenDepth;
  8280. /**
  8281. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8282. */
  8283. /**
  8284. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8285. */
  8286. colorGradingWithGreenDepth: boolean;
  8287. private _colorGradingBGR;
  8288. /**
  8289. * Gets wether the color grading texture contains BGR values.
  8290. */
  8291. /**
  8292. * Sets wether the color grading texture contains BGR values.
  8293. */
  8294. colorGradingBGR: boolean;
  8295. /** @hidden */
  8296. _exposure: number;
  8297. /**
  8298. * Gets the Exposure used in the effect.
  8299. */
  8300. /**
  8301. * Sets the Exposure used in the effect.
  8302. */
  8303. exposure: number;
  8304. private _toneMappingEnabled;
  8305. /**
  8306. * Gets wether the tone mapping effect is enabled.
  8307. */
  8308. /**
  8309. * Sets wether the tone mapping effect is enabled.
  8310. */
  8311. toneMappingEnabled: boolean;
  8312. private _toneMappingType;
  8313. /**
  8314. * Gets the type of tone mapping effect.
  8315. */
  8316. /**
  8317. * Sets the type of tone mapping effect used in BabylonJS.
  8318. */
  8319. toneMappingType: number;
  8320. protected _contrast: number;
  8321. /**
  8322. * Gets the contrast used in the effect.
  8323. */
  8324. /**
  8325. * Sets the contrast used in the effect.
  8326. */
  8327. contrast: number;
  8328. /**
  8329. * Vignette stretch size.
  8330. */
  8331. vignetteStretch: number;
  8332. /**
  8333. * Vignette centre X Offset.
  8334. */
  8335. vignetteCentreX: number;
  8336. /**
  8337. * Vignette centre Y Offset.
  8338. */
  8339. vignetteCentreY: number;
  8340. /**
  8341. * Vignette weight or intensity of the vignette effect.
  8342. */
  8343. vignetteWeight: number;
  8344. /**
  8345. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8346. * if vignetteEnabled is set to true.
  8347. */
  8348. vignetteColor: Color4;
  8349. /**
  8350. * Camera field of view used by the Vignette effect.
  8351. */
  8352. vignetteCameraFov: number;
  8353. private _vignetteBlendMode;
  8354. /**
  8355. * Gets the vignette blend mode allowing different kind of effect.
  8356. */
  8357. /**
  8358. * Sets the vignette blend mode allowing different kind of effect.
  8359. */
  8360. vignetteBlendMode: number;
  8361. private _vignetteEnabled;
  8362. /**
  8363. * Gets wether the vignette effect is enabled.
  8364. */
  8365. /**
  8366. * Sets wether the vignette effect is enabled.
  8367. */
  8368. vignetteEnabled: boolean;
  8369. private _applyByPostProcess;
  8370. /**
  8371. * Gets wether the image processing is applied through a post process or not.
  8372. */
  8373. /**
  8374. * Sets wether the image processing is applied through a post process or not.
  8375. */
  8376. applyByPostProcess: boolean;
  8377. private _isEnabled;
  8378. /**
  8379. * Gets wether the image processing is enabled or not.
  8380. */
  8381. /**
  8382. * Sets wether the image processing is enabled or not.
  8383. */
  8384. isEnabled: boolean;
  8385. /**
  8386. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8387. */
  8388. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8389. /**
  8390. * Method called each time the image processing information changes requires to recompile the effect.
  8391. */
  8392. protected _updateParameters(): void;
  8393. /**
  8394. * Gets the current class name.
  8395. * @return "ImageProcessingConfiguration"
  8396. */
  8397. getClassName(): string;
  8398. /**
  8399. * Prepare the list of uniforms associated with the Image Processing effects.
  8400. * @param uniforms The list of uniforms used in the effect
  8401. * @param defines the list of defines currently in use
  8402. */
  8403. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8404. /**
  8405. * Prepare the list of samplers associated with the Image Processing effects.
  8406. * @param samplersList The list of uniforms used in the effect
  8407. * @param defines the list of defines currently in use
  8408. */
  8409. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8410. /**
  8411. * Prepare the list of defines associated to the shader.
  8412. * @param defines the list of defines to complete
  8413. * @param forPostProcess Define if we are currently in post process mode or not
  8414. */
  8415. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8416. /**
  8417. * Returns true if all the image processing information are ready.
  8418. * @returns True if ready, otherwise, false
  8419. */
  8420. isReady(): boolean;
  8421. /**
  8422. * Binds the image processing to the shader.
  8423. * @param effect The effect to bind to
  8424. * @param overrideAspectRatio Override the aspect ratio of the effect
  8425. */
  8426. bind(effect: Effect, overrideAspectRatio?: number): void;
  8427. /**
  8428. * Clones the current image processing instance.
  8429. * @return The cloned image processing
  8430. */
  8431. clone(): ImageProcessingConfiguration;
  8432. /**
  8433. * Serializes the current image processing instance to a json representation.
  8434. * @return a JSON representation
  8435. */
  8436. serialize(): any;
  8437. /**
  8438. * Parses the image processing from a json representation.
  8439. * @param source the JSON source to parse
  8440. * @return The parsed image processing
  8441. */
  8442. static Parse(source: any): ImageProcessingConfiguration;
  8443. private static _VIGNETTEMODE_MULTIPLY;
  8444. private static _VIGNETTEMODE_OPAQUE;
  8445. /**
  8446. * Used to apply the vignette as a mix with the pixel color.
  8447. */
  8448. static readonly VIGNETTEMODE_MULTIPLY: number;
  8449. /**
  8450. * Used to apply the vignette as a replacement of the pixel color.
  8451. */
  8452. static readonly VIGNETTEMODE_OPAQUE: number;
  8453. }
  8454. }
  8455. declare module "babylonjs/Shaders/postprocess.vertex" {
  8456. /** @hidden */
  8457. export var postprocessVertexShader: {
  8458. name: string;
  8459. shader: string;
  8460. };
  8461. }
  8462. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8463. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8464. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8465. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8466. module "babylonjs/Engines/thinEngine" {
  8467. interface ThinEngine {
  8468. /**
  8469. * Creates a new render target texture
  8470. * @param size defines the size of the texture
  8471. * @param options defines the options used to create the texture
  8472. * @returns a new render target texture stored in an InternalTexture
  8473. */
  8474. createRenderTargetTexture(size: number | {
  8475. width: number;
  8476. height: number;
  8477. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8478. /**
  8479. * Creates a depth stencil texture.
  8480. * This is only available in WebGL 2 or with the depth texture extension available.
  8481. * @param size The size of face edge in the texture.
  8482. * @param options The options defining the texture.
  8483. * @returns The texture
  8484. */
  8485. createDepthStencilTexture(size: number | {
  8486. width: number;
  8487. height: number;
  8488. }, options: DepthTextureCreationOptions): InternalTexture;
  8489. /** @hidden */
  8490. _createDepthStencilTexture(size: number | {
  8491. width: number;
  8492. height: number;
  8493. }, options: DepthTextureCreationOptions): InternalTexture;
  8494. }
  8495. }
  8496. }
  8497. declare module "babylonjs/Maths/math.axis" {
  8498. import { Vector3 } from "babylonjs/Maths/math.vector";
  8499. /** Defines supported spaces */
  8500. export enum Space {
  8501. /** Local (object) space */
  8502. LOCAL = 0,
  8503. /** World space */
  8504. WORLD = 1,
  8505. /** Bone space */
  8506. BONE = 2
  8507. }
  8508. /** Defines the 3 main axes */
  8509. export class Axis {
  8510. /** X axis */
  8511. static X: Vector3;
  8512. /** Y axis */
  8513. static Y: Vector3;
  8514. /** Z axis */
  8515. static Z: Vector3;
  8516. }
  8517. }
  8518. declare module "babylonjs/Cameras/targetCamera" {
  8519. import { Nullable } from "babylonjs/types";
  8520. import { Camera } from "babylonjs/Cameras/camera";
  8521. import { Scene } from "babylonjs/scene";
  8522. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8523. /**
  8524. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8525. * This is the base of the follow, arc rotate cameras and Free camera
  8526. * @see http://doc.babylonjs.com/features/cameras
  8527. */
  8528. export class TargetCamera extends Camera {
  8529. private static _RigCamTransformMatrix;
  8530. private static _TargetTransformMatrix;
  8531. private static _TargetFocalPoint;
  8532. /**
  8533. * Define the current direction the camera is moving to
  8534. */
  8535. cameraDirection: Vector3;
  8536. /**
  8537. * Define the current rotation the camera is rotating to
  8538. */
  8539. cameraRotation: Vector2;
  8540. /**
  8541. * When set, the up vector of the camera will be updated by the rotation of the camera
  8542. */
  8543. updateUpVectorFromRotation: boolean;
  8544. private _tmpQuaternion;
  8545. /**
  8546. * Define the current rotation of the camera
  8547. */
  8548. rotation: Vector3;
  8549. /**
  8550. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8551. */
  8552. rotationQuaternion: Quaternion;
  8553. /**
  8554. * Define the current speed of the camera
  8555. */
  8556. speed: number;
  8557. /**
  8558. * Add constraint to the camera to prevent it to move freely in all directions and
  8559. * around all axis.
  8560. */
  8561. noRotationConstraint: boolean;
  8562. /**
  8563. * Define the current target of the camera as an object or a position.
  8564. */
  8565. lockedTarget: any;
  8566. /** @hidden */
  8567. _currentTarget: Vector3;
  8568. /** @hidden */
  8569. _initialFocalDistance: number;
  8570. /** @hidden */
  8571. _viewMatrix: Matrix;
  8572. /** @hidden */
  8573. _camMatrix: Matrix;
  8574. /** @hidden */
  8575. _cameraTransformMatrix: Matrix;
  8576. /** @hidden */
  8577. _cameraRotationMatrix: Matrix;
  8578. /** @hidden */
  8579. _referencePoint: Vector3;
  8580. /** @hidden */
  8581. _transformedReferencePoint: Vector3;
  8582. protected _globalCurrentTarget: Vector3;
  8583. protected _globalCurrentUpVector: Vector3;
  8584. /** @hidden */
  8585. _reset: () => void;
  8586. private _defaultUp;
  8587. /**
  8588. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8589. * This is the base of the follow, arc rotate cameras and Free camera
  8590. * @see http://doc.babylonjs.com/features/cameras
  8591. * @param name Defines the name of the camera in the scene
  8592. * @param position Defines the start position of the camera in the scene
  8593. * @param scene Defines the scene the camera belongs to
  8594. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8595. */
  8596. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8597. /**
  8598. * Gets the position in front of the camera at a given distance.
  8599. * @param distance The distance from the camera we want the position to be
  8600. * @returns the position
  8601. */
  8602. getFrontPosition(distance: number): Vector3;
  8603. /** @hidden */
  8604. _getLockedTargetPosition(): Nullable<Vector3>;
  8605. private _storedPosition;
  8606. private _storedRotation;
  8607. private _storedRotationQuaternion;
  8608. /**
  8609. * Store current camera state of the camera (fov, position, rotation, etc..)
  8610. * @returns the camera
  8611. */
  8612. storeState(): Camera;
  8613. /**
  8614. * Restored camera state. You must call storeState() first
  8615. * @returns whether it was successful or not
  8616. * @hidden
  8617. */
  8618. _restoreStateValues(): boolean;
  8619. /** @hidden */
  8620. _initCache(): void;
  8621. /** @hidden */
  8622. _updateCache(ignoreParentClass?: boolean): void;
  8623. /** @hidden */
  8624. _isSynchronizedViewMatrix(): boolean;
  8625. /** @hidden */
  8626. _computeLocalCameraSpeed(): number;
  8627. /**
  8628. * Defines the target the camera should look at.
  8629. * @param target Defines the new target as a Vector or a mesh
  8630. */
  8631. setTarget(target: Vector3): void;
  8632. /**
  8633. * Return the current target position of the camera. This value is expressed in local space.
  8634. * @returns the target position
  8635. */
  8636. getTarget(): Vector3;
  8637. /** @hidden */
  8638. _decideIfNeedsToMove(): boolean;
  8639. /** @hidden */
  8640. _updatePosition(): void;
  8641. /** @hidden */
  8642. _checkInputs(): void;
  8643. protected _updateCameraRotationMatrix(): void;
  8644. /**
  8645. * 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)
  8646. * @returns the current camera
  8647. */
  8648. private _rotateUpVectorWithCameraRotationMatrix;
  8649. private _cachedRotationZ;
  8650. private _cachedQuaternionRotationZ;
  8651. /** @hidden */
  8652. _getViewMatrix(): Matrix;
  8653. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8654. /**
  8655. * @hidden
  8656. */
  8657. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8658. /**
  8659. * @hidden
  8660. */
  8661. _updateRigCameras(): void;
  8662. private _getRigCamPositionAndTarget;
  8663. /**
  8664. * Gets the current object class name.
  8665. * @return the class name
  8666. */
  8667. getClassName(): string;
  8668. }
  8669. }
  8670. declare module "babylonjs/Events/keyboardEvents" {
  8671. /**
  8672. * Gather the list of keyboard event types as constants.
  8673. */
  8674. export class KeyboardEventTypes {
  8675. /**
  8676. * The keydown event is fired when a key becomes active (pressed).
  8677. */
  8678. static readonly KEYDOWN: number;
  8679. /**
  8680. * The keyup event is fired when a key has been released.
  8681. */
  8682. static readonly KEYUP: number;
  8683. }
  8684. /**
  8685. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8686. */
  8687. export class KeyboardInfo {
  8688. /**
  8689. * Defines the type of event (KeyboardEventTypes)
  8690. */
  8691. type: number;
  8692. /**
  8693. * Defines the related dom event
  8694. */
  8695. event: KeyboardEvent;
  8696. /**
  8697. * Instantiates a new keyboard info.
  8698. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8699. * @param type Defines the type of event (KeyboardEventTypes)
  8700. * @param event Defines the related dom event
  8701. */
  8702. constructor(
  8703. /**
  8704. * Defines the type of event (KeyboardEventTypes)
  8705. */
  8706. type: number,
  8707. /**
  8708. * Defines the related dom event
  8709. */
  8710. event: KeyboardEvent);
  8711. }
  8712. /**
  8713. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8714. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8715. */
  8716. export class KeyboardInfoPre extends KeyboardInfo {
  8717. /**
  8718. * Defines the type of event (KeyboardEventTypes)
  8719. */
  8720. type: number;
  8721. /**
  8722. * Defines the related dom event
  8723. */
  8724. event: KeyboardEvent;
  8725. /**
  8726. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8727. */
  8728. skipOnPointerObservable: boolean;
  8729. /**
  8730. * Instantiates a new keyboard pre info.
  8731. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8732. * @param type Defines the type of event (KeyboardEventTypes)
  8733. * @param event Defines the related dom event
  8734. */
  8735. constructor(
  8736. /**
  8737. * Defines the type of event (KeyboardEventTypes)
  8738. */
  8739. type: number,
  8740. /**
  8741. * Defines the related dom event
  8742. */
  8743. event: KeyboardEvent);
  8744. }
  8745. }
  8746. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8747. import { Nullable } from "babylonjs/types";
  8748. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8749. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8750. /**
  8751. * Manage the keyboard inputs to control the movement of a free camera.
  8752. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8753. */
  8754. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8755. /**
  8756. * Defines the camera the input is attached to.
  8757. */
  8758. camera: FreeCamera;
  8759. /**
  8760. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8761. */
  8762. keysUp: number[];
  8763. /**
  8764. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8765. */
  8766. keysDown: number[];
  8767. /**
  8768. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8769. */
  8770. keysLeft: number[];
  8771. /**
  8772. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8773. */
  8774. keysRight: number[];
  8775. private _keys;
  8776. private _onCanvasBlurObserver;
  8777. private _onKeyboardObserver;
  8778. private _engine;
  8779. private _scene;
  8780. /**
  8781. * Attach the input controls to a specific dom element to get the input from.
  8782. * @param element Defines the element the controls should be listened from
  8783. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8784. */
  8785. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8786. /**
  8787. * Detach the current controls from the specified dom element.
  8788. * @param element Defines the element to stop listening the inputs from
  8789. */
  8790. detachControl(element: Nullable<HTMLElement>): void;
  8791. /**
  8792. * Update the current camera state depending on the inputs that have been used this frame.
  8793. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8794. */
  8795. checkInputs(): void;
  8796. /**
  8797. * Gets the class name of the current intput.
  8798. * @returns the class name
  8799. */
  8800. getClassName(): string;
  8801. /** @hidden */
  8802. _onLostFocus(): void;
  8803. /**
  8804. * Get the friendly name associated with the input class.
  8805. * @returns the input friendly name
  8806. */
  8807. getSimpleName(): string;
  8808. }
  8809. }
  8810. declare module "babylonjs/Lights/shadowLight" {
  8811. import { Camera } from "babylonjs/Cameras/camera";
  8812. import { Scene } from "babylonjs/scene";
  8813. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8814. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8815. import { Light } from "babylonjs/Lights/light";
  8816. /**
  8817. * Interface describing all the common properties and methods a shadow light needs to implement.
  8818. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8819. * as well as binding the different shadow properties to the effects.
  8820. */
  8821. export interface IShadowLight extends Light {
  8822. /**
  8823. * The light id in the scene (used in scene.findLighById for instance)
  8824. */
  8825. id: string;
  8826. /**
  8827. * The position the shdow will be casted from.
  8828. */
  8829. position: Vector3;
  8830. /**
  8831. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8832. */
  8833. direction: Vector3;
  8834. /**
  8835. * The transformed position. Position of the light in world space taking parenting in account.
  8836. */
  8837. transformedPosition: Vector3;
  8838. /**
  8839. * The transformed direction. Direction of the light in world space taking parenting in account.
  8840. */
  8841. transformedDirection: Vector3;
  8842. /**
  8843. * The friendly name of the light in the scene.
  8844. */
  8845. name: string;
  8846. /**
  8847. * Defines the shadow projection clipping minimum z value.
  8848. */
  8849. shadowMinZ: number;
  8850. /**
  8851. * Defines the shadow projection clipping maximum z value.
  8852. */
  8853. shadowMaxZ: number;
  8854. /**
  8855. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8856. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8857. */
  8858. computeTransformedInformation(): boolean;
  8859. /**
  8860. * Gets the scene the light belongs to.
  8861. * @returns The scene
  8862. */
  8863. getScene(): Scene;
  8864. /**
  8865. * Callback defining a custom Projection Matrix Builder.
  8866. * This can be used to override the default projection matrix computation.
  8867. */
  8868. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8869. /**
  8870. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8871. * @param matrix The materix to updated with the projection information
  8872. * @param viewMatrix The transform matrix of the light
  8873. * @param renderList The list of mesh to render in the map
  8874. * @returns The current light
  8875. */
  8876. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8877. /**
  8878. * Gets the current depth scale used in ESM.
  8879. * @returns The scale
  8880. */
  8881. getDepthScale(): number;
  8882. /**
  8883. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8884. * @returns true if a cube texture needs to be use
  8885. */
  8886. needCube(): boolean;
  8887. /**
  8888. * Detects if the projection matrix requires to be recomputed this frame.
  8889. * @returns true if it requires to be recomputed otherwise, false.
  8890. */
  8891. needProjectionMatrixCompute(): boolean;
  8892. /**
  8893. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8894. */
  8895. forceProjectionMatrixCompute(): void;
  8896. /**
  8897. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8898. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8899. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8900. */
  8901. getShadowDirection(faceIndex?: number): Vector3;
  8902. /**
  8903. * Gets the minZ used for shadow according to both the scene and the light.
  8904. * @param activeCamera The camera we are returning the min for
  8905. * @returns the depth min z
  8906. */
  8907. getDepthMinZ(activeCamera: Camera): number;
  8908. /**
  8909. * Gets the maxZ used for shadow according to both the scene and the light.
  8910. * @param activeCamera The camera we are returning the max for
  8911. * @returns the depth max z
  8912. */
  8913. getDepthMaxZ(activeCamera: Camera): number;
  8914. }
  8915. /**
  8916. * Base implementation IShadowLight
  8917. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8918. */
  8919. export abstract class ShadowLight extends Light implements IShadowLight {
  8920. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8921. protected _position: Vector3;
  8922. protected _setPosition(value: Vector3): void;
  8923. /**
  8924. * Sets the position the shadow will be casted from. Also use as the light position for both
  8925. * point and spot lights.
  8926. */
  8927. /**
  8928. * Sets the position the shadow will be casted from. Also use as the light position for both
  8929. * point and spot lights.
  8930. */
  8931. position: Vector3;
  8932. protected _direction: Vector3;
  8933. protected _setDirection(value: Vector3): void;
  8934. /**
  8935. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8936. * Also use as the light direction on spot and directional lights.
  8937. */
  8938. /**
  8939. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8940. * Also use as the light direction on spot and directional lights.
  8941. */
  8942. direction: Vector3;
  8943. private _shadowMinZ;
  8944. /**
  8945. * Gets the shadow projection clipping minimum z value.
  8946. */
  8947. /**
  8948. * Sets the shadow projection clipping minimum z value.
  8949. */
  8950. shadowMinZ: number;
  8951. private _shadowMaxZ;
  8952. /**
  8953. * Sets the shadow projection clipping maximum z value.
  8954. */
  8955. /**
  8956. * Gets the shadow projection clipping maximum z value.
  8957. */
  8958. shadowMaxZ: number;
  8959. /**
  8960. * Callback defining a custom Projection Matrix Builder.
  8961. * This can be used to override the default projection matrix computation.
  8962. */
  8963. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8964. /**
  8965. * The transformed position. Position of the light in world space taking parenting in account.
  8966. */
  8967. transformedPosition: Vector3;
  8968. /**
  8969. * The transformed direction. Direction of the light in world space taking parenting in account.
  8970. */
  8971. transformedDirection: Vector3;
  8972. private _needProjectionMatrixCompute;
  8973. /**
  8974. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8975. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8976. */
  8977. computeTransformedInformation(): boolean;
  8978. /**
  8979. * Return the depth scale used for the shadow map.
  8980. * @returns the depth scale.
  8981. */
  8982. getDepthScale(): number;
  8983. /**
  8984. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8985. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8986. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8987. */
  8988. getShadowDirection(faceIndex?: number): Vector3;
  8989. /**
  8990. * Returns the ShadowLight absolute position in the World.
  8991. * @returns the position vector in world space
  8992. */
  8993. getAbsolutePosition(): Vector3;
  8994. /**
  8995. * Sets the ShadowLight direction toward the passed target.
  8996. * @param target The point to target in local space
  8997. * @returns the updated ShadowLight direction
  8998. */
  8999. setDirectionToTarget(target: Vector3): Vector3;
  9000. /**
  9001. * Returns the light rotation in euler definition.
  9002. * @returns the x y z rotation in local space.
  9003. */
  9004. getRotation(): Vector3;
  9005. /**
  9006. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  9007. * @returns true if a cube texture needs to be use
  9008. */
  9009. needCube(): boolean;
  9010. /**
  9011. * Detects if the projection matrix requires to be recomputed this frame.
  9012. * @returns true if it requires to be recomputed otherwise, false.
  9013. */
  9014. needProjectionMatrixCompute(): boolean;
  9015. /**
  9016. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  9017. */
  9018. forceProjectionMatrixCompute(): void;
  9019. /** @hidden */
  9020. _initCache(): void;
  9021. /** @hidden */
  9022. _isSynchronized(): boolean;
  9023. /**
  9024. * Computes the world matrix of the node
  9025. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  9026. * @returns the world matrix
  9027. */
  9028. computeWorldMatrix(force?: boolean): Matrix;
  9029. /**
  9030. * Gets the minZ used for shadow according to both the scene and the light.
  9031. * @param activeCamera The camera we are returning the min for
  9032. * @returns the depth min z
  9033. */
  9034. getDepthMinZ(activeCamera: Camera): number;
  9035. /**
  9036. * Gets the maxZ used for shadow according to both the scene and the light.
  9037. * @param activeCamera The camera we are returning the max for
  9038. * @returns the depth max z
  9039. */
  9040. getDepthMaxZ(activeCamera: Camera): number;
  9041. /**
  9042. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  9043. * @param matrix The materix to updated with the projection information
  9044. * @param viewMatrix The transform matrix of the light
  9045. * @param renderList The list of mesh to render in the map
  9046. * @returns The current light
  9047. */
  9048. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  9049. }
  9050. }
  9051. declare module "babylonjs/Materials/effectFallbacks" {
  9052. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  9053. import { Effect } from "babylonjs/Materials/effect";
  9054. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9055. /**
  9056. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  9057. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  9058. */
  9059. export class EffectFallbacks implements IEffectFallbacks {
  9060. private _defines;
  9061. private _currentRank;
  9062. private _maxRank;
  9063. private _mesh;
  9064. /**
  9065. * Removes the fallback from the bound mesh.
  9066. */
  9067. unBindMesh(): void;
  9068. /**
  9069. * Adds a fallback on the specified property.
  9070. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9071. * @param define The name of the define in the shader
  9072. */
  9073. addFallback(rank: number, define: string): void;
  9074. /**
  9075. * Sets the mesh to use CPU skinning when needing to fallback.
  9076. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9077. * @param mesh The mesh to use the fallbacks.
  9078. */
  9079. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  9080. /**
  9081. * Checks to see if more fallbacks are still availible.
  9082. */
  9083. readonly hasMoreFallbacks: boolean;
  9084. /**
  9085. * Removes the defines that should be removed when falling back.
  9086. * @param currentDefines defines the current define statements for the shader.
  9087. * @param effect defines the current effect we try to compile
  9088. * @returns The resulting defines with defines of the current rank removed.
  9089. */
  9090. reduce(currentDefines: string, effect: Effect): string;
  9091. }
  9092. }
  9093. declare module "babylonjs/Materials/materialHelper" {
  9094. import { Nullable } from "babylonjs/types";
  9095. import { Scene } from "babylonjs/scene";
  9096. import { Engine } from "babylonjs/Engines/engine";
  9097. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9098. import { Light } from "babylonjs/Lights/light";
  9099. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9100. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  9101. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  9102. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9103. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  9104. /**
  9105. * "Static Class" containing the most commonly used helper while dealing with material for
  9106. * rendering purpose.
  9107. *
  9108. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9109. *
  9110. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9111. */
  9112. export class MaterialHelper {
  9113. /**
  9114. * Bind the current view position to an effect.
  9115. * @param effect The effect to be bound
  9116. * @param scene The scene the eyes position is used from
  9117. */
  9118. static BindEyePosition(effect: Effect, scene: Scene): void;
  9119. /**
  9120. * Helps preparing the defines values about the UVs in used in the effect.
  9121. * UVs are shared as much as we can accross channels in the shaders.
  9122. * @param texture The texture we are preparing the UVs for
  9123. * @param defines The defines to update
  9124. * @param key The channel key "diffuse", "specular"... used in the shader
  9125. */
  9126. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9127. /**
  9128. * Binds a texture matrix value to its corrsponding uniform
  9129. * @param texture The texture to bind the matrix for
  9130. * @param uniformBuffer The uniform buffer receivin the data
  9131. * @param key The channel key "diffuse", "specular"... used in the shader
  9132. */
  9133. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9134. /**
  9135. * Gets the current status of the fog (should it be enabled?)
  9136. * @param mesh defines the mesh to evaluate for fog support
  9137. * @param scene defines the hosting scene
  9138. * @returns true if fog must be enabled
  9139. */
  9140. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9141. /**
  9142. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9143. * @param mesh defines the current mesh
  9144. * @param scene defines the current scene
  9145. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9146. * @param pointsCloud defines if point cloud rendering has to be turned on
  9147. * @param fogEnabled defines if fog has to be turned on
  9148. * @param alphaTest defines if alpha testing has to be turned on
  9149. * @param defines defines the current list of defines
  9150. */
  9151. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9152. /**
  9153. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9154. * @param scene defines the current scene
  9155. * @param engine defines the current engine
  9156. * @param defines specifies the list of active defines
  9157. * @param useInstances defines if instances have to be turned on
  9158. * @param useClipPlane defines if clip plane have to be turned on
  9159. */
  9160. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9161. /**
  9162. * Prepares the defines for bones
  9163. * @param mesh The mesh containing the geometry data we will draw
  9164. * @param defines The defines to update
  9165. */
  9166. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9167. /**
  9168. * Prepares the defines for morph targets
  9169. * @param mesh The mesh containing the geometry data we will draw
  9170. * @param defines The defines to update
  9171. */
  9172. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9173. /**
  9174. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9175. * @param mesh The mesh containing the geometry data we will draw
  9176. * @param defines The defines to update
  9177. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9178. * @param useBones Precise whether bones should be used or not (override mesh info)
  9179. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9180. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9181. * @returns false if defines are considered not dirty and have not been checked
  9182. */
  9183. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9184. /**
  9185. * Prepares the defines related to multiview
  9186. * @param scene The scene we are intending to draw
  9187. * @param defines The defines to update
  9188. */
  9189. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9190. /**
  9191. * Prepares the defines related to the light information passed in parameter
  9192. * @param scene The scene we are intending to draw
  9193. * @param mesh The mesh the effect is compiling for
  9194. * @param light The light the effect is compiling for
  9195. * @param lightIndex The index of the light
  9196. * @param defines The defines to update
  9197. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9198. * @param state Defines the current state regarding what is needed (normals, etc...)
  9199. */
  9200. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9201. needNormals: boolean;
  9202. needRebuild: boolean;
  9203. shadowEnabled: boolean;
  9204. specularEnabled: boolean;
  9205. lightmapMode: boolean;
  9206. }): void;
  9207. /**
  9208. * Prepares the defines related to the light information passed in parameter
  9209. * @param scene The scene we are intending to draw
  9210. * @param mesh The mesh the effect is compiling for
  9211. * @param defines The defines to update
  9212. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9213. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9214. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9215. * @returns true if normals will be required for the rest of the effect
  9216. */
  9217. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9218. /**
  9219. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9220. * @param lightIndex defines the light index
  9221. * @param uniformsList The uniform list
  9222. * @param samplersList The sampler list
  9223. * @param projectedLightTexture defines if projected texture must be used
  9224. * @param uniformBuffersList defines an optional list of uniform buffers
  9225. */
  9226. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9227. /**
  9228. * Prepares the uniforms and samplers list to be used in the effect
  9229. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9230. * @param samplersList The sampler list
  9231. * @param defines The defines helping in the list generation
  9232. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9233. */
  9234. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9235. /**
  9236. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9237. * @param defines The defines to update while falling back
  9238. * @param fallbacks The authorized effect fallbacks
  9239. * @param maxSimultaneousLights The maximum number of lights allowed
  9240. * @param rank the current rank of the Effect
  9241. * @returns The newly affected rank
  9242. */
  9243. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9244. private static _TmpMorphInfluencers;
  9245. /**
  9246. * Prepares the list of attributes required for morph targets according to the effect defines.
  9247. * @param attribs The current list of supported attribs
  9248. * @param mesh The mesh to prepare the morph targets attributes for
  9249. * @param influencers The number of influencers
  9250. */
  9251. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9252. /**
  9253. * Prepares the list of attributes required for morph targets according to the effect defines.
  9254. * @param attribs The current list of supported attribs
  9255. * @param mesh The mesh to prepare the morph targets attributes for
  9256. * @param defines The current Defines of the effect
  9257. */
  9258. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9259. /**
  9260. * Prepares the list of attributes required for bones according to the effect defines.
  9261. * @param attribs The current list of supported attribs
  9262. * @param mesh The mesh to prepare the bones attributes for
  9263. * @param defines The current Defines of the effect
  9264. * @param fallbacks The current efffect fallback strategy
  9265. */
  9266. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9267. /**
  9268. * Check and prepare the list of attributes required for instances according to the effect defines.
  9269. * @param attribs The current list of supported attribs
  9270. * @param defines The current MaterialDefines of the effect
  9271. */
  9272. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9273. /**
  9274. * Add the list of attributes required for instances to the attribs array.
  9275. * @param attribs The current list of supported attribs
  9276. */
  9277. static PushAttributesForInstances(attribs: string[]): void;
  9278. /**
  9279. * Binds the light information to the effect.
  9280. * @param light The light containing the generator
  9281. * @param effect The effect we are binding the data to
  9282. * @param lightIndex The light index in the effect used to render
  9283. */
  9284. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9285. /**
  9286. * Binds the lights information from the scene to the effect for the given mesh.
  9287. * @param light Light to bind
  9288. * @param lightIndex Light index
  9289. * @param scene The scene where the light belongs to
  9290. * @param effect The effect we are binding the data to
  9291. * @param useSpecular Defines if specular is supported
  9292. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9293. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9294. */
  9295. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9296. /**
  9297. * Binds the lights information from the scene to the effect for the given mesh.
  9298. * @param scene The scene the lights belongs to
  9299. * @param mesh The mesh we are binding the information to render
  9300. * @param effect The effect we are binding the data to
  9301. * @param defines The generated defines for the effect
  9302. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9303. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9304. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9305. */
  9306. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9307. private static _tempFogColor;
  9308. /**
  9309. * Binds the fog information from the scene to the effect for the given mesh.
  9310. * @param scene The scene the lights belongs to
  9311. * @param mesh The mesh we are binding the information to render
  9312. * @param effect The effect we are binding the data to
  9313. * @param linearSpace Defines if the fog effect is applied in linear space
  9314. */
  9315. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9316. /**
  9317. * Binds the bones information from the mesh to the effect.
  9318. * @param mesh The mesh we are binding the information to render
  9319. * @param effect The effect we are binding the data to
  9320. */
  9321. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9322. /**
  9323. * Binds the morph targets information from the mesh to the effect.
  9324. * @param abstractMesh The mesh we are binding the information to render
  9325. * @param effect The effect we are binding the data to
  9326. */
  9327. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9328. /**
  9329. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9330. * @param defines The generated defines used in the effect
  9331. * @param effect The effect we are binding the data to
  9332. * @param scene The scene we are willing to render with logarithmic scale for
  9333. */
  9334. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9335. /**
  9336. * Binds the clip plane information from the scene to the effect.
  9337. * @param scene The scene the clip plane information are extracted from
  9338. * @param effect The effect we are binding the data to
  9339. */
  9340. static BindClipPlane(effect: Effect, scene: Scene): void;
  9341. }
  9342. }
  9343. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9344. /** @hidden */
  9345. export var packingFunctions: {
  9346. name: string;
  9347. shader: string;
  9348. };
  9349. }
  9350. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9351. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9352. /** @hidden */
  9353. export var shadowMapPixelShader: {
  9354. name: string;
  9355. shader: string;
  9356. };
  9357. }
  9358. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9359. /** @hidden */
  9360. export var bonesDeclaration: {
  9361. name: string;
  9362. shader: string;
  9363. };
  9364. }
  9365. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9366. /** @hidden */
  9367. export var morphTargetsVertexGlobalDeclaration: {
  9368. name: string;
  9369. shader: string;
  9370. };
  9371. }
  9372. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9373. /** @hidden */
  9374. export var morphTargetsVertexDeclaration: {
  9375. name: string;
  9376. shader: string;
  9377. };
  9378. }
  9379. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9380. /** @hidden */
  9381. export var instancesDeclaration: {
  9382. name: string;
  9383. shader: string;
  9384. };
  9385. }
  9386. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9387. /** @hidden */
  9388. export var helperFunctions: {
  9389. name: string;
  9390. shader: string;
  9391. };
  9392. }
  9393. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9394. /** @hidden */
  9395. export var morphTargetsVertex: {
  9396. name: string;
  9397. shader: string;
  9398. };
  9399. }
  9400. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9401. /** @hidden */
  9402. export var instancesVertex: {
  9403. name: string;
  9404. shader: string;
  9405. };
  9406. }
  9407. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9408. /** @hidden */
  9409. export var bonesVertex: {
  9410. name: string;
  9411. shader: string;
  9412. };
  9413. }
  9414. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9415. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9416. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9417. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9418. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9419. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9420. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9421. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9422. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9423. /** @hidden */
  9424. export var shadowMapVertexShader: {
  9425. name: string;
  9426. shader: string;
  9427. };
  9428. }
  9429. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9430. /** @hidden */
  9431. export var depthBoxBlurPixelShader: {
  9432. name: string;
  9433. shader: string;
  9434. };
  9435. }
  9436. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9437. import { Nullable } from "babylonjs/types";
  9438. import { Scene } from "babylonjs/scene";
  9439. import { Matrix } from "babylonjs/Maths/math.vector";
  9440. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9441. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9442. import { Mesh } from "babylonjs/Meshes/mesh";
  9443. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9444. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9445. import { Effect } from "babylonjs/Materials/effect";
  9446. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9447. import "babylonjs/Shaders/shadowMap.fragment";
  9448. import "babylonjs/Shaders/shadowMap.vertex";
  9449. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9450. import { Observable } from "babylonjs/Misc/observable";
  9451. /**
  9452. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9453. */
  9454. export interface ICustomShaderOptions {
  9455. /**
  9456. * Gets or sets the custom shader name to use
  9457. */
  9458. shaderName: string;
  9459. /**
  9460. * The list of attribute names used in the shader
  9461. */
  9462. attributes?: string[];
  9463. /**
  9464. * The list of unifrom names used in the shader
  9465. */
  9466. uniforms?: string[];
  9467. /**
  9468. * The list of sampler names used in the shader
  9469. */
  9470. samplers?: string[];
  9471. /**
  9472. * The list of defines used in the shader
  9473. */
  9474. defines?: string[];
  9475. }
  9476. /**
  9477. * Interface to implement to create a shadow generator compatible with BJS.
  9478. */
  9479. export interface IShadowGenerator {
  9480. /**
  9481. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9482. * @returns The render target texture if present otherwise, null
  9483. */
  9484. getShadowMap(): Nullable<RenderTargetTexture>;
  9485. /**
  9486. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9487. * @returns The render target texture if the shadow map is present otherwise, null
  9488. */
  9489. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9490. /**
  9491. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9492. * @param subMesh The submesh we want to render in the shadow map
  9493. * @param useInstances Defines wether will draw in the map using instances
  9494. * @returns true if ready otherwise, false
  9495. */
  9496. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9497. /**
  9498. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9499. * @param defines Defines of the material we want to update
  9500. * @param lightIndex Index of the light in the enabled light list of the material
  9501. */
  9502. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9503. /**
  9504. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9505. * defined in the generator but impacting the effect).
  9506. * It implies the unifroms available on the materials are the standard BJS ones.
  9507. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9508. * @param effect The effect we are binfing the information for
  9509. */
  9510. bindShadowLight(lightIndex: string, effect: Effect): void;
  9511. /**
  9512. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9513. * (eq to shadow prjection matrix * light transform matrix)
  9514. * @returns The transform matrix used to create the shadow map
  9515. */
  9516. getTransformMatrix(): Matrix;
  9517. /**
  9518. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9519. * Cube and 2D textures for instance.
  9520. */
  9521. recreateShadowMap(): void;
  9522. /**
  9523. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9524. * @param onCompiled Callback triggered at the and of the effects compilation
  9525. * @param options Sets of optional options forcing the compilation with different modes
  9526. */
  9527. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9528. useInstances: boolean;
  9529. }>): void;
  9530. /**
  9531. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9532. * @param options Sets of optional options forcing the compilation with different modes
  9533. * @returns A promise that resolves when the compilation completes
  9534. */
  9535. forceCompilationAsync(options?: Partial<{
  9536. useInstances: boolean;
  9537. }>): Promise<void>;
  9538. /**
  9539. * Serializes the shadow generator setup to a json object.
  9540. * @returns The serialized JSON object
  9541. */
  9542. serialize(): any;
  9543. /**
  9544. * Disposes the Shadow map and related Textures and effects.
  9545. */
  9546. dispose(): void;
  9547. }
  9548. /**
  9549. * Default implementation IShadowGenerator.
  9550. * This is the main object responsible of generating shadows in the framework.
  9551. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9552. */
  9553. export class ShadowGenerator implements IShadowGenerator {
  9554. /**
  9555. * Shadow generator mode None: no filtering applied.
  9556. */
  9557. static readonly FILTER_NONE: number;
  9558. /**
  9559. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9560. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9561. */
  9562. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9563. /**
  9564. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9565. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9566. */
  9567. static readonly FILTER_POISSONSAMPLING: number;
  9568. /**
  9569. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9570. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9571. */
  9572. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9573. /**
  9574. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9575. * edge artifacts on steep falloff.
  9576. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9577. */
  9578. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9579. /**
  9580. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9581. * edge artifacts on steep falloff.
  9582. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9583. */
  9584. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9585. /**
  9586. * Shadow generator mode PCF: Percentage Closer Filtering
  9587. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9588. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9589. */
  9590. static readonly FILTER_PCF: number;
  9591. /**
  9592. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9593. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9594. * Contact Hardening
  9595. */
  9596. static readonly FILTER_PCSS: number;
  9597. /**
  9598. * Reserved for PCF and PCSS
  9599. * Highest Quality.
  9600. *
  9601. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9602. *
  9603. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9604. */
  9605. static readonly QUALITY_HIGH: number;
  9606. /**
  9607. * Reserved for PCF and PCSS
  9608. * Good tradeoff for quality/perf cross devices
  9609. *
  9610. * Execute PCF on a 3*3 kernel.
  9611. *
  9612. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9613. */
  9614. static readonly QUALITY_MEDIUM: number;
  9615. /**
  9616. * Reserved for PCF and PCSS
  9617. * The lowest quality but the fastest.
  9618. *
  9619. * Execute PCF on a 1*1 kernel.
  9620. *
  9621. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9622. */
  9623. static readonly QUALITY_LOW: number;
  9624. /** Gets or sets the custom shader name to use */
  9625. customShaderOptions: ICustomShaderOptions;
  9626. /**
  9627. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9628. */
  9629. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9630. /**
  9631. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9632. */
  9633. onAfterShadowMapRenderObservable: Observable<Effect>;
  9634. /**
  9635. * Observable triggered before a mesh is rendered in the shadow map.
  9636. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9637. */
  9638. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9639. /**
  9640. * Observable triggered after a mesh is rendered in the shadow map.
  9641. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9642. */
  9643. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9644. private _bias;
  9645. /**
  9646. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9647. */
  9648. /**
  9649. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9650. */
  9651. bias: number;
  9652. private _normalBias;
  9653. /**
  9654. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9655. */
  9656. /**
  9657. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9658. */
  9659. normalBias: number;
  9660. private _blurBoxOffset;
  9661. /**
  9662. * Gets the blur box offset: offset applied during the blur pass.
  9663. * Only useful if useKernelBlur = false
  9664. */
  9665. /**
  9666. * Sets the blur box offset: offset applied during the blur pass.
  9667. * Only useful if useKernelBlur = false
  9668. */
  9669. blurBoxOffset: number;
  9670. private _blurScale;
  9671. /**
  9672. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9673. * 2 means half of the size.
  9674. */
  9675. /**
  9676. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9677. * 2 means half of the size.
  9678. */
  9679. blurScale: number;
  9680. private _blurKernel;
  9681. /**
  9682. * Gets the blur kernel: kernel size of the blur pass.
  9683. * Only useful if useKernelBlur = true
  9684. */
  9685. /**
  9686. * Sets the blur kernel: kernel size of the blur pass.
  9687. * Only useful if useKernelBlur = true
  9688. */
  9689. blurKernel: number;
  9690. private _useKernelBlur;
  9691. /**
  9692. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9693. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9694. */
  9695. /**
  9696. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9697. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9698. */
  9699. useKernelBlur: boolean;
  9700. private _depthScale;
  9701. /**
  9702. * Gets the depth scale used in ESM mode.
  9703. */
  9704. /**
  9705. * Sets the depth scale used in ESM mode.
  9706. * This can override the scale stored on the light.
  9707. */
  9708. depthScale: number;
  9709. private _filter;
  9710. /**
  9711. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9712. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9713. */
  9714. /**
  9715. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9716. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9717. */
  9718. filter: number;
  9719. /**
  9720. * Gets if the current filter is set to Poisson Sampling.
  9721. */
  9722. /**
  9723. * Sets the current filter to Poisson Sampling.
  9724. */
  9725. usePoissonSampling: boolean;
  9726. /**
  9727. * Gets if the current filter is set to ESM.
  9728. */
  9729. /**
  9730. * Sets the current filter is to ESM.
  9731. */
  9732. useExponentialShadowMap: boolean;
  9733. /**
  9734. * Gets if the current filter is set to filtered ESM.
  9735. */
  9736. /**
  9737. * Gets if the current filter is set to filtered ESM.
  9738. */
  9739. useBlurExponentialShadowMap: boolean;
  9740. /**
  9741. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9742. * exponential to prevent steep falloff artifacts).
  9743. */
  9744. /**
  9745. * Sets the current filter to "close ESM" (using the inverse of the
  9746. * exponential to prevent steep falloff artifacts).
  9747. */
  9748. useCloseExponentialShadowMap: boolean;
  9749. /**
  9750. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9751. * exponential to prevent steep falloff artifacts).
  9752. */
  9753. /**
  9754. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9755. * exponential to prevent steep falloff artifacts).
  9756. */
  9757. useBlurCloseExponentialShadowMap: boolean;
  9758. /**
  9759. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9760. */
  9761. /**
  9762. * Sets the current filter to "PCF" (percentage closer filtering).
  9763. */
  9764. usePercentageCloserFiltering: boolean;
  9765. private _filteringQuality;
  9766. /**
  9767. * Gets the PCF or PCSS Quality.
  9768. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9769. */
  9770. /**
  9771. * Sets the PCF or PCSS Quality.
  9772. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9773. */
  9774. filteringQuality: number;
  9775. /**
  9776. * Gets if the current filter is set to "PCSS" (contact hardening).
  9777. */
  9778. /**
  9779. * Sets the current filter to "PCSS" (contact hardening).
  9780. */
  9781. useContactHardeningShadow: boolean;
  9782. private _contactHardeningLightSizeUVRatio;
  9783. /**
  9784. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9785. * Using a ratio helps keeping shape stability independently of the map size.
  9786. *
  9787. * It does not account for the light projection as it was having too much
  9788. * instability during the light setup or during light position changes.
  9789. *
  9790. * Only valid if useContactHardeningShadow is true.
  9791. */
  9792. /**
  9793. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9794. * Using a ratio helps keeping shape stability independently of the map size.
  9795. *
  9796. * It does not account for the light projection as it was having too much
  9797. * instability during the light setup or during light position changes.
  9798. *
  9799. * Only valid if useContactHardeningShadow is true.
  9800. */
  9801. contactHardeningLightSizeUVRatio: number;
  9802. private _darkness;
  9803. /** Gets or sets the actual darkness of a shadow */
  9804. darkness: number;
  9805. /**
  9806. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9807. * 0 means strongest and 1 would means no shadow.
  9808. * @returns the darkness.
  9809. */
  9810. getDarkness(): number;
  9811. /**
  9812. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9813. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9814. * @returns the shadow generator allowing fluent coding.
  9815. */
  9816. setDarkness(darkness: number): ShadowGenerator;
  9817. private _transparencyShadow;
  9818. /** Gets or sets the ability to have transparent shadow */
  9819. transparencyShadow: boolean;
  9820. /**
  9821. * Sets the ability to have transparent shadow (boolean).
  9822. * @param transparent True if transparent else False
  9823. * @returns the shadow generator allowing fluent coding
  9824. */
  9825. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9826. private _shadowMap;
  9827. private _shadowMap2;
  9828. /**
  9829. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9830. * @returns The render target texture if present otherwise, null
  9831. */
  9832. getShadowMap(): Nullable<RenderTargetTexture>;
  9833. /**
  9834. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9835. * @returns The render target texture if the shadow map is present otherwise, null
  9836. */
  9837. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9838. /**
  9839. * Gets the class name of that object
  9840. * @returns "ShadowGenerator"
  9841. */
  9842. getClassName(): string;
  9843. /**
  9844. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9845. * @param mesh Mesh to add
  9846. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9847. * @returns the Shadow Generator itself
  9848. */
  9849. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9850. /**
  9851. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9852. * @param mesh Mesh to remove
  9853. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9854. * @returns the Shadow Generator itself
  9855. */
  9856. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9857. /**
  9858. * Controls the extent to which the shadows fade out at the edge of the frustum
  9859. * Used only by directionals and spots
  9860. */
  9861. frustumEdgeFalloff: number;
  9862. private _light;
  9863. /**
  9864. * Returns the associated light object.
  9865. * @returns the light generating the shadow
  9866. */
  9867. getLight(): IShadowLight;
  9868. /**
  9869. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9870. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9871. * It might on the other hand introduce peter panning.
  9872. */
  9873. forceBackFacesOnly: boolean;
  9874. private _scene;
  9875. private _lightDirection;
  9876. private _effect;
  9877. private _viewMatrix;
  9878. private _projectionMatrix;
  9879. private _transformMatrix;
  9880. private _cachedPosition;
  9881. private _cachedDirection;
  9882. private _cachedDefines;
  9883. private _currentRenderID;
  9884. private _boxBlurPostprocess;
  9885. private _kernelBlurXPostprocess;
  9886. private _kernelBlurYPostprocess;
  9887. private _blurPostProcesses;
  9888. private _mapSize;
  9889. private _currentFaceIndex;
  9890. private _currentFaceIndexCache;
  9891. private _textureType;
  9892. private _defaultTextureMatrix;
  9893. private _storedUniqueId;
  9894. /** @hidden */
  9895. static _SceneComponentInitialization: (scene: Scene) => void;
  9896. /**
  9897. * Creates a ShadowGenerator object.
  9898. * A ShadowGenerator is the required tool to use the shadows.
  9899. * Each light casting shadows needs to use its own ShadowGenerator.
  9900. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9901. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9902. * @param light The light object generating the shadows.
  9903. * @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.
  9904. */
  9905. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9906. private _initializeGenerator;
  9907. private _initializeShadowMap;
  9908. private _initializeBlurRTTAndPostProcesses;
  9909. private _renderForShadowMap;
  9910. private _renderSubMeshForShadowMap;
  9911. private _applyFilterValues;
  9912. /**
  9913. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9914. * @param onCompiled Callback triggered at the and of the effects compilation
  9915. * @param options Sets of optional options forcing the compilation with different modes
  9916. */
  9917. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9918. useInstances: boolean;
  9919. }>): void;
  9920. /**
  9921. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9922. * @param options Sets of optional options forcing the compilation with different modes
  9923. * @returns A promise that resolves when the compilation completes
  9924. */
  9925. forceCompilationAsync(options?: Partial<{
  9926. useInstances: boolean;
  9927. }>): Promise<void>;
  9928. /**
  9929. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9930. * @param subMesh The submesh we want to render in the shadow map
  9931. * @param useInstances Defines wether will draw in the map using instances
  9932. * @returns true if ready otherwise, false
  9933. */
  9934. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9935. /**
  9936. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9937. * @param defines Defines of the material we want to update
  9938. * @param lightIndex Index of the light in the enabled light list of the material
  9939. */
  9940. prepareDefines(defines: any, lightIndex: number): void;
  9941. /**
  9942. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9943. * defined in the generator but impacting the effect).
  9944. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9945. * @param effect The effect we are binfing the information for
  9946. */
  9947. bindShadowLight(lightIndex: string, effect: Effect): void;
  9948. /**
  9949. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9950. * (eq to shadow prjection matrix * light transform matrix)
  9951. * @returns The transform matrix used to create the shadow map
  9952. */
  9953. getTransformMatrix(): Matrix;
  9954. /**
  9955. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9956. * Cube and 2D textures for instance.
  9957. */
  9958. recreateShadowMap(): void;
  9959. private _disposeBlurPostProcesses;
  9960. private _disposeRTTandPostProcesses;
  9961. /**
  9962. * Disposes the ShadowGenerator.
  9963. * Returns nothing.
  9964. */
  9965. dispose(): void;
  9966. /**
  9967. * Serializes the shadow generator setup to a json object.
  9968. * @returns The serialized JSON object
  9969. */
  9970. serialize(): any;
  9971. /**
  9972. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9973. * @param parsedShadowGenerator The JSON object to parse
  9974. * @param scene The scene to create the shadow map for
  9975. * @returns The parsed shadow generator
  9976. */
  9977. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9978. }
  9979. }
  9980. declare module "babylonjs/Lights/light" {
  9981. import { Nullable } from "babylonjs/types";
  9982. import { Scene } from "babylonjs/scene";
  9983. import { Vector3 } from "babylonjs/Maths/math.vector";
  9984. import { Color3 } from "babylonjs/Maths/math.color";
  9985. import { Node } from "babylonjs/node";
  9986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9987. import { Effect } from "babylonjs/Materials/effect";
  9988. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9989. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9990. /**
  9991. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9992. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9993. * 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.
  9994. */
  9995. export abstract class Light extends Node {
  9996. /**
  9997. * Falloff Default: light is falling off following the material specification:
  9998. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9999. */
  10000. static readonly FALLOFF_DEFAULT: number;
  10001. /**
  10002. * Falloff Physical: light is falling off following the inverse squared distance law.
  10003. */
  10004. static readonly FALLOFF_PHYSICAL: number;
  10005. /**
  10006. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  10007. * to enhance interoperability with other engines.
  10008. */
  10009. static readonly FALLOFF_GLTF: number;
  10010. /**
  10011. * Falloff Standard: light is falling off like in the standard material
  10012. * to enhance interoperability with other materials.
  10013. */
  10014. static readonly FALLOFF_STANDARD: number;
  10015. /**
  10016. * If every light affecting the material is in this lightmapMode,
  10017. * material.lightmapTexture adds or multiplies
  10018. * (depends on material.useLightmapAsShadowmap)
  10019. * after every other light calculations.
  10020. */
  10021. static readonly LIGHTMAP_DEFAULT: number;
  10022. /**
  10023. * material.lightmapTexture as only diffuse lighting from this light
  10024. * adds only specular lighting from this light
  10025. * adds dynamic shadows
  10026. */
  10027. static readonly LIGHTMAP_SPECULAR: number;
  10028. /**
  10029. * material.lightmapTexture as only lighting
  10030. * no light calculation from this light
  10031. * only adds dynamic shadows from this light
  10032. */
  10033. static readonly LIGHTMAP_SHADOWSONLY: number;
  10034. /**
  10035. * Each light type uses the default quantity according to its type:
  10036. * point/spot lights use luminous intensity
  10037. * directional lights use illuminance
  10038. */
  10039. static readonly INTENSITYMODE_AUTOMATIC: number;
  10040. /**
  10041. * lumen (lm)
  10042. */
  10043. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  10044. /**
  10045. * candela (lm/sr)
  10046. */
  10047. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  10048. /**
  10049. * lux (lm/m^2)
  10050. */
  10051. static readonly INTENSITYMODE_ILLUMINANCE: number;
  10052. /**
  10053. * nit (cd/m^2)
  10054. */
  10055. static readonly INTENSITYMODE_LUMINANCE: number;
  10056. /**
  10057. * Light type const id of the point light.
  10058. */
  10059. static readonly LIGHTTYPEID_POINTLIGHT: number;
  10060. /**
  10061. * Light type const id of the directional light.
  10062. */
  10063. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  10064. /**
  10065. * Light type const id of the spot light.
  10066. */
  10067. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  10068. /**
  10069. * Light type const id of the hemispheric light.
  10070. */
  10071. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  10072. /**
  10073. * Diffuse gives the basic color to an object.
  10074. */
  10075. diffuse: Color3;
  10076. /**
  10077. * Specular produces a highlight color on an object.
  10078. * Note: This is note affecting PBR materials.
  10079. */
  10080. specular: Color3;
  10081. /**
  10082. * Defines the falloff type for this light. This lets overrriding how punctual light are
  10083. * falling off base on range or angle.
  10084. * This can be set to any values in Light.FALLOFF_x.
  10085. *
  10086. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  10087. * other types of materials.
  10088. */
  10089. falloffType: number;
  10090. /**
  10091. * Strength of the light.
  10092. * Note: By default it is define in the framework own unit.
  10093. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  10094. */
  10095. intensity: number;
  10096. private _range;
  10097. protected _inverseSquaredRange: number;
  10098. /**
  10099. * Defines how far from the source the light is impacting in scene units.
  10100. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10101. */
  10102. /**
  10103. * Defines how far from the source the light is impacting in scene units.
  10104. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10105. */
  10106. range: number;
  10107. /**
  10108. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10109. * of light.
  10110. */
  10111. private _photometricScale;
  10112. private _intensityMode;
  10113. /**
  10114. * Gets the photometric scale used to interpret the intensity.
  10115. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10116. */
  10117. /**
  10118. * Sets the photometric scale used to interpret the intensity.
  10119. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10120. */
  10121. intensityMode: number;
  10122. private _radius;
  10123. /**
  10124. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10125. */
  10126. /**
  10127. * sets the light radius used by PBR Materials to simulate soft area lights.
  10128. */
  10129. radius: number;
  10130. private _renderPriority;
  10131. /**
  10132. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10133. * exceeding the number allowed of the materials.
  10134. */
  10135. renderPriority: number;
  10136. private _shadowEnabled;
  10137. /**
  10138. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10139. * the current shadow generator.
  10140. */
  10141. /**
  10142. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10143. * the current shadow generator.
  10144. */
  10145. shadowEnabled: boolean;
  10146. private _includedOnlyMeshes;
  10147. /**
  10148. * Gets the only meshes impacted by this light.
  10149. */
  10150. /**
  10151. * Sets the only meshes impacted by this light.
  10152. */
  10153. includedOnlyMeshes: AbstractMesh[];
  10154. private _excludedMeshes;
  10155. /**
  10156. * Gets the meshes not impacted by this light.
  10157. */
  10158. /**
  10159. * Sets the meshes not impacted by this light.
  10160. */
  10161. excludedMeshes: AbstractMesh[];
  10162. private _excludeWithLayerMask;
  10163. /**
  10164. * Gets the layer id use to find what meshes are not impacted by the light.
  10165. * Inactive if 0
  10166. */
  10167. /**
  10168. * Sets the layer id use to find what meshes are not impacted by the light.
  10169. * Inactive if 0
  10170. */
  10171. excludeWithLayerMask: number;
  10172. private _includeOnlyWithLayerMask;
  10173. /**
  10174. * Gets the layer id use to find what meshes are impacted by the light.
  10175. * Inactive if 0
  10176. */
  10177. /**
  10178. * Sets the layer id use to find what meshes are impacted by the light.
  10179. * Inactive if 0
  10180. */
  10181. includeOnlyWithLayerMask: number;
  10182. private _lightmapMode;
  10183. /**
  10184. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10185. */
  10186. /**
  10187. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10188. */
  10189. lightmapMode: number;
  10190. /**
  10191. * Shadow generator associted to the light.
  10192. * @hidden Internal use only.
  10193. */
  10194. _shadowGenerator: Nullable<IShadowGenerator>;
  10195. /**
  10196. * @hidden Internal use only.
  10197. */
  10198. _excludedMeshesIds: string[];
  10199. /**
  10200. * @hidden Internal use only.
  10201. */
  10202. _includedOnlyMeshesIds: string[];
  10203. /**
  10204. * The current light unifom buffer.
  10205. * @hidden Internal use only.
  10206. */
  10207. _uniformBuffer: UniformBuffer;
  10208. /** @hidden */
  10209. _renderId: number;
  10210. /**
  10211. * Creates a Light object in the scene.
  10212. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10213. * @param name The firendly name of the light
  10214. * @param scene The scene the light belongs too
  10215. */
  10216. constructor(name: string, scene: Scene);
  10217. protected abstract _buildUniformLayout(): void;
  10218. /**
  10219. * Sets the passed Effect "effect" with the Light information.
  10220. * @param effect The effect to update
  10221. * @param lightIndex The index of the light in the effect to update
  10222. * @returns The light
  10223. */
  10224. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10225. /**
  10226. * Sets the passed Effect "effect" with the Light information.
  10227. * @param effect The effect to update
  10228. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10229. * @returns The light
  10230. */
  10231. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10232. /**
  10233. * Returns the string "Light".
  10234. * @returns the class name
  10235. */
  10236. getClassName(): string;
  10237. /** @hidden */
  10238. readonly _isLight: boolean;
  10239. /**
  10240. * Converts the light information to a readable string for debug purpose.
  10241. * @param fullDetails Supports for multiple levels of logging within scene loading
  10242. * @returns the human readable light info
  10243. */
  10244. toString(fullDetails?: boolean): string;
  10245. /** @hidden */
  10246. protected _syncParentEnabledState(): void;
  10247. /**
  10248. * Set the enabled state of this node.
  10249. * @param value - the new enabled state
  10250. */
  10251. setEnabled(value: boolean): void;
  10252. /**
  10253. * Returns the Light associated shadow generator if any.
  10254. * @return the associated shadow generator.
  10255. */
  10256. getShadowGenerator(): Nullable<IShadowGenerator>;
  10257. /**
  10258. * Returns a Vector3, the absolute light position in the World.
  10259. * @returns the world space position of the light
  10260. */
  10261. getAbsolutePosition(): Vector3;
  10262. /**
  10263. * Specifies if the light will affect the passed mesh.
  10264. * @param mesh The mesh to test against the light
  10265. * @return true the mesh is affected otherwise, false.
  10266. */
  10267. canAffectMesh(mesh: AbstractMesh): boolean;
  10268. /**
  10269. * Sort function to order lights for rendering.
  10270. * @param a First Light object to compare to second.
  10271. * @param b Second Light object to compare first.
  10272. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10273. */
  10274. static CompareLightsPriority(a: Light, b: Light): number;
  10275. /**
  10276. * Releases resources associated with this node.
  10277. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10278. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10279. */
  10280. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10281. /**
  10282. * Returns the light type ID (integer).
  10283. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10284. */
  10285. getTypeID(): number;
  10286. /**
  10287. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10288. * @returns the scaled intensity in intensity mode unit
  10289. */
  10290. getScaledIntensity(): number;
  10291. /**
  10292. * Returns a new Light object, named "name", from the current one.
  10293. * @param name The name of the cloned light
  10294. * @returns the new created light
  10295. */
  10296. clone(name: string): Nullable<Light>;
  10297. /**
  10298. * Serializes the current light into a Serialization object.
  10299. * @returns the serialized object.
  10300. */
  10301. serialize(): any;
  10302. /**
  10303. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10304. * This new light is named "name" and added to the passed scene.
  10305. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10306. * @param name The friendly name of the light
  10307. * @param scene The scene the new light will belong to
  10308. * @returns the constructor function
  10309. */
  10310. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10311. /**
  10312. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10313. * @param parsedLight The JSON representation of the light
  10314. * @param scene The scene to create the parsed light in
  10315. * @returns the created light after parsing
  10316. */
  10317. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10318. private _hookArrayForExcluded;
  10319. private _hookArrayForIncludedOnly;
  10320. private _resyncMeshes;
  10321. /**
  10322. * Forces the meshes to update their light related information in their rendering used effects
  10323. * @hidden Internal Use Only
  10324. */
  10325. _markMeshesAsLightDirty(): void;
  10326. /**
  10327. * Recomputes the cached photometric scale if needed.
  10328. */
  10329. private _computePhotometricScale;
  10330. /**
  10331. * Returns the Photometric Scale according to the light type and intensity mode.
  10332. */
  10333. private _getPhotometricScale;
  10334. /**
  10335. * Reorder the light in the scene according to their defined priority.
  10336. * @hidden Internal Use Only
  10337. */
  10338. _reorderLightsInScene(): void;
  10339. /**
  10340. * Prepares the list of defines specific to the light type.
  10341. * @param defines the list of defines
  10342. * @param lightIndex defines the index of the light for the effect
  10343. */
  10344. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10345. }
  10346. }
  10347. declare module "babylonjs/Actions/action" {
  10348. import { Observable } from "babylonjs/Misc/observable";
  10349. import { Condition } from "babylonjs/Actions/condition";
  10350. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10351. import { ActionManager } from "babylonjs/Actions/actionManager";
  10352. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10353. /**
  10354. * Interface used to define Action
  10355. */
  10356. export interface IAction {
  10357. /**
  10358. * Trigger for the action
  10359. */
  10360. trigger: number;
  10361. /** Options of the trigger */
  10362. triggerOptions: any;
  10363. /**
  10364. * Gets the trigger parameters
  10365. * @returns the trigger parameters
  10366. */
  10367. getTriggerParameter(): any;
  10368. /**
  10369. * Internal only - executes current action event
  10370. * @hidden
  10371. */
  10372. _executeCurrent(evt?: ActionEvent): void;
  10373. /**
  10374. * Serialize placeholder for child classes
  10375. * @param parent of child
  10376. * @returns the serialized object
  10377. */
  10378. serialize(parent: any): any;
  10379. /**
  10380. * Internal only
  10381. * @hidden
  10382. */
  10383. _prepare(): void;
  10384. /**
  10385. * Internal only - manager for action
  10386. * @hidden
  10387. */
  10388. _actionManager: AbstractActionManager;
  10389. /**
  10390. * Adds action to chain of actions, may be a DoNothingAction
  10391. * @param action defines the next action to execute
  10392. * @returns The action passed in
  10393. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10394. */
  10395. then(action: IAction): IAction;
  10396. }
  10397. /**
  10398. * The action to be carried out following a trigger
  10399. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10400. */
  10401. export class Action implements IAction {
  10402. /** the trigger, with or without parameters, for the action */
  10403. triggerOptions: any;
  10404. /**
  10405. * Trigger for the action
  10406. */
  10407. trigger: number;
  10408. /**
  10409. * Internal only - manager for action
  10410. * @hidden
  10411. */
  10412. _actionManager: ActionManager;
  10413. private _nextActiveAction;
  10414. private _child;
  10415. private _condition?;
  10416. private _triggerParameter;
  10417. /**
  10418. * An event triggered prior to action being executed.
  10419. */
  10420. onBeforeExecuteObservable: Observable<Action>;
  10421. /**
  10422. * Creates a new Action
  10423. * @param triggerOptions the trigger, with or without parameters, for the action
  10424. * @param condition an optional determinant of action
  10425. */
  10426. constructor(
  10427. /** the trigger, with or without parameters, for the action */
  10428. triggerOptions: any, condition?: Condition);
  10429. /**
  10430. * Internal only
  10431. * @hidden
  10432. */
  10433. _prepare(): void;
  10434. /**
  10435. * Gets the trigger parameters
  10436. * @returns the trigger parameters
  10437. */
  10438. getTriggerParameter(): any;
  10439. /**
  10440. * Internal only - executes current action event
  10441. * @hidden
  10442. */
  10443. _executeCurrent(evt?: ActionEvent): void;
  10444. /**
  10445. * Execute placeholder for child classes
  10446. * @param evt optional action event
  10447. */
  10448. execute(evt?: ActionEvent): void;
  10449. /**
  10450. * Skips to next active action
  10451. */
  10452. skipToNextActiveAction(): void;
  10453. /**
  10454. * Adds action to chain of actions, may be a DoNothingAction
  10455. * @param action defines the next action to execute
  10456. * @returns The action passed in
  10457. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10458. */
  10459. then(action: Action): Action;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. _getProperty(propertyPath: string): string;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. _getEffectiveTarget(target: any, propertyPath: string): any;
  10470. /**
  10471. * Serialize placeholder for child classes
  10472. * @param parent of child
  10473. * @returns the serialized object
  10474. */
  10475. serialize(parent: any): any;
  10476. /**
  10477. * Internal only called by serialize
  10478. * @hidden
  10479. */
  10480. protected _serialize(serializedAction: any, parent?: any): any;
  10481. /**
  10482. * Internal only
  10483. * @hidden
  10484. */
  10485. static _SerializeValueAsString: (value: any) => string;
  10486. /**
  10487. * Internal only
  10488. * @hidden
  10489. */
  10490. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10491. name: string;
  10492. targetType: string;
  10493. value: string;
  10494. };
  10495. }
  10496. }
  10497. declare module "babylonjs/Actions/condition" {
  10498. import { ActionManager } from "babylonjs/Actions/actionManager";
  10499. /**
  10500. * A Condition applied to an Action
  10501. */
  10502. export class Condition {
  10503. /**
  10504. * Internal only - manager for action
  10505. * @hidden
  10506. */
  10507. _actionManager: ActionManager;
  10508. /**
  10509. * Internal only
  10510. * @hidden
  10511. */
  10512. _evaluationId: number;
  10513. /**
  10514. * Internal only
  10515. * @hidden
  10516. */
  10517. _currentResult: boolean;
  10518. /**
  10519. * Creates a new Condition
  10520. * @param actionManager the manager of the action the condition is applied to
  10521. */
  10522. constructor(actionManager: ActionManager);
  10523. /**
  10524. * Check if the current condition is valid
  10525. * @returns a boolean
  10526. */
  10527. isValid(): boolean;
  10528. /**
  10529. * Internal only
  10530. * @hidden
  10531. */
  10532. _getProperty(propertyPath: string): string;
  10533. /**
  10534. * Internal only
  10535. * @hidden
  10536. */
  10537. _getEffectiveTarget(target: any, propertyPath: string): any;
  10538. /**
  10539. * Serialize placeholder for child classes
  10540. * @returns the serialized object
  10541. */
  10542. serialize(): any;
  10543. /**
  10544. * Internal only
  10545. * @hidden
  10546. */
  10547. protected _serialize(serializedCondition: any): any;
  10548. }
  10549. /**
  10550. * Defines specific conditional operators as extensions of Condition
  10551. */
  10552. export class ValueCondition extends Condition {
  10553. /** path to specify the property of the target the conditional operator uses */
  10554. propertyPath: string;
  10555. /** the value compared by the conditional operator against the current value of the property */
  10556. value: any;
  10557. /** the conditional operator, default ValueCondition.IsEqual */
  10558. operator: number;
  10559. /**
  10560. * Internal only
  10561. * @hidden
  10562. */
  10563. private static _IsEqual;
  10564. /**
  10565. * Internal only
  10566. * @hidden
  10567. */
  10568. private static _IsDifferent;
  10569. /**
  10570. * Internal only
  10571. * @hidden
  10572. */
  10573. private static _IsGreater;
  10574. /**
  10575. * Internal only
  10576. * @hidden
  10577. */
  10578. private static _IsLesser;
  10579. /**
  10580. * returns the number for IsEqual
  10581. */
  10582. static readonly IsEqual: number;
  10583. /**
  10584. * Returns the number for IsDifferent
  10585. */
  10586. static readonly IsDifferent: number;
  10587. /**
  10588. * Returns the number for IsGreater
  10589. */
  10590. static readonly IsGreater: number;
  10591. /**
  10592. * Returns the number for IsLesser
  10593. */
  10594. static readonly IsLesser: number;
  10595. /**
  10596. * Internal only The action manager for the condition
  10597. * @hidden
  10598. */
  10599. _actionManager: ActionManager;
  10600. /**
  10601. * Internal only
  10602. * @hidden
  10603. */
  10604. private _target;
  10605. /**
  10606. * Internal only
  10607. * @hidden
  10608. */
  10609. private _effectiveTarget;
  10610. /**
  10611. * Internal only
  10612. * @hidden
  10613. */
  10614. private _property;
  10615. /**
  10616. * Creates a new ValueCondition
  10617. * @param actionManager manager for the action the condition applies to
  10618. * @param target for the action
  10619. * @param propertyPath path to specify the property of the target the conditional operator uses
  10620. * @param value the value compared by the conditional operator against the current value of the property
  10621. * @param operator the conditional operator, default ValueCondition.IsEqual
  10622. */
  10623. constructor(actionManager: ActionManager, target: any,
  10624. /** path to specify the property of the target the conditional operator uses */
  10625. propertyPath: string,
  10626. /** the value compared by the conditional operator against the current value of the property */
  10627. value: any,
  10628. /** the conditional operator, default ValueCondition.IsEqual */
  10629. operator?: number);
  10630. /**
  10631. * Compares the given value with the property value for the specified conditional operator
  10632. * @returns the result of the comparison
  10633. */
  10634. isValid(): boolean;
  10635. /**
  10636. * Serialize the ValueCondition into a JSON compatible object
  10637. * @returns serialization object
  10638. */
  10639. serialize(): any;
  10640. /**
  10641. * Gets the name of the conditional operator for the ValueCondition
  10642. * @param operator the conditional operator
  10643. * @returns the name
  10644. */
  10645. static GetOperatorName(operator: number): string;
  10646. }
  10647. /**
  10648. * Defines a predicate condition as an extension of Condition
  10649. */
  10650. export class PredicateCondition extends Condition {
  10651. /** defines the predicate function used to validate the condition */
  10652. predicate: () => boolean;
  10653. /**
  10654. * Internal only - manager for action
  10655. * @hidden
  10656. */
  10657. _actionManager: ActionManager;
  10658. /**
  10659. * Creates a new PredicateCondition
  10660. * @param actionManager manager for the action the condition applies to
  10661. * @param predicate defines the predicate function used to validate the condition
  10662. */
  10663. constructor(actionManager: ActionManager,
  10664. /** defines the predicate function used to validate the condition */
  10665. predicate: () => boolean);
  10666. /**
  10667. * @returns the validity of the predicate condition
  10668. */
  10669. isValid(): boolean;
  10670. }
  10671. /**
  10672. * Defines a state condition as an extension of Condition
  10673. */
  10674. export class StateCondition extends Condition {
  10675. /** Value to compare with target state */
  10676. value: string;
  10677. /**
  10678. * Internal only - manager for action
  10679. * @hidden
  10680. */
  10681. _actionManager: ActionManager;
  10682. /**
  10683. * Internal only
  10684. * @hidden
  10685. */
  10686. private _target;
  10687. /**
  10688. * Creates a new StateCondition
  10689. * @param actionManager manager for the action the condition applies to
  10690. * @param target of the condition
  10691. * @param value to compare with target state
  10692. */
  10693. constructor(actionManager: ActionManager, target: any,
  10694. /** Value to compare with target state */
  10695. value: string);
  10696. /**
  10697. * Gets a boolean indicating if the current condition is met
  10698. * @returns the validity of the state
  10699. */
  10700. isValid(): boolean;
  10701. /**
  10702. * Serialize the StateCondition into a JSON compatible object
  10703. * @returns serialization object
  10704. */
  10705. serialize(): any;
  10706. }
  10707. }
  10708. declare module "babylonjs/Actions/directActions" {
  10709. import { Action } from "babylonjs/Actions/action";
  10710. import { Condition } from "babylonjs/Actions/condition";
  10711. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10712. /**
  10713. * This defines an action responsible to toggle a boolean once triggered.
  10714. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10715. */
  10716. export class SwitchBooleanAction extends Action {
  10717. /**
  10718. * The path to the boolean property in the target object
  10719. */
  10720. propertyPath: string;
  10721. private _target;
  10722. private _effectiveTarget;
  10723. private _property;
  10724. /**
  10725. * Instantiate the action
  10726. * @param triggerOptions defines the trigger options
  10727. * @param target defines the object containing the boolean
  10728. * @param propertyPath defines the path to the boolean property in the target object
  10729. * @param condition defines the trigger related conditions
  10730. */
  10731. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10732. /** @hidden */
  10733. _prepare(): void;
  10734. /**
  10735. * Execute the action toggle the boolean value.
  10736. */
  10737. execute(): void;
  10738. /**
  10739. * Serializes the actions and its related information.
  10740. * @param parent defines the object to serialize in
  10741. * @returns the serialized object
  10742. */
  10743. serialize(parent: any): any;
  10744. }
  10745. /**
  10746. * This defines an action responsible to set a the state field of the target
  10747. * to a desired value once triggered.
  10748. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10749. */
  10750. export class SetStateAction extends Action {
  10751. /**
  10752. * The value to store in the state field.
  10753. */
  10754. value: string;
  10755. private _target;
  10756. /**
  10757. * Instantiate the action
  10758. * @param triggerOptions defines the trigger options
  10759. * @param target defines the object containing the state property
  10760. * @param value defines the value to store in the state field
  10761. * @param condition defines the trigger related conditions
  10762. */
  10763. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10764. /**
  10765. * Execute the action and store the value on the target state property.
  10766. */
  10767. execute(): void;
  10768. /**
  10769. * Serializes the actions and its related information.
  10770. * @param parent defines the object to serialize in
  10771. * @returns the serialized object
  10772. */
  10773. serialize(parent: any): any;
  10774. }
  10775. /**
  10776. * This defines an action responsible to set a property of the target
  10777. * to a desired value once triggered.
  10778. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10779. */
  10780. export class SetValueAction extends Action {
  10781. /**
  10782. * The path of the property to set in the target.
  10783. */
  10784. propertyPath: string;
  10785. /**
  10786. * The value to set in the property
  10787. */
  10788. value: any;
  10789. private _target;
  10790. private _effectiveTarget;
  10791. private _property;
  10792. /**
  10793. * Instantiate the action
  10794. * @param triggerOptions defines the trigger options
  10795. * @param target defines the object containing the property
  10796. * @param propertyPath defines the path of the property to set in the target
  10797. * @param value defines the value to set in the property
  10798. * @param condition defines the trigger related conditions
  10799. */
  10800. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10801. /** @hidden */
  10802. _prepare(): void;
  10803. /**
  10804. * Execute the action and set the targetted property to the desired value.
  10805. */
  10806. execute(): void;
  10807. /**
  10808. * Serializes the actions and its related information.
  10809. * @param parent defines the object to serialize in
  10810. * @returns the serialized object
  10811. */
  10812. serialize(parent: any): any;
  10813. }
  10814. /**
  10815. * This defines an action responsible to increment the target value
  10816. * to a desired value once triggered.
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10818. */
  10819. export class IncrementValueAction extends Action {
  10820. /**
  10821. * The path of the property to increment in the target.
  10822. */
  10823. propertyPath: string;
  10824. /**
  10825. * The value we should increment the property by.
  10826. */
  10827. value: any;
  10828. private _target;
  10829. private _effectiveTarget;
  10830. private _property;
  10831. /**
  10832. * Instantiate the action
  10833. * @param triggerOptions defines the trigger options
  10834. * @param target defines the object containing the property
  10835. * @param propertyPath defines the path of the property to increment in the target
  10836. * @param value defines the value value we should increment the property by
  10837. * @param condition defines the trigger related conditions
  10838. */
  10839. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10840. /** @hidden */
  10841. _prepare(): void;
  10842. /**
  10843. * Execute the action and increment the target of the value amount.
  10844. */
  10845. execute(): void;
  10846. /**
  10847. * Serializes the actions and its related information.
  10848. * @param parent defines the object to serialize in
  10849. * @returns the serialized object
  10850. */
  10851. serialize(parent: any): any;
  10852. }
  10853. /**
  10854. * This defines an action responsible to start an animation once triggered.
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10856. */
  10857. export class PlayAnimationAction extends Action {
  10858. /**
  10859. * Where the animation should start (animation frame)
  10860. */
  10861. from: number;
  10862. /**
  10863. * Where the animation should stop (animation frame)
  10864. */
  10865. to: number;
  10866. /**
  10867. * Define if the animation should loop or stop after the first play.
  10868. */
  10869. loop?: boolean;
  10870. private _target;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param target defines the target animation or animation name
  10875. * @param from defines from where the animation should start (animation frame)
  10876. * @param end defines where the animation should stop (animation frame)
  10877. * @param loop defines if the animation should loop or stop after the first play
  10878. * @param condition defines the trigger related conditions
  10879. */
  10880. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10881. /** @hidden */
  10882. _prepare(): void;
  10883. /**
  10884. * Execute the action and play the animation.
  10885. */
  10886. execute(): void;
  10887. /**
  10888. * Serializes the actions and its related information.
  10889. * @param parent defines the object to serialize in
  10890. * @returns the serialized object
  10891. */
  10892. serialize(parent: any): any;
  10893. }
  10894. /**
  10895. * This defines an action responsible to stop an animation once triggered.
  10896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10897. */
  10898. export class StopAnimationAction extends Action {
  10899. private _target;
  10900. /**
  10901. * Instantiate the action
  10902. * @param triggerOptions defines the trigger options
  10903. * @param target defines the target animation or animation name
  10904. * @param condition defines the trigger related conditions
  10905. */
  10906. constructor(triggerOptions: any, target: any, condition?: Condition);
  10907. /** @hidden */
  10908. _prepare(): void;
  10909. /**
  10910. * Execute the action and stop the animation.
  10911. */
  10912. execute(): void;
  10913. /**
  10914. * Serializes the actions and its related information.
  10915. * @param parent defines the object to serialize in
  10916. * @returns the serialized object
  10917. */
  10918. serialize(parent: any): any;
  10919. }
  10920. /**
  10921. * This defines an action responsible that does nothing once triggered.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class DoNothingAction extends Action {
  10925. /**
  10926. * Instantiate the action
  10927. * @param triggerOptions defines the trigger options
  10928. * @param condition defines the trigger related conditions
  10929. */
  10930. constructor(triggerOptions?: any, condition?: Condition);
  10931. /**
  10932. * Execute the action and do nothing.
  10933. */
  10934. execute(): void;
  10935. /**
  10936. * Serializes the actions and its related information.
  10937. * @param parent defines the object to serialize in
  10938. * @returns the serialized object
  10939. */
  10940. serialize(parent: any): any;
  10941. }
  10942. /**
  10943. * This defines an action responsible to trigger several actions once triggered.
  10944. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10945. */
  10946. export class CombineAction extends Action {
  10947. /**
  10948. * The list of aggregated animations to run.
  10949. */
  10950. children: Action[];
  10951. /**
  10952. * Instantiate the action
  10953. * @param triggerOptions defines the trigger options
  10954. * @param children defines the list of aggregated animations to run
  10955. * @param condition defines the trigger related conditions
  10956. */
  10957. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10958. /** @hidden */
  10959. _prepare(): void;
  10960. /**
  10961. * Execute the action and executes all the aggregated actions.
  10962. */
  10963. execute(evt: ActionEvent): void;
  10964. /**
  10965. * Serializes the actions and its related information.
  10966. * @param parent defines the object to serialize in
  10967. * @returns the serialized object
  10968. */
  10969. serialize(parent: any): any;
  10970. }
  10971. /**
  10972. * This defines an action responsible to run code (external event) once triggered.
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10974. */
  10975. export class ExecuteCodeAction extends Action {
  10976. /**
  10977. * The callback function to run.
  10978. */
  10979. func: (evt: ActionEvent) => void;
  10980. /**
  10981. * Instantiate the action
  10982. * @param triggerOptions defines the trigger options
  10983. * @param func defines the callback function to run
  10984. * @param condition defines the trigger related conditions
  10985. */
  10986. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10987. /**
  10988. * Execute the action and run the attached code.
  10989. */
  10990. execute(evt: ActionEvent): void;
  10991. }
  10992. /**
  10993. * This defines an action responsible to set the parent property of the target once triggered.
  10994. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10995. */
  10996. export class SetParentAction extends Action {
  10997. private _parent;
  10998. private _target;
  10999. /**
  11000. * Instantiate the action
  11001. * @param triggerOptions defines the trigger options
  11002. * @param target defines the target containing the parent property
  11003. * @param parent defines from where the animation should start (animation frame)
  11004. * @param condition defines the trigger related conditions
  11005. */
  11006. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  11007. /** @hidden */
  11008. _prepare(): void;
  11009. /**
  11010. * Execute the action and set the parent property.
  11011. */
  11012. execute(): void;
  11013. /**
  11014. * Serializes the actions and its related information.
  11015. * @param parent defines the object to serialize in
  11016. * @returns the serialized object
  11017. */
  11018. serialize(parent: any): any;
  11019. }
  11020. }
  11021. declare module "babylonjs/Actions/actionManager" {
  11022. import { Nullable } from "babylonjs/types";
  11023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11024. import { Scene } from "babylonjs/scene";
  11025. import { IAction } from "babylonjs/Actions/action";
  11026. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  11027. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  11028. /**
  11029. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  11030. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  11031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11032. */
  11033. export class ActionManager extends AbstractActionManager {
  11034. /**
  11035. * Nothing
  11036. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11037. */
  11038. static readonly NothingTrigger: number;
  11039. /**
  11040. * On pick
  11041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11042. */
  11043. static readonly OnPickTrigger: number;
  11044. /**
  11045. * On left pick
  11046. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11047. */
  11048. static readonly OnLeftPickTrigger: number;
  11049. /**
  11050. * On right pick
  11051. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11052. */
  11053. static readonly OnRightPickTrigger: number;
  11054. /**
  11055. * On center pick
  11056. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11057. */
  11058. static readonly OnCenterPickTrigger: number;
  11059. /**
  11060. * On pick down
  11061. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11062. */
  11063. static readonly OnPickDownTrigger: number;
  11064. /**
  11065. * On double pick
  11066. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11067. */
  11068. static readonly OnDoublePickTrigger: number;
  11069. /**
  11070. * On pick up
  11071. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11072. */
  11073. static readonly OnPickUpTrigger: number;
  11074. /**
  11075. * On pick out.
  11076. * This trigger will only be raised if you also declared a OnPickDown
  11077. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11078. */
  11079. static readonly OnPickOutTrigger: number;
  11080. /**
  11081. * On long press
  11082. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11083. */
  11084. static readonly OnLongPressTrigger: number;
  11085. /**
  11086. * On pointer over
  11087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11088. */
  11089. static readonly OnPointerOverTrigger: number;
  11090. /**
  11091. * On pointer out
  11092. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11093. */
  11094. static readonly OnPointerOutTrigger: number;
  11095. /**
  11096. * On every frame
  11097. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11098. */
  11099. static readonly OnEveryFrameTrigger: number;
  11100. /**
  11101. * On intersection enter
  11102. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11103. */
  11104. static readonly OnIntersectionEnterTrigger: number;
  11105. /**
  11106. * On intersection exit
  11107. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11108. */
  11109. static readonly OnIntersectionExitTrigger: number;
  11110. /**
  11111. * On key down
  11112. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11113. */
  11114. static readonly OnKeyDownTrigger: number;
  11115. /**
  11116. * On key up
  11117. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11118. */
  11119. static readonly OnKeyUpTrigger: number;
  11120. private _scene;
  11121. /**
  11122. * Creates a new action manager
  11123. * @param scene defines the hosting scene
  11124. */
  11125. constructor(scene: Scene);
  11126. /**
  11127. * Releases all associated resources
  11128. */
  11129. dispose(): void;
  11130. /**
  11131. * Gets hosting scene
  11132. * @returns the hosting scene
  11133. */
  11134. getScene(): Scene;
  11135. /**
  11136. * Does this action manager handles actions of any of the given triggers
  11137. * @param triggers defines the triggers to be tested
  11138. * @return a boolean indicating whether one (or more) of the triggers is handled
  11139. */
  11140. hasSpecificTriggers(triggers: number[]): boolean;
  11141. /**
  11142. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11143. * speed.
  11144. * @param triggerA defines the trigger to be tested
  11145. * @param triggerB defines the trigger to be tested
  11146. * @return a boolean indicating whether one (or more) of the triggers is handled
  11147. */
  11148. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11149. /**
  11150. * Does this action manager handles actions of a given trigger
  11151. * @param trigger defines the trigger to be tested
  11152. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11153. * @return whether the trigger is handled
  11154. */
  11155. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11156. /**
  11157. * Does this action manager has pointer triggers
  11158. */
  11159. readonly hasPointerTriggers: boolean;
  11160. /**
  11161. * Does this action manager has pick triggers
  11162. */
  11163. readonly hasPickTriggers: boolean;
  11164. /**
  11165. * Registers an action to this action manager
  11166. * @param action defines the action to be registered
  11167. * @return the action amended (prepared) after registration
  11168. */
  11169. registerAction(action: IAction): Nullable<IAction>;
  11170. /**
  11171. * Unregisters an action to this action manager
  11172. * @param action defines the action to be unregistered
  11173. * @return a boolean indicating whether the action has been unregistered
  11174. */
  11175. unregisterAction(action: IAction): Boolean;
  11176. /**
  11177. * Process a specific trigger
  11178. * @param trigger defines the trigger to process
  11179. * @param evt defines the event details to be processed
  11180. */
  11181. processTrigger(trigger: number, evt?: IActionEvent): void;
  11182. /** @hidden */
  11183. _getEffectiveTarget(target: any, propertyPath: string): any;
  11184. /** @hidden */
  11185. _getProperty(propertyPath: string): string;
  11186. /**
  11187. * Serialize this manager to a JSON object
  11188. * @param name defines the property name to store this manager
  11189. * @returns a JSON representation of this manager
  11190. */
  11191. serialize(name: string): any;
  11192. /**
  11193. * Creates a new ActionManager from a JSON data
  11194. * @param parsedActions defines the JSON data to read from
  11195. * @param object defines the hosting mesh
  11196. * @param scene defines the hosting scene
  11197. */
  11198. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11199. /**
  11200. * Get a trigger name by index
  11201. * @param trigger defines the trigger index
  11202. * @returns a trigger name
  11203. */
  11204. static GetTriggerName(trigger: number): string;
  11205. }
  11206. }
  11207. declare module "babylonjs/Culling/ray" {
  11208. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11209. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11210. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11211. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11212. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11213. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11214. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11215. import { Plane } from "babylonjs/Maths/math.plane";
  11216. /**
  11217. * Class representing a ray with position and direction
  11218. */
  11219. export class Ray {
  11220. /** origin point */
  11221. origin: Vector3;
  11222. /** direction */
  11223. direction: Vector3;
  11224. /** length of the ray */
  11225. length: number;
  11226. private static readonly TmpVector3;
  11227. private _tmpRay;
  11228. /**
  11229. * Creates a new ray
  11230. * @param origin origin point
  11231. * @param direction direction
  11232. * @param length length of the ray
  11233. */
  11234. constructor(
  11235. /** origin point */
  11236. origin: Vector3,
  11237. /** direction */
  11238. direction: Vector3,
  11239. /** length of the ray */
  11240. length?: number);
  11241. /**
  11242. * Checks if the ray intersects a box
  11243. * @param minimum bound of the box
  11244. * @param maximum bound of the box
  11245. * @param intersectionTreshold extra extend to be added to the box in all direction
  11246. * @returns if the box was hit
  11247. */
  11248. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11249. /**
  11250. * Checks if the ray intersects a box
  11251. * @param box the bounding box to check
  11252. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11253. * @returns if the box was hit
  11254. */
  11255. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11256. /**
  11257. * If the ray hits a sphere
  11258. * @param sphere the bounding sphere to check
  11259. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11260. * @returns true if it hits the sphere
  11261. */
  11262. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11263. /**
  11264. * If the ray hits a triange
  11265. * @param vertex0 triangle vertex
  11266. * @param vertex1 triangle vertex
  11267. * @param vertex2 triangle vertex
  11268. * @returns intersection information if hit
  11269. */
  11270. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11271. /**
  11272. * Checks if ray intersects a plane
  11273. * @param plane the plane to check
  11274. * @returns the distance away it was hit
  11275. */
  11276. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11277. /**
  11278. * Calculate the intercept of a ray on a given axis
  11279. * @param axis to check 'x' | 'y' | 'z'
  11280. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11281. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11282. */
  11283. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11284. /**
  11285. * Checks if ray intersects a mesh
  11286. * @param mesh the mesh to check
  11287. * @param fastCheck if only the bounding box should checked
  11288. * @returns picking info of the intersecton
  11289. */
  11290. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11291. /**
  11292. * Checks if ray intersects a mesh
  11293. * @param meshes the meshes to check
  11294. * @param fastCheck if only the bounding box should checked
  11295. * @param results array to store result in
  11296. * @returns Array of picking infos
  11297. */
  11298. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11299. private _comparePickingInfo;
  11300. private static smallnum;
  11301. private static rayl;
  11302. /**
  11303. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11304. * @param sega the first point of the segment to test the intersection against
  11305. * @param segb the second point of the segment to test the intersection against
  11306. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11307. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11308. */
  11309. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11310. /**
  11311. * Update the ray from viewport position
  11312. * @param x position
  11313. * @param y y position
  11314. * @param viewportWidth viewport width
  11315. * @param viewportHeight viewport height
  11316. * @param world world matrix
  11317. * @param view view matrix
  11318. * @param projection projection matrix
  11319. * @returns this ray updated
  11320. */
  11321. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11322. /**
  11323. * Creates a ray with origin and direction of 0,0,0
  11324. * @returns the new ray
  11325. */
  11326. static Zero(): Ray;
  11327. /**
  11328. * Creates a new ray from screen space and viewport
  11329. * @param x position
  11330. * @param y y position
  11331. * @param viewportWidth viewport width
  11332. * @param viewportHeight viewport height
  11333. * @param world world matrix
  11334. * @param view view matrix
  11335. * @param projection projection matrix
  11336. * @returns new ray
  11337. */
  11338. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11339. /**
  11340. * 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
  11341. * transformed to the given world matrix.
  11342. * @param origin The origin point
  11343. * @param end The end point
  11344. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11345. * @returns the new ray
  11346. */
  11347. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11348. /**
  11349. * Transforms a ray by a matrix
  11350. * @param ray ray to transform
  11351. * @param matrix matrix to apply
  11352. * @returns the resulting new ray
  11353. */
  11354. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11355. /**
  11356. * Transforms a ray by a matrix
  11357. * @param ray ray to transform
  11358. * @param matrix matrix to apply
  11359. * @param result ray to store result in
  11360. */
  11361. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11362. /**
  11363. * Unproject a ray from screen space to object space
  11364. * @param sourceX defines the screen space x coordinate to use
  11365. * @param sourceY defines the screen space y coordinate to use
  11366. * @param viewportWidth defines the current width of the viewport
  11367. * @param viewportHeight defines the current height of the viewport
  11368. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11369. * @param view defines the view matrix to use
  11370. * @param projection defines the projection matrix to use
  11371. */
  11372. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11373. }
  11374. /**
  11375. * Type used to define predicate used to select faces when a mesh intersection is detected
  11376. */
  11377. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11378. module "babylonjs/scene" {
  11379. interface Scene {
  11380. /** @hidden */
  11381. _tempPickingRay: Nullable<Ray>;
  11382. /** @hidden */
  11383. _cachedRayForTransform: Ray;
  11384. /** @hidden */
  11385. _pickWithRayInverseMatrix: Matrix;
  11386. /** @hidden */
  11387. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11388. /** @hidden */
  11389. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11390. }
  11391. }
  11392. }
  11393. declare module "babylonjs/sceneComponent" {
  11394. import { Scene } from "babylonjs/scene";
  11395. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11396. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11397. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11398. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11399. import { Nullable } from "babylonjs/types";
  11400. import { Camera } from "babylonjs/Cameras/camera";
  11401. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11402. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11403. import { AbstractScene } from "babylonjs/abstractScene";
  11404. import { Mesh } from "babylonjs/Meshes/mesh";
  11405. /**
  11406. * Groups all the scene component constants in one place to ease maintenance.
  11407. * @hidden
  11408. */
  11409. export class SceneComponentConstants {
  11410. static readonly NAME_EFFECTLAYER: string;
  11411. static readonly NAME_LAYER: string;
  11412. static readonly NAME_LENSFLARESYSTEM: string;
  11413. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11414. static readonly NAME_PARTICLESYSTEM: string;
  11415. static readonly NAME_GAMEPAD: string;
  11416. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11417. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11418. static readonly NAME_DEPTHRENDERER: string;
  11419. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11420. static readonly NAME_SPRITE: string;
  11421. static readonly NAME_OUTLINERENDERER: string;
  11422. static readonly NAME_PROCEDURALTEXTURE: string;
  11423. static readonly NAME_SHADOWGENERATOR: string;
  11424. static readonly NAME_OCTREE: string;
  11425. static readonly NAME_PHYSICSENGINE: string;
  11426. static readonly NAME_AUDIO: string;
  11427. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11428. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11429. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11430. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11431. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11432. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11433. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11434. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11435. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11436. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11437. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11438. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11439. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11440. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11441. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11442. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11443. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11444. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11445. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11446. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11447. static readonly STEP_AFTERRENDER_AUDIO: number;
  11448. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11449. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11450. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11451. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11452. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11453. static readonly STEP_POINTERMOVE_SPRITE: number;
  11454. static readonly STEP_POINTERDOWN_SPRITE: number;
  11455. static readonly STEP_POINTERUP_SPRITE: number;
  11456. }
  11457. /**
  11458. * This represents a scene component.
  11459. *
  11460. * This is used to decouple the dependency the scene is having on the different workloads like
  11461. * layers, post processes...
  11462. */
  11463. export interface ISceneComponent {
  11464. /**
  11465. * The name of the component. Each component must have a unique name.
  11466. */
  11467. name: string;
  11468. /**
  11469. * The scene the component belongs to.
  11470. */
  11471. scene: Scene;
  11472. /**
  11473. * Register the component to one instance of a scene.
  11474. */
  11475. register(): void;
  11476. /**
  11477. * Rebuilds the elements related to this component in case of
  11478. * context lost for instance.
  11479. */
  11480. rebuild(): void;
  11481. /**
  11482. * Disposes the component and the associated ressources.
  11483. */
  11484. dispose(): void;
  11485. }
  11486. /**
  11487. * This represents a SERIALIZABLE scene component.
  11488. *
  11489. * This extends Scene Component to add Serialization methods on top.
  11490. */
  11491. export interface ISceneSerializableComponent extends ISceneComponent {
  11492. /**
  11493. * Adds all the elements from the container to the scene
  11494. * @param container the container holding the elements
  11495. */
  11496. addFromContainer(container: AbstractScene): void;
  11497. /**
  11498. * Removes all the elements in the container from the scene
  11499. * @param container contains the elements to remove
  11500. * @param dispose if the removed element should be disposed (default: false)
  11501. */
  11502. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11503. /**
  11504. * Serializes the component data to the specified json object
  11505. * @param serializationObject The object to serialize to
  11506. */
  11507. serialize(serializationObject: any): void;
  11508. }
  11509. /**
  11510. * Strong typing of a Mesh related stage step action
  11511. */
  11512. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11513. /**
  11514. * Strong typing of a Evaluate Sub Mesh related stage step action
  11515. */
  11516. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11517. /**
  11518. * Strong typing of a Active Mesh related stage step action
  11519. */
  11520. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11521. /**
  11522. * Strong typing of a Camera related stage step action
  11523. */
  11524. export type CameraStageAction = (camera: Camera) => void;
  11525. /**
  11526. * Strong typing of a Camera Frame buffer related stage step action
  11527. */
  11528. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11529. /**
  11530. * Strong typing of a Render Target related stage step action
  11531. */
  11532. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11533. /**
  11534. * Strong typing of a RenderingGroup related stage step action
  11535. */
  11536. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11537. /**
  11538. * Strong typing of a Mesh Render related stage step action
  11539. */
  11540. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11541. /**
  11542. * Strong typing of a simple stage step action
  11543. */
  11544. export type SimpleStageAction = () => void;
  11545. /**
  11546. * Strong typing of a render target action.
  11547. */
  11548. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11549. /**
  11550. * Strong typing of a pointer move action.
  11551. */
  11552. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11553. /**
  11554. * Strong typing of a pointer up/down action.
  11555. */
  11556. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11557. /**
  11558. * Representation of a stage in the scene (Basically a list of ordered steps)
  11559. * @hidden
  11560. */
  11561. export class Stage<T extends Function> extends Array<{
  11562. index: number;
  11563. component: ISceneComponent;
  11564. action: T;
  11565. }> {
  11566. /**
  11567. * Hide ctor from the rest of the world.
  11568. * @param items The items to add.
  11569. */
  11570. private constructor();
  11571. /**
  11572. * Creates a new Stage.
  11573. * @returns A new instance of a Stage
  11574. */
  11575. static Create<T extends Function>(): Stage<T>;
  11576. /**
  11577. * Registers a step in an ordered way in the targeted stage.
  11578. * @param index Defines the position to register the step in
  11579. * @param component Defines the component attached to the step
  11580. * @param action Defines the action to launch during the step
  11581. */
  11582. registerStep(index: number, component: ISceneComponent, action: T): void;
  11583. /**
  11584. * Clears all the steps from the stage.
  11585. */
  11586. clear(): void;
  11587. }
  11588. }
  11589. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11590. import { Nullable } from "babylonjs/types";
  11591. import { Observable } from "babylonjs/Misc/observable";
  11592. import { Scene } from "babylonjs/scene";
  11593. import { Sprite } from "babylonjs/Sprites/sprite";
  11594. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11595. import { Ray } from "babylonjs/Culling/ray";
  11596. import { Camera } from "babylonjs/Cameras/camera";
  11597. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11598. import { ISceneComponent } from "babylonjs/sceneComponent";
  11599. module "babylonjs/scene" {
  11600. interface Scene {
  11601. /** @hidden */
  11602. _pointerOverSprite: Nullable<Sprite>;
  11603. /** @hidden */
  11604. _pickedDownSprite: Nullable<Sprite>;
  11605. /** @hidden */
  11606. _tempSpritePickingRay: Nullable<Ray>;
  11607. /**
  11608. * All of the sprite managers added to this scene
  11609. * @see http://doc.babylonjs.com/babylon101/sprites
  11610. */
  11611. spriteManagers: Array<ISpriteManager>;
  11612. /**
  11613. * An event triggered when sprites rendering is about to start
  11614. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11615. */
  11616. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11617. /**
  11618. * An event triggered when sprites rendering is done
  11619. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11620. */
  11621. onAfterSpritesRenderingObservable: Observable<Scene>;
  11622. /** @hidden */
  11623. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11624. /** Launch a ray to try to pick a sprite in the scene
  11625. * @param x position on screen
  11626. * @param y position on screen
  11627. * @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
  11628. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11629. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11630. * @returns a PickingInfo
  11631. */
  11632. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11633. /** Use the given ray to pick a sprite in the scene
  11634. * @param ray The ray (in world space) to use to pick meshes
  11635. * @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
  11636. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11637. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11638. * @returns a PickingInfo
  11639. */
  11640. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11641. /** @hidden */
  11642. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11643. /** Launch a ray to try to pick sprites in the scene
  11644. * @param x position on screen
  11645. * @param y position on screen
  11646. * @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
  11647. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11648. * @returns a PickingInfo array
  11649. */
  11650. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11651. /** Use the given ray to pick sprites in the scene
  11652. * @param ray The ray (in world space) to use to pick meshes
  11653. * @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
  11654. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11655. * @returns a PickingInfo array
  11656. */
  11657. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11658. /**
  11659. * Force the sprite under the pointer
  11660. * @param sprite defines the sprite to use
  11661. */
  11662. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11663. /**
  11664. * Gets the sprite under the pointer
  11665. * @returns a Sprite or null if no sprite is under the pointer
  11666. */
  11667. getPointerOverSprite(): Nullable<Sprite>;
  11668. }
  11669. }
  11670. /**
  11671. * Defines the sprite scene component responsible to manage sprites
  11672. * in a given scene.
  11673. */
  11674. export class SpriteSceneComponent implements ISceneComponent {
  11675. /**
  11676. * The component name helpfull to identify the component in the list of scene components.
  11677. */
  11678. readonly name: string;
  11679. /**
  11680. * The scene the component belongs to.
  11681. */
  11682. scene: Scene;
  11683. /** @hidden */
  11684. private _spritePredicate;
  11685. /**
  11686. * Creates a new instance of the component for the given scene
  11687. * @param scene Defines the scene to register the component in
  11688. */
  11689. constructor(scene: Scene);
  11690. /**
  11691. * Registers the component in a given scene
  11692. */
  11693. register(): void;
  11694. /**
  11695. * Rebuilds the elements related to this component in case of
  11696. * context lost for instance.
  11697. */
  11698. rebuild(): void;
  11699. /**
  11700. * Disposes the component and the associated ressources.
  11701. */
  11702. dispose(): void;
  11703. private _pickSpriteButKeepRay;
  11704. private _pointerMove;
  11705. private _pointerDown;
  11706. private _pointerUp;
  11707. }
  11708. }
  11709. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11710. /** @hidden */
  11711. export var fogFragmentDeclaration: {
  11712. name: string;
  11713. shader: string;
  11714. };
  11715. }
  11716. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11717. /** @hidden */
  11718. export var fogFragment: {
  11719. name: string;
  11720. shader: string;
  11721. };
  11722. }
  11723. declare module "babylonjs/Shaders/sprites.fragment" {
  11724. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11725. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11726. /** @hidden */
  11727. export var spritesPixelShader: {
  11728. name: string;
  11729. shader: string;
  11730. };
  11731. }
  11732. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11733. /** @hidden */
  11734. export var fogVertexDeclaration: {
  11735. name: string;
  11736. shader: string;
  11737. };
  11738. }
  11739. declare module "babylonjs/Shaders/sprites.vertex" {
  11740. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11741. /** @hidden */
  11742. export var spritesVertexShader: {
  11743. name: string;
  11744. shader: string;
  11745. };
  11746. }
  11747. declare module "babylonjs/Sprites/spriteManager" {
  11748. import { IDisposable, Scene } from "babylonjs/scene";
  11749. import { Nullable } from "babylonjs/types";
  11750. import { Observable } from "babylonjs/Misc/observable";
  11751. import { Sprite } from "babylonjs/Sprites/sprite";
  11752. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11753. import { Camera } from "babylonjs/Cameras/camera";
  11754. import { Texture } from "babylonjs/Materials/Textures/texture";
  11755. import "babylonjs/Shaders/sprites.fragment";
  11756. import "babylonjs/Shaders/sprites.vertex";
  11757. import { Ray } from "babylonjs/Culling/ray";
  11758. /**
  11759. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11760. */
  11761. export interface ISpriteManager extends IDisposable {
  11762. /**
  11763. * Restricts the camera to viewing objects with the same layerMask.
  11764. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11765. */
  11766. layerMask: number;
  11767. /**
  11768. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11769. */
  11770. isPickable: boolean;
  11771. /**
  11772. * Specifies the rendering group id for this mesh (0 by default)
  11773. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11774. */
  11775. renderingGroupId: number;
  11776. /**
  11777. * Defines the list of sprites managed by the manager.
  11778. */
  11779. sprites: Array<Sprite>;
  11780. /**
  11781. * Tests the intersection of a sprite with a specific ray.
  11782. * @param ray The ray we are sending to test the collision
  11783. * @param camera The camera space we are sending rays in
  11784. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11785. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11786. * @returns picking info or null.
  11787. */
  11788. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11789. /**
  11790. * Intersects the sprites with a ray
  11791. * @param ray defines the ray to intersect with
  11792. * @param camera defines the current active camera
  11793. * @param predicate defines a predicate used to select candidate sprites
  11794. * @returns null if no hit or a PickingInfo array
  11795. */
  11796. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11797. /**
  11798. * Renders the list of sprites on screen.
  11799. */
  11800. render(): void;
  11801. }
  11802. /**
  11803. * Class used to manage multiple sprites on the same spritesheet
  11804. * @see http://doc.babylonjs.com/babylon101/sprites
  11805. */
  11806. export class SpriteManager implements ISpriteManager {
  11807. /** defines the manager's name */
  11808. name: string;
  11809. /** Gets the list of sprites */
  11810. sprites: Sprite[];
  11811. /** Gets or sets the rendering group id (0 by default) */
  11812. renderingGroupId: number;
  11813. /** Gets or sets camera layer mask */
  11814. layerMask: number;
  11815. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11816. fogEnabled: boolean;
  11817. /** Gets or sets a boolean indicating if the sprites are pickable */
  11818. isPickable: boolean;
  11819. /** Defines the default width of a cell in the spritesheet */
  11820. cellWidth: number;
  11821. /** Defines the default height of a cell in the spritesheet */
  11822. cellHeight: number;
  11823. /** Associative array from JSON sprite data file */
  11824. private _cellData;
  11825. /** Array of sprite names from JSON sprite data file */
  11826. private _spriteMap;
  11827. /** True when packed cell data from JSON file is ready*/
  11828. private _packedAndReady;
  11829. /**
  11830. * An event triggered when the manager is disposed.
  11831. */
  11832. onDisposeObservable: Observable<SpriteManager>;
  11833. private _onDisposeObserver;
  11834. /**
  11835. * Callback called when the manager is disposed
  11836. */
  11837. onDispose: () => void;
  11838. private _capacity;
  11839. private _fromPacked;
  11840. private _spriteTexture;
  11841. private _epsilon;
  11842. private _scene;
  11843. private _vertexData;
  11844. private _buffer;
  11845. private _vertexBuffers;
  11846. private _indexBuffer;
  11847. private _effectBase;
  11848. private _effectFog;
  11849. /**
  11850. * Gets or sets the spritesheet texture
  11851. */
  11852. texture: Texture;
  11853. /**
  11854. * Creates a new sprite manager
  11855. * @param name defines the manager's name
  11856. * @param imgUrl defines the sprite sheet url
  11857. * @param capacity defines the maximum allowed number of sprites
  11858. * @param cellSize defines the size of a sprite cell
  11859. * @param scene defines the hosting scene
  11860. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11861. * @param samplingMode defines the smapling mode to use with spritesheet
  11862. * @param fromPacked set to false; do not alter
  11863. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11864. */
  11865. constructor(
  11866. /** defines the manager's name */
  11867. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11868. private _makePacked;
  11869. private _appendSpriteVertex;
  11870. /**
  11871. * Intersects the sprites with a ray
  11872. * @param ray defines the ray to intersect with
  11873. * @param camera defines the current active camera
  11874. * @param predicate defines a predicate used to select candidate sprites
  11875. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11876. * @returns null if no hit or a PickingInfo
  11877. */
  11878. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11879. /**
  11880. * Intersects the sprites with a ray
  11881. * @param ray defines the ray to intersect with
  11882. * @param camera defines the current active camera
  11883. * @param predicate defines a predicate used to select candidate sprites
  11884. * @returns null if no hit or a PickingInfo array
  11885. */
  11886. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11887. /**
  11888. * Render all child sprites
  11889. */
  11890. render(): void;
  11891. /**
  11892. * Release associated resources
  11893. */
  11894. dispose(): void;
  11895. }
  11896. }
  11897. declare module "babylonjs/Sprites/sprite" {
  11898. import { Vector3 } from "babylonjs/Maths/math.vector";
  11899. import { Nullable } from "babylonjs/types";
  11900. import { ActionManager } from "babylonjs/Actions/actionManager";
  11901. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11902. import { Color4 } from "babylonjs/Maths/math.color";
  11903. /**
  11904. * Class used to represent a sprite
  11905. * @see http://doc.babylonjs.com/babylon101/sprites
  11906. */
  11907. export class Sprite {
  11908. /** defines the name */
  11909. name: string;
  11910. /** Gets or sets the current world position */
  11911. position: Vector3;
  11912. /** Gets or sets the main color */
  11913. color: Color4;
  11914. /** Gets or sets the width */
  11915. width: number;
  11916. /** Gets or sets the height */
  11917. height: number;
  11918. /** Gets or sets rotation angle */
  11919. angle: number;
  11920. /** Gets or sets the cell index in the sprite sheet */
  11921. cellIndex: number;
  11922. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11923. cellRef: string;
  11924. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11925. invertU: number;
  11926. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11927. invertV: number;
  11928. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11929. disposeWhenFinishedAnimating: boolean;
  11930. /** Gets the list of attached animations */
  11931. animations: Animation[];
  11932. /** Gets or sets a boolean indicating if the sprite can be picked */
  11933. isPickable: boolean;
  11934. /**
  11935. * Gets or sets the associated action manager
  11936. */
  11937. actionManager: Nullable<ActionManager>;
  11938. private _animationStarted;
  11939. private _loopAnimation;
  11940. private _fromIndex;
  11941. private _toIndex;
  11942. private _delay;
  11943. private _direction;
  11944. private _manager;
  11945. private _time;
  11946. private _onAnimationEnd;
  11947. /**
  11948. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11949. */
  11950. isVisible: boolean;
  11951. /**
  11952. * Gets or sets the sprite size
  11953. */
  11954. size: number;
  11955. /**
  11956. * Creates a new Sprite
  11957. * @param name defines the name
  11958. * @param manager defines the manager
  11959. */
  11960. constructor(
  11961. /** defines the name */
  11962. name: string, manager: ISpriteManager);
  11963. /**
  11964. * Starts an animation
  11965. * @param from defines the initial key
  11966. * @param to defines the end key
  11967. * @param loop defines if the animation must loop
  11968. * @param delay defines the start delay (in ms)
  11969. * @param onAnimationEnd defines a callback to call when animation ends
  11970. */
  11971. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11972. /** Stops current animation (if any) */
  11973. stopAnimation(): void;
  11974. /** @hidden */
  11975. _animate(deltaTime: number): void;
  11976. /** Release associated resources */
  11977. dispose(): void;
  11978. }
  11979. }
  11980. declare module "babylonjs/Collisions/pickingInfo" {
  11981. import { Nullable } from "babylonjs/types";
  11982. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11983. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11984. import { Sprite } from "babylonjs/Sprites/sprite";
  11985. import { Ray } from "babylonjs/Culling/ray";
  11986. /**
  11987. * Information about the result of picking within a scene
  11988. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11989. */
  11990. export class PickingInfo {
  11991. /** @hidden */
  11992. _pickingUnavailable: boolean;
  11993. /**
  11994. * If the pick collided with an object
  11995. */
  11996. hit: boolean;
  11997. /**
  11998. * Distance away where the pick collided
  11999. */
  12000. distance: number;
  12001. /**
  12002. * The location of pick collision
  12003. */
  12004. pickedPoint: Nullable<Vector3>;
  12005. /**
  12006. * The mesh corresponding the the pick collision
  12007. */
  12008. pickedMesh: Nullable<AbstractMesh>;
  12009. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  12010. bu: number;
  12011. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  12012. bv: number;
  12013. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  12014. faceId: number;
  12015. /** Id of the the submesh that was picked */
  12016. subMeshId: number;
  12017. /** If a sprite was picked, this will be the sprite the pick collided with */
  12018. pickedSprite: Nullable<Sprite>;
  12019. /**
  12020. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  12021. */
  12022. originMesh: Nullable<AbstractMesh>;
  12023. /**
  12024. * The ray that was used to perform the picking.
  12025. */
  12026. ray: Nullable<Ray>;
  12027. /**
  12028. * Gets the normal correspodning to the face the pick collided with
  12029. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  12030. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  12031. * @returns The normal correspodning to the face the pick collided with
  12032. */
  12033. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  12034. /**
  12035. * Gets the texture coordinates of where the pick occured
  12036. * @returns the vector containing the coordnates of the texture
  12037. */
  12038. getTextureCoordinates(): Nullable<Vector2>;
  12039. }
  12040. }
  12041. declare module "babylonjs/Events/pointerEvents" {
  12042. import { Nullable } from "babylonjs/types";
  12043. import { Vector2 } from "babylonjs/Maths/math.vector";
  12044. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  12045. import { Ray } from "babylonjs/Culling/ray";
  12046. /**
  12047. * Gather the list of pointer event types as constants.
  12048. */
  12049. export class PointerEventTypes {
  12050. /**
  12051. * 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.
  12052. */
  12053. static readonly POINTERDOWN: number;
  12054. /**
  12055. * The pointerup event is fired when a pointer is no longer active.
  12056. */
  12057. static readonly POINTERUP: number;
  12058. /**
  12059. * The pointermove event is fired when a pointer changes coordinates.
  12060. */
  12061. static readonly POINTERMOVE: number;
  12062. /**
  12063. * The pointerwheel event is fired when a mouse wheel has been rotated.
  12064. */
  12065. static readonly POINTERWHEEL: number;
  12066. /**
  12067. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  12068. */
  12069. static readonly POINTERPICK: number;
  12070. /**
  12071. * The pointertap event is fired when a the object has been touched and released without drag.
  12072. */
  12073. static readonly POINTERTAP: number;
  12074. /**
  12075. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  12076. */
  12077. static readonly POINTERDOUBLETAP: number;
  12078. }
  12079. /**
  12080. * Base class of pointer info types.
  12081. */
  12082. export class PointerInfoBase {
  12083. /**
  12084. * Defines the type of event (PointerEventTypes)
  12085. */
  12086. type: number;
  12087. /**
  12088. * Defines the related dom event
  12089. */
  12090. event: PointerEvent | MouseWheelEvent;
  12091. /**
  12092. * Instantiates the base class of pointers info.
  12093. * @param type Defines the type of event (PointerEventTypes)
  12094. * @param event Defines the related dom event
  12095. */
  12096. constructor(
  12097. /**
  12098. * Defines the type of event (PointerEventTypes)
  12099. */
  12100. type: number,
  12101. /**
  12102. * Defines the related dom event
  12103. */
  12104. event: PointerEvent | MouseWheelEvent);
  12105. }
  12106. /**
  12107. * This class is used to store pointer related info for the onPrePointerObservable event.
  12108. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12109. */
  12110. export class PointerInfoPre extends PointerInfoBase {
  12111. /**
  12112. * Ray from a pointer if availible (eg. 6dof controller)
  12113. */
  12114. ray: Nullable<Ray>;
  12115. /**
  12116. * Defines the local position of the pointer on the canvas.
  12117. */
  12118. localPosition: Vector2;
  12119. /**
  12120. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12121. */
  12122. skipOnPointerObservable: boolean;
  12123. /**
  12124. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12125. * @param type Defines the type of event (PointerEventTypes)
  12126. * @param event Defines the related dom event
  12127. * @param localX Defines the local x coordinates of the pointer when the event occured
  12128. * @param localY Defines the local y coordinates of the pointer when the event occured
  12129. */
  12130. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12131. }
  12132. /**
  12133. * This type contains all the data related to a pointer event in Babylon.js.
  12134. * 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.
  12135. */
  12136. export class PointerInfo extends PointerInfoBase {
  12137. /**
  12138. * Defines the picking info associated to the info (if any)\
  12139. */
  12140. pickInfo: Nullable<PickingInfo>;
  12141. /**
  12142. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12143. * @param type Defines the type of event (PointerEventTypes)
  12144. * @param event Defines the related dom event
  12145. * @param pickInfo Defines the picking info associated to the info (if any)\
  12146. */
  12147. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12148. /**
  12149. * Defines the picking info associated to the info (if any)\
  12150. */
  12151. pickInfo: Nullable<PickingInfo>);
  12152. }
  12153. /**
  12154. * Data relating to a touch event on the screen.
  12155. */
  12156. export interface PointerTouch {
  12157. /**
  12158. * X coordinate of touch.
  12159. */
  12160. x: number;
  12161. /**
  12162. * Y coordinate of touch.
  12163. */
  12164. y: number;
  12165. /**
  12166. * Id of touch. Unique for each finger.
  12167. */
  12168. pointerId: number;
  12169. /**
  12170. * Event type passed from DOM.
  12171. */
  12172. type: any;
  12173. }
  12174. }
  12175. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12176. import { Observable } from "babylonjs/Misc/observable";
  12177. import { Nullable } from "babylonjs/types";
  12178. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12179. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12180. /**
  12181. * Manage the mouse inputs to control the movement of a free camera.
  12182. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12183. */
  12184. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12185. /**
  12186. * Define if touch is enabled in the mouse input
  12187. */
  12188. touchEnabled: boolean;
  12189. /**
  12190. * Defines the camera the input is attached to.
  12191. */
  12192. camera: FreeCamera;
  12193. /**
  12194. * Defines the buttons associated with the input to handle camera move.
  12195. */
  12196. buttons: number[];
  12197. /**
  12198. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12199. */
  12200. angularSensibility: number;
  12201. private _pointerInput;
  12202. private _onMouseMove;
  12203. private _observer;
  12204. private previousPosition;
  12205. /**
  12206. * Observable for when a pointer move event occurs containing the move offset
  12207. */
  12208. onPointerMovedObservable: Observable<{
  12209. offsetX: number;
  12210. offsetY: number;
  12211. }>;
  12212. /**
  12213. * @hidden
  12214. * If the camera should be rotated automatically based on pointer movement
  12215. */
  12216. _allowCameraRotation: boolean;
  12217. /**
  12218. * Manage the mouse inputs to control the movement of a free camera.
  12219. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12220. * @param touchEnabled Defines if touch is enabled or not
  12221. */
  12222. constructor(
  12223. /**
  12224. * Define if touch is enabled in the mouse input
  12225. */
  12226. touchEnabled?: boolean);
  12227. /**
  12228. * Attach the input controls to a specific dom element to get the input from.
  12229. * @param element Defines the element the controls should be listened from
  12230. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12231. */
  12232. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12233. /**
  12234. * Called on JS contextmenu event.
  12235. * Override this method to provide functionality.
  12236. */
  12237. protected onContextMenu(evt: PointerEvent): void;
  12238. /**
  12239. * Detach the current controls from the specified dom element.
  12240. * @param element Defines the element to stop listening the inputs from
  12241. */
  12242. detachControl(element: Nullable<HTMLElement>): void;
  12243. /**
  12244. * Gets the class name of the current intput.
  12245. * @returns the class name
  12246. */
  12247. getClassName(): string;
  12248. /**
  12249. * Get the friendly name associated with the input class.
  12250. * @returns the input friendly name
  12251. */
  12252. getSimpleName(): string;
  12253. }
  12254. }
  12255. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12256. import { Nullable } from "babylonjs/types";
  12257. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12258. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12259. /**
  12260. * Manage the touch inputs to control the movement of a free camera.
  12261. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12262. */
  12263. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12264. /**
  12265. * Defines the camera the input is attached to.
  12266. */
  12267. camera: FreeCamera;
  12268. /**
  12269. * Defines the touch sensibility for rotation.
  12270. * The higher the faster.
  12271. */
  12272. touchAngularSensibility: number;
  12273. /**
  12274. * Defines the touch sensibility for move.
  12275. * The higher the faster.
  12276. */
  12277. touchMoveSensibility: number;
  12278. private _offsetX;
  12279. private _offsetY;
  12280. private _pointerPressed;
  12281. private _pointerInput;
  12282. private _observer;
  12283. private _onLostFocus;
  12284. /**
  12285. * Attach the input controls to a specific dom element to get the input from.
  12286. * @param element Defines the element the controls should be listened from
  12287. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12288. */
  12289. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12290. /**
  12291. * Detach the current controls from the specified dom element.
  12292. * @param element Defines the element to stop listening the inputs from
  12293. */
  12294. detachControl(element: Nullable<HTMLElement>): void;
  12295. /**
  12296. * Update the current camera state depending on the inputs that have been used this frame.
  12297. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12298. */
  12299. checkInputs(): void;
  12300. /**
  12301. * Gets the class name of the current intput.
  12302. * @returns the class name
  12303. */
  12304. getClassName(): string;
  12305. /**
  12306. * Get the friendly name associated with the input class.
  12307. * @returns the input friendly name
  12308. */
  12309. getSimpleName(): string;
  12310. }
  12311. }
  12312. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12313. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12314. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12315. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12316. import { Nullable } from "babylonjs/types";
  12317. /**
  12318. * Default Inputs manager for the FreeCamera.
  12319. * It groups all the default supported inputs for ease of use.
  12320. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12321. */
  12322. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12323. /**
  12324. * @hidden
  12325. */
  12326. _mouseInput: Nullable<FreeCameraMouseInput>;
  12327. /**
  12328. * Instantiates a new FreeCameraInputsManager.
  12329. * @param camera Defines the camera the inputs belong to
  12330. */
  12331. constructor(camera: FreeCamera);
  12332. /**
  12333. * Add keyboard input support to the input manager.
  12334. * @returns the current input manager
  12335. */
  12336. addKeyboard(): FreeCameraInputsManager;
  12337. /**
  12338. * Add mouse input support to the input manager.
  12339. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12340. * @returns the current input manager
  12341. */
  12342. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12343. /**
  12344. * Removes the mouse input support from the manager
  12345. * @returns the current input manager
  12346. */
  12347. removeMouse(): FreeCameraInputsManager;
  12348. /**
  12349. * Add touch input support to the input manager.
  12350. * @returns the current input manager
  12351. */
  12352. addTouch(): FreeCameraInputsManager;
  12353. /**
  12354. * Remove all attached input methods from a camera
  12355. */
  12356. clear(): void;
  12357. }
  12358. }
  12359. declare module "babylonjs/Cameras/freeCamera" {
  12360. import { Vector3 } from "babylonjs/Maths/math.vector";
  12361. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12362. import { Scene } from "babylonjs/scene";
  12363. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12364. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12365. /**
  12366. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12367. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12368. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12369. */
  12370. export class FreeCamera extends TargetCamera {
  12371. /**
  12372. * Define the collision ellipsoid of the camera.
  12373. * This is helpful to simulate a camera body like the player body around the camera
  12374. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12375. */
  12376. ellipsoid: Vector3;
  12377. /**
  12378. * Define an offset for the position of the ellipsoid around the camera.
  12379. * This can be helpful to determine the center of the body near the gravity center of the body
  12380. * instead of its head.
  12381. */
  12382. ellipsoidOffset: Vector3;
  12383. /**
  12384. * Enable or disable collisions of the camera with the rest of the scene objects.
  12385. */
  12386. checkCollisions: boolean;
  12387. /**
  12388. * Enable or disable gravity on the camera.
  12389. */
  12390. applyGravity: boolean;
  12391. /**
  12392. * Define the input manager associated to the camera.
  12393. */
  12394. inputs: FreeCameraInputsManager;
  12395. /**
  12396. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12397. * Higher values reduce sensitivity.
  12398. */
  12399. /**
  12400. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12401. * Higher values reduce sensitivity.
  12402. */
  12403. angularSensibility: number;
  12404. /**
  12405. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12406. */
  12407. keysUp: number[];
  12408. /**
  12409. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12410. */
  12411. keysDown: number[];
  12412. /**
  12413. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12414. */
  12415. keysLeft: number[];
  12416. /**
  12417. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12418. */
  12419. keysRight: number[];
  12420. /**
  12421. * Event raised when the camera collide with a mesh in the scene.
  12422. */
  12423. onCollide: (collidedMesh: AbstractMesh) => void;
  12424. private _collider;
  12425. private _needMoveForGravity;
  12426. private _oldPosition;
  12427. private _diffPosition;
  12428. private _newPosition;
  12429. /** @hidden */
  12430. _localDirection: Vector3;
  12431. /** @hidden */
  12432. _transformedDirection: Vector3;
  12433. /**
  12434. * Instantiates a Free Camera.
  12435. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12436. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12437. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12438. * @param name Define the name of the camera in the scene
  12439. * @param position Define the start position of the camera in the scene
  12440. * @param scene Define the scene the camera belongs to
  12441. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12442. */
  12443. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12444. /**
  12445. * Attached controls to the current camera.
  12446. * @param element Defines the element the controls should be listened from
  12447. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12448. */
  12449. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12450. /**
  12451. * Detach the current controls from the camera.
  12452. * The camera will stop reacting to inputs.
  12453. * @param element Defines the element to stop listening the inputs from
  12454. */
  12455. detachControl(element: HTMLElement): void;
  12456. private _collisionMask;
  12457. /**
  12458. * Define a collision mask to limit the list of object the camera can collide with
  12459. */
  12460. collisionMask: number;
  12461. /** @hidden */
  12462. _collideWithWorld(displacement: Vector3): void;
  12463. private _onCollisionPositionChange;
  12464. /** @hidden */
  12465. _checkInputs(): void;
  12466. /** @hidden */
  12467. _decideIfNeedsToMove(): boolean;
  12468. /** @hidden */
  12469. _updatePosition(): void;
  12470. /**
  12471. * Destroy the camera and release the current resources hold by it.
  12472. */
  12473. dispose(): void;
  12474. /**
  12475. * Gets the current object class name.
  12476. * @return the class name
  12477. */
  12478. getClassName(): string;
  12479. }
  12480. }
  12481. declare module "babylonjs/Gamepads/gamepad" {
  12482. import { Observable } from "babylonjs/Misc/observable";
  12483. /**
  12484. * Represents a gamepad control stick position
  12485. */
  12486. export class StickValues {
  12487. /**
  12488. * The x component of the control stick
  12489. */
  12490. x: number;
  12491. /**
  12492. * The y component of the control stick
  12493. */
  12494. y: number;
  12495. /**
  12496. * Initializes the gamepad x and y control stick values
  12497. * @param x The x component of the gamepad control stick value
  12498. * @param y The y component of the gamepad control stick value
  12499. */
  12500. constructor(
  12501. /**
  12502. * The x component of the control stick
  12503. */
  12504. x: number,
  12505. /**
  12506. * The y component of the control stick
  12507. */
  12508. y: number);
  12509. }
  12510. /**
  12511. * An interface which manages callbacks for gamepad button changes
  12512. */
  12513. export interface GamepadButtonChanges {
  12514. /**
  12515. * Called when a gamepad has been changed
  12516. */
  12517. changed: boolean;
  12518. /**
  12519. * Called when a gamepad press event has been triggered
  12520. */
  12521. pressChanged: boolean;
  12522. /**
  12523. * Called when a touch event has been triggered
  12524. */
  12525. touchChanged: boolean;
  12526. /**
  12527. * Called when a value has changed
  12528. */
  12529. valueChanged: boolean;
  12530. }
  12531. /**
  12532. * Represents a gamepad
  12533. */
  12534. export class Gamepad {
  12535. /**
  12536. * The id of the gamepad
  12537. */
  12538. id: string;
  12539. /**
  12540. * The index of the gamepad
  12541. */
  12542. index: number;
  12543. /**
  12544. * The browser gamepad
  12545. */
  12546. browserGamepad: any;
  12547. /**
  12548. * Specifies what type of gamepad this represents
  12549. */
  12550. type: number;
  12551. private _leftStick;
  12552. private _rightStick;
  12553. /** @hidden */
  12554. _isConnected: boolean;
  12555. private _leftStickAxisX;
  12556. private _leftStickAxisY;
  12557. private _rightStickAxisX;
  12558. private _rightStickAxisY;
  12559. /**
  12560. * Triggered when the left control stick has been changed
  12561. */
  12562. private _onleftstickchanged;
  12563. /**
  12564. * Triggered when the right control stick has been changed
  12565. */
  12566. private _onrightstickchanged;
  12567. /**
  12568. * Represents a gamepad controller
  12569. */
  12570. static GAMEPAD: number;
  12571. /**
  12572. * Represents a generic controller
  12573. */
  12574. static GENERIC: number;
  12575. /**
  12576. * Represents an XBox controller
  12577. */
  12578. static XBOX: number;
  12579. /**
  12580. * Represents a pose-enabled controller
  12581. */
  12582. static POSE_ENABLED: number;
  12583. /**
  12584. * Represents an Dual Shock controller
  12585. */
  12586. static DUALSHOCK: number;
  12587. /**
  12588. * Specifies whether the left control stick should be Y-inverted
  12589. */
  12590. protected _invertLeftStickY: boolean;
  12591. /**
  12592. * Specifies if the gamepad has been connected
  12593. */
  12594. readonly isConnected: boolean;
  12595. /**
  12596. * Initializes the gamepad
  12597. * @param id The id of the gamepad
  12598. * @param index The index of the gamepad
  12599. * @param browserGamepad The browser gamepad
  12600. * @param leftStickX The x component of the left joystick
  12601. * @param leftStickY The y component of the left joystick
  12602. * @param rightStickX The x component of the right joystick
  12603. * @param rightStickY The y component of the right joystick
  12604. */
  12605. constructor(
  12606. /**
  12607. * The id of the gamepad
  12608. */
  12609. id: string,
  12610. /**
  12611. * The index of the gamepad
  12612. */
  12613. index: number,
  12614. /**
  12615. * The browser gamepad
  12616. */
  12617. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12618. /**
  12619. * Callback triggered when the left joystick has changed
  12620. * @param callback
  12621. */
  12622. onleftstickchanged(callback: (values: StickValues) => void): void;
  12623. /**
  12624. * Callback triggered when the right joystick has changed
  12625. * @param callback
  12626. */
  12627. onrightstickchanged(callback: (values: StickValues) => void): void;
  12628. /**
  12629. * Gets the left joystick
  12630. */
  12631. /**
  12632. * Sets the left joystick values
  12633. */
  12634. leftStick: StickValues;
  12635. /**
  12636. * Gets the right joystick
  12637. */
  12638. /**
  12639. * Sets the right joystick value
  12640. */
  12641. rightStick: StickValues;
  12642. /**
  12643. * Updates the gamepad joystick positions
  12644. */
  12645. update(): void;
  12646. /**
  12647. * Disposes the gamepad
  12648. */
  12649. dispose(): void;
  12650. }
  12651. /**
  12652. * Represents a generic gamepad
  12653. */
  12654. export class GenericPad extends Gamepad {
  12655. private _buttons;
  12656. private _onbuttondown;
  12657. private _onbuttonup;
  12658. /**
  12659. * Observable triggered when a button has been pressed
  12660. */
  12661. onButtonDownObservable: Observable<number>;
  12662. /**
  12663. * Observable triggered when a button has been released
  12664. */
  12665. onButtonUpObservable: Observable<number>;
  12666. /**
  12667. * Callback triggered when a button has been pressed
  12668. * @param callback Called when a button has been pressed
  12669. */
  12670. onbuttondown(callback: (buttonPressed: number) => void): void;
  12671. /**
  12672. * Callback triggered when a button has been released
  12673. * @param callback Called when a button has been released
  12674. */
  12675. onbuttonup(callback: (buttonReleased: number) => void): void;
  12676. /**
  12677. * Initializes the generic gamepad
  12678. * @param id The id of the generic gamepad
  12679. * @param index The index of the generic gamepad
  12680. * @param browserGamepad The browser gamepad
  12681. */
  12682. constructor(id: string, index: number, browserGamepad: any);
  12683. private _setButtonValue;
  12684. /**
  12685. * Updates the generic gamepad
  12686. */
  12687. update(): void;
  12688. /**
  12689. * Disposes the generic gamepad
  12690. */
  12691. dispose(): void;
  12692. }
  12693. }
  12694. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12695. import { Nullable } from "babylonjs/types";
  12696. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12697. import { Scene } from "babylonjs/scene";
  12698. module "babylonjs/Engines/engine" {
  12699. interface Engine {
  12700. /**
  12701. * Creates a raw texture
  12702. * @param data defines the data to store in the texture
  12703. * @param width defines the width of the texture
  12704. * @param height defines the height of the texture
  12705. * @param format defines the format of the data
  12706. * @param generateMipMaps defines if the engine should generate the mip levels
  12707. * @param invertY defines if data must be stored with Y axis inverted
  12708. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12709. * @param compression defines the compression used (null by default)
  12710. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12711. * @returns the raw texture inside an InternalTexture
  12712. */
  12713. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12714. /**
  12715. * Update a raw texture
  12716. * @param texture defines the texture to update
  12717. * @param data defines the data to store in the texture
  12718. * @param format defines the format of the data
  12719. * @param invertY defines if data must be stored with Y axis inverted
  12720. */
  12721. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12722. /**
  12723. * Update a raw texture
  12724. * @param texture defines the texture to update
  12725. * @param data defines the data to store in the texture
  12726. * @param format defines the format of the data
  12727. * @param invertY defines if data must be stored with Y axis inverted
  12728. * @param compression defines the compression used (null by default)
  12729. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12730. */
  12731. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12732. /**
  12733. * Creates a new raw cube texture
  12734. * @param data defines the array of data to use to create each face
  12735. * @param size defines the size of the textures
  12736. * @param format defines the format of the data
  12737. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12738. * @param generateMipMaps defines if the engine should generate the mip levels
  12739. * @param invertY defines if data must be stored with Y axis inverted
  12740. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12741. * @param compression defines the compression used (null by default)
  12742. * @returns the cube texture as an InternalTexture
  12743. */
  12744. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12745. /**
  12746. * Update a raw cube texture
  12747. * @param texture defines the texture to udpdate
  12748. * @param data defines the data to store
  12749. * @param format defines the data format
  12750. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12751. * @param invertY defines if data must be stored with Y axis inverted
  12752. */
  12753. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12754. /**
  12755. * Update a raw cube texture
  12756. * @param texture defines the texture to udpdate
  12757. * @param data defines the data to store
  12758. * @param format defines the data format
  12759. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12760. * @param invertY defines if data must be stored with Y axis inverted
  12761. * @param compression defines the compression used (null by default)
  12762. */
  12763. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12764. /**
  12765. * Update a raw cube texture
  12766. * @param texture defines the texture to udpdate
  12767. * @param data defines the data to store
  12768. * @param format defines the data format
  12769. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12770. * @param invertY defines if data must be stored with Y axis inverted
  12771. * @param compression defines the compression used (null by default)
  12772. * @param level defines which level of the texture to update
  12773. */
  12774. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12775. /**
  12776. * Creates a new raw cube texture from a specified url
  12777. * @param url defines the url where the data is located
  12778. * @param scene defines the current scene
  12779. * @param size defines the size of the textures
  12780. * @param format defines the format of the data
  12781. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12782. * @param noMipmap defines if the engine should avoid generating the mip levels
  12783. * @param callback defines a callback used to extract texture data from loaded data
  12784. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12785. * @param onLoad defines a callback called when texture is loaded
  12786. * @param onError defines a callback called if there is an error
  12787. * @returns the cube texture as an InternalTexture
  12788. */
  12789. 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;
  12790. /**
  12791. * Creates a new raw cube texture from a specified url
  12792. * @param url defines the url where the data is located
  12793. * @param scene defines the current scene
  12794. * @param size defines the size of the textures
  12795. * @param format defines the format of the data
  12796. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12797. * @param noMipmap defines if the engine should avoid generating the mip levels
  12798. * @param callback defines a callback used to extract texture data from loaded data
  12799. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12800. * @param onLoad defines a callback called when texture is loaded
  12801. * @param onError defines a callback called if there is an error
  12802. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12803. * @param invertY defines if data must be stored with Y axis inverted
  12804. * @returns the cube texture as an InternalTexture
  12805. */
  12806. 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;
  12807. /**
  12808. * Creates a new raw 3D texture
  12809. * @param data defines the data used to create the texture
  12810. * @param width defines the width of the texture
  12811. * @param height defines the height of the texture
  12812. * @param depth defines the depth of the texture
  12813. * @param format defines the format of the texture
  12814. * @param generateMipMaps defines if the engine must generate mip levels
  12815. * @param invertY defines if data must be stored with Y axis inverted
  12816. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12817. * @param compression defines the compressed used (can be null)
  12818. * @param textureType defines the compressed used (can be null)
  12819. * @returns a new raw 3D texture (stored in an InternalTexture)
  12820. */
  12821. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12822. /**
  12823. * Update a raw 3D texture
  12824. * @param texture defines the texture to update
  12825. * @param data defines the data to store
  12826. * @param format defines the data format
  12827. * @param invertY defines if data must be stored with Y axis inverted
  12828. */
  12829. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12830. /**
  12831. * Update a raw 3D texture
  12832. * @param texture defines the texture to update
  12833. * @param data defines the data to store
  12834. * @param format defines the data format
  12835. * @param invertY defines if data must be stored with Y axis inverted
  12836. * @param compression defines the used compression (can be null)
  12837. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12838. */
  12839. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12840. /**
  12841. * Creates a new raw 2D array texture
  12842. * @param data defines the data used to create the texture
  12843. * @param width defines the width of the texture
  12844. * @param height defines the height of the texture
  12845. * @param depth defines the number of layers of the texture
  12846. * @param format defines the format of the texture
  12847. * @param generateMipMaps defines if the engine must generate mip levels
  12848. * @param invertY defines if data must be stored with Y axis inverted
  12849. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12850. * @param compression defines the compressed used (can be null)
  12851. * @param textureType defines the compressed used (can be null)
  12852. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12853. */
  12854. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12855. /**
  12856. * Update a raw 2D array texture
  12857. * @param texture defines the texture to update
  12858. * @param data defines the data to store
  12859. * @param format defines the data format
  12860. * @param invertY defines if data must be stored with Y axis inverted
  12861. */
  12862. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12863. /**
  12864. * Update a raw 2D array texture
  12865. * @param texture defines the texture to update
  12866. * @param data defines the data to store
  12867. * @param format defines the data format
  12868. * @param invertY defines if data must be stored with Y axis inverted
  12869. * @param compression defines the used compression (can be null)
  12870. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12871. */
  12872. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12873. }
  12874. }
  12875. }
  12876. declare module "babylonjs/Materials/Textures/rawTexture" {
  12877. import { Scene } from "babylonjs/scene";
  12878. import { Texture } from "babylonjs/Materials/Textures/texture";
  12879. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12880. /**
  12881. * Raw texture can help creating a texture directly from an array of data.
  12882. * This can be super useful if you either get the data from an uncompressed source or
  12883. * if you wish to create your texture pixel by pixel.
  12884. */
  12885. export class RawTexture extends Texture {
  12886. /**
  12887. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12888. */
  12889. format: number;
  12890. private _engine;
  12891. /**
  12892. * Instantiates a new RawTexture.
  12893. * Raw texture can help creating a texture directly from an array of data.
  12894. * This can be super useful if you either get the data from an uncompressed source or
  12895. * if you wish to create your texture pixel by pixel.
  12896. * @param data define the array of data to use to create the texture
  12897. * @param width define the width of the texture
  12898. * @param height define the height of the texture
  12899. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12900. * @param scene define the scene the texture belongs to
  12901. * @param generateMipMaps define whether mip maps should be generated or not
  12902. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12903. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12904. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12905. */
  12906. constructor(data: ArrayBufferView, width: number, height: number,
  12907. /**
  12908. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12909. */
  12910. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12911. /**
  12912. * Updates the texture underlying data.
  12913. * @param data Define the new data of the texture
  12914. */
  12915. update(data: ArrayBufferView): void;
  12916. /**
  12917. * Creates a luminance texture from some data.
  12918. * @param data Define the texture data
  12919. * @param width Define the width of the texture
  12920. * @param height Define the height of the texture
  12921. * @param scene Define the scene the texture belongs to
  12922. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12923. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12924. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12925. * @returns the luminance texture
  12926. */
  12927. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12928. /**
  12929. * Creates a luminance alpha texture from some data.
  12930. * @param data Define the texture data
  12931. * @param width Define the width of the texture
  12932. * @param height Define the height of the texture
  12933. * @param scene Define the scene the texture belongs to
  12934. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12935. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12936. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12937. * @returns the luminance alpha texture
  12938. */
  12939. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12940. /**
  12941. * Creates an alpha texture from some data.
  12942. * @param data Define the texture data
  12943. * @param width Define the width of the texture
  12944. * @param height Define the height of the texture
  12945. * @param scene Define the scene the texture belongs to
  12946. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12947. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12948. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12949. * @returns the alpha texture
  12950. */
  12951. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12952. /**
  12953. * Creates a RGB texture from some data.
  12954. * @param data Define the texture data
  12955. * @param width Define the width of the texture
  12956. * @param height Define the height of the texture
  12957. * @param scene Define the scene the texture belongs to
  12958. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12959. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12960. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12961. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12962. * @returns the RGB alpha texture
  12963. */
  12964. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12965. /**
  12966. * Creates a RGBA texture from some data.
  12967. * @param data Define the texture data
  12968. * @param width Define the width of the texture
  12969. * @param height Define the height of the texture
  12970. * @param scene Define the scene the texture belongs to
  12971. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12972. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12973. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12974. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12975. * @returns the RGBA texture
  12976. */
  12977. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12978. /**
  12979. * Creates a R texture from some data.
  12980. * @param data Define the texture data
  12981. * @param width Define the width of the texture
  12982. * @param height Define the height of the texture
  12983. * @param scene Define the scene the texture belongs to
  12984. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12985. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12986. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12987. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12988. * @returns the R texture
  12989. */
  12990. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12991. }
  12992. }
  12993. declare module "babylonjs/Maths/math.size" {
  12994. /**
  12995. * Interface for the size containing width and height
  12996. */
  12997. export interface ISize {
  12998. /**
  12999. * Width
  13000. */
  13001. width: number;
  13002. /**
  13003. * Heighht
  13004. */
  13005. height: number;
  13006. }
  13007. /**
  13008. * Size containing widht and height
  13009. */
  13010. export class Size implements ISize {
  13011. /**
  13012. * Width
  13013. */
  13014. width: number;
  13015. /**
  13016. * Height
  13017. */
  13018. height: number;
  13019. /**
  13020. * Creates a Size object from the given width and height (floats).
  13021. * @param width width of the new size
  13022. * @param height height of the new size
  13023. */
  13024. constructor(width: number, height: number);
  13025. /**
  13026. * Returns a string with the Size width and height
  13027. * @returns a string with the Size width and height
  13028. */
  13029. toString(): string;
  13030. /**
  13031. * "Size"
  13032. * @returns the string "Size"
  13033. */
  13034. getClassName(): string;
  13035. /**
  13036. * Returns the Size hash code.
  13037. * @returns a hash code for a unique width and height
  13038. */
  13039. getHashCode(): number;
  13040. /**
  13041. * Updates the current size from the given one.
  13042. * @param src the given size
  13043. */
  13044. copyFrom(src: Size): void;
  13045. /**
  13046. * Updates in place the current Size from the given floats.
  13047. * @param width width of the new size
  13048. * @param height height of the new size
  13049. * @returns the updated Size.
  13050. */
  13051. copyFromFloats(width: number, height: number): Size;
  13052. /**
  13053. * Updates in place the current Size from the given floats.
  13054. * @param width width to set
  13055. * @param height height to set
  13056. * @returns the updated Size.
  13057. */
  13058. set(width: number, height: number): Size;
  13059. /**
  13060. * Multiplies the width and height by numbers
  13061. * @param w factor to multiple the width by
  13062. * @param h factor to multiple the height by
  13063. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  13064. */
  13065. multiplyByFloats(w: number, h: number): Size;
  13066. /**
  13067. * Clones the size
  13068. * @returns a new Size copied from the given one.
  13069. */
  13070. clone(): Size;
  13071. /**
  13072. * True if the current Size and the given one width and height are strictly equal.
  13073. * @param other the other size to compare against
  13074. * @returns True if the current Size and the given one width and height are strictly equal.
  13075. */
  13076. equals(other: Size): boolean;
  13077. /**
  13078. * The surface of the Size : width * height (float).
  13079. */
  13080. readonly surface: number;
  13081. /**
  13082. * Create a new size of zero
  13083. * @returns a new Size set to (0.0, 0.0)
  13084. */
  13085. static Zero(): Size;
  13086. /**
  13087. * Sums the width and height of two sizes
  13088. * @param otherSize size to add to this size
  13089. * @returns a new Size set as the addition result of the current Size and the given one.
  13090. */
  13091. add(otherSize: Size): Size;
  13092. /**
  13093. * Subtracts the width and height of two
  13094. * @param otherSize size to subtract to this size
  13095. * @returns a new Size set as the subtraction result of the given one from the current Size.
  13096. */
  13097. subtract(otherSize: Size): Size;
  13098. /**
  13099. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  13100. * @param start starting size to lerp between
  13101. * @param end end size to lerp between
  13102. * @param amount amount to lerp between the start and end values
  13103. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  13104. */
  13105. static Lerp(start: Size, end: Size, amount: number): Size;
  13106. }
  13107. }
  13108. declare module "babylonjs/Animations/runtimeAnimation" {
  13109. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13110. import { Animatable } from "babylonjs/Animations/animatable";
  13111. import { Scene } from "babylonjs/scene";
  13112. /**
  13113. * Defines a runtime animation
  13114. */
  13115. export class RuntimeAnimation {
  13116. private _events;
  13117. /**
  13118. * The current frame of the runtime animation
  13119. */
  13120. private _currentFrame;
  13121. /**
  13122. * The animation used by the runtime animation
  13123. */
  13124. private _animation;
  13125. /**
  13126. * The target of the runtime animation
  13127. */
  13128. private _target;
  13129. /**
  13130. * The initiating animatable
  13131. */
  13132. private _host;
  13133. /**
  13134. * The original value of the runtime animation
  13135. */
  13136. private _originalValue;
  13137. /**
  13138. * The original blend value of the runtime animation
  13139. */
  13140. private _originalBlendValue;
  13141. /**
  13142. * The offsets cache of the runtime animation
  13143. */
  13144. private _offsetsCache;
  13145. /**
  13146. * The high limits cache of the runtime animation
  13147. */
  13148. private _highLimitsCache;
  13149. /**
  13150. * Specifies if the runtime animation has been stopped
  13151. */
  13152. private _stopped;
  13153. /**
  13154. * The blending factor of the runtime animation
  13155. */
  13156. private _blendingFactor;
  13157. /**
  13158. * The BabylonJS scene
  13159. */
  13160. private _scene;
  13161. /**
  13162. * The current value of the runtime animation
  13163. */
  13164. private _currentValue;
  13165. /** @hidden */
  13166. _animationState: _IAnimationState;
  13167. /**
  13168. * The active target of the runtime animation
  13169. */
  13170. private _activeTargets;
  13171. private _currentActiveTarget;
  13172. private _directTarget;
  13173. /**
  13174. * The target path of the runtime animation
  13175. */
  13176. private _targetPath;
  13177. /**
  13178. * The weight of the runtime animation
  13179. */
  13180. private _weight;
  13181. /**
  13182. * The ratio offset of the runtime animation
  13183. */
  13184. private _ratioOffset;
  13185. /**
  13186. * The previous delay of the runtime animation
  13187. */
  13188. private _previousDelay;
  13189. /**
  13190. * The previous ratio of the runtime animation
  13191. */
  13192. private _previousRatio;
  13193. private _enableBlending;
  13194. private _keys;
  13195. private _minFrame;
  13196. private _maxFrame;
  13197. private _minValue;
  13198. private _maxValue;
  13199. private _targetIsArray;
  13200. /**
  13201. * Gets the current frame of the runtime animation
  13202. */
  13203. readonly currentFrame: number;
  13204. /**
  13205. * Gets the weight of the runtime animation
  13206. */
  13207. readonly weight: number;
  13208. /**
  13209. * Gets the current value of the runtime animation
  13210. */
  13211. readonly currentValue: any;
  13212. /**
  13213. * Gets the target path of the runtime animation
  13214. */
  13215. readonly targetPath: string;
  13216. /**
  13217. * Gets the actual target of the runtime animation
  13218. */
  13219. readonly target: any;
  13220. /** @hidden */
  13221. _onLoop: () => void;
  13222. /**
  13223. * Create a new RuntimeAnimation object
  13224. * @param target defines the target of the animation
  13225. * @param animation defines the source animation object
  13226. * @param scene defines the hosting scene
  13227. * @param host defines the initiating Animatable
  13228. */
  13229. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13230. private _preparePath;
  13231. /**
  13232. * Gets the animation from the runtime animation
  13233. */
  13234. readonly animation: Animation;
  13235. /**
  13236. * Resets the runtime animation to the beginning
  13237. * @param restoreOriginal defines whether to restore the target property to the original value
  13238. */
  13239. reset(restoreOriginal?: boolean): void;
  13240. /**
  13241. * Specifies if the runtime animation is stopped
  13242. * @returns Boolean specifying if the runtime animation is stopped
  13243. */
  13244. isStopped(): boolean;
  13245. /**
  13246. * Disposes of the runtime animation
  13247. */
  13248. dispose(): void;
  13249. /**
  13250. * Apply the interpolated value to the target
  13251. * @param currentValue defines the value computed by the animation
  13252. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13253. */
  13254. setValue(currentValue: any, weight: number): void;
  13255. private _getOriginalValues;
  13256. private _setValue;
  13257. /**
  13258. * Gets the loop pmode of the runtime animation
  13259. * @returns Loop Mode
  13260. */
  13261. private _getCorrectLoopMode;
  13262. /**
  13263. * Move the current animation to a given frame
  13264. * @param frame defines the frame to move to
  13265. */
  13266. goToFrame(frame: number): void;
  13267. /**
  13268. * @hidden Internal use only
  13269. */
  13270. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13271. /**
  13272. * Execute the current animation
  13273. * @param delay defines the delay to add to the current frame
  13274. * @param from defines the lower bound of the animation range
  13275. * @param to defines the upper bound of the animation range
  13276. * @param loop defines if the current animation must loop
  13277. * @param speedRatio defines the current speed ratio
  13278. * @param weight defines the weight of the animation (default is -1 so no weight)
  13279. * @param onLoop optional callback called when animation loops
  13280. * @returns a boolean indicating if the animation is running
  13281. */
  13282. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13283. }
  13284. }
  13285. declare module "babylonjs/Animations/animatable" {
  13286. import { Animation } from "babylonjs/Animations/animation";
  13287. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13288. import { Nullable } from "babylonjs/types";
  13289. import { Observable } from "babylonjs/Misc/observable";
  13290. import { Scene } from "babylonjs/scene";
  13291. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13292. import { Node } from "babylonjs/node";
  13293. /**
  13294. * Class used to store an actual running animation
  13295. */
  13296. export class Animatable {
  13297. /** defines the target object */
  13298. target: any;
  13299. /** defines the starting frame number (default is 0) */
  13300. fromFrame: number;
  13301. /** defines the ending frame number (default is 100) */
  13302. toFrame: number;
  13303. /** defines if the animation must loop (default is false) */
  13304. loopAnimation: boolean;
  13305. /** defines a callback to call when animation ends if it is not looping */
  13306. onAnimationEnd?: (() => void) | null | undefined;
  13307. /** defines a callback to call when animation loops */
  13308. onAnimationLoop?: (() => void) | null | undefined;
  13309. private _localDelayOffset;
  13310. private _pausedDelay;
  13311. private _runtimeAnimations;
  13312. private _paused;
  13313. private _scene;
  13314. private _speedRatio;
  13315. private _weight;
  13316. private _syncRoot;
  13317. /**
  13318. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13319. * This will only apply for non looping animation (default is true)
  13320. */
  13321. disposeOnEnd: boolean;
  13322. /**
  13323. * Gets a boolean indicating if the animation has started
  13324. */
  13325. animationStarted: boolean;
  13326. /**
  13327. * Observer raised when the animation ends
  13328. */
  13329. onAnimationEndObservable: Observable<Animatable>;
  13330. /**
  13331. * Observer raised when the animation loops
  13332. */
  13333. onAnimationLoopObservable: Observable<Animatable>;
  13334. /**
  13335. * Gets the root Animatable used to synchronize and normalize animations
  13336. */
  13337. readonly syncRoot: Nullable<Animatable>;
  13338. /**
  13339. * Gets the current frame of the first RuntimeAnimation
  13340. * Used to synchronize Animatables
  13341. */
  13342. readonly masterFrame: number;
  13343. /**
  13344. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13345. */
  13346. weight: number;
  13347. /**
  13348. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13349. */
  13350. speedRatio: number;
  13351. /**
  13352. * Creates a new Animatable
  13353. * @param scene defines the hosting scene
  13354. * @param target defines the target object
  13355. * @param fromFrame defines the starting frame number (default is 0)
  13356. * @param toFrame defines the ending frame number (default is 100)
  13357. * @param loopAnimation defines if the animation must loop (default is false)
  13358. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13359. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13360. * @param animations defines a group of animation to add to the new Animatable
  13361. * @param onAnimationLoop defines a callback to call when animation loops
  13362. */
  13363. constructor(scene: Scene,
  13364. /** defines the target object */
  13365. target: any,
  13366. /** defines the starting frame number (default is 0) */
  13367. fromFrame?: number,
  13368. /** defines the ending frame number (default is 100) */
  13369. toFrame?: number,
  13370. /** defines if the animation must loop (default is false) */
  13371. loopAnimation?: boolean, speedRatio?: number,
  13372. /** defines a callback to call when animation ends if it is not looping */
  13373. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13374. /** defines a callback to call when animation loops */
  13375. onAnimationLoop?: (() => void) | null | undefined);
  13376. /**
  13377. * Synchronize and normalize current Animatable with a source Animatable
  13378. * This is useful when using animation weights and when animations are not of the same length
  13379. * @param root defines the root Animatable to synchronize with
  13380. * @returns the current Animatable
  13381. */
  13382. syncWith(root: Animatable): Animatable;
  13383. /**
  13384. * Gets the list of runtime animations
  13385. * @returns an array of RuntimeAnimation
  13386. */
  13387. getAnimations(): RuntimeAnimation[];
  13388. /**
  13389. * Adds more animations to the current animatable
  13390. * @param target defines the target of the animations
  13391. * @param animations defines the new animations to add
  13392. */
  13393. appendAnimations(target: any, animations: Animation[]): void;
  13394. /**
  13395. * Gets the source animation for a specific property
  13396. * @param property defines the propertyu to look for
  13397. * @returns null or the source animation for the given property
  13398. */
  13399. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13400. /**
  13401. * Gets the runtime animation for a specific property
  13402. * @param property defines the propertyu to look for
  13403. * @returns null or the runtime animation for the given property
  13404. */
  13405. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13406. /**
  13407. * Resets the animatable to its original state
  13408. */
  13409. reset(): void;
  13410. /**
  13411. * Allows the animatable to blend with current running animations
  13412. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13413. * @param blendingSpeed defines the blending speed to use
  13414. */
  13415. enableBlending(blendingSpeed: number): void;
  13416. /**
  13417. * Disable animation blending
  13418. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13419. */
  13420. disableBlending(): void;
  13421. /**
  13422. * Jump directly to a given frame
  13423. * @param frame defines the frame to jump to
  13424. */
  13425. goToFrame(frame: number): void;
  13426. /**
  13427. * Pause the animation
  13428. */
  13429. pause(): void;
  13430. /**
  13431. * Restart the animation
  13432. */
  13433. restart(): void;
  13434. private _raiseOnAnimationEnd;
  13435. /**
  13436. * Stop and delete the current animation
  13437. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13438. * @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)
  13439. */
  13440. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13441. /**
  13442. * Wait asynchronously for the animation to end
  13443. * @returns a promise which will be fullfilled when the animation ends
  13444. */
  13445. waitAsync(): Promise<Animatable>;
  13446. /** @hidden */
  13447. _animate(delay: number): boolean;
  13448. }
  13449. module "babylonjs/scene" {
  13450. interface Scene {
  13451. /** @hidden */
  13452. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13453. /** @hidden */
  13454. _processLateAnimationBindingsForMatrices(holder: {
  13455. totalWeight: number;
  13456. animations: RuntimeAnimation[];
  13457. originalValue: Matrix;
  13458. }): any;
  13459. /** @hidden */
  13460. _processLateAnimationBindingsForQuaternions(holder: {
  13461. totalWeight: number;
  13462. animations: RuntimeAnimation[];
  13463. originalValue: Quaternion;
  13464. }, refQuaternion: Quaternion): Quaternion;
  13465. /** @hidden */
  13466. _processLateAnimationBindings(): void;
  13467. /**
  13468. * Will start the animation sequence of a given target
  13469. * @param target defines the target
  13470. * @param from defines from which frame should animation start
  13471. * @param to defines until which frame should animation run.
  13472. * @param weight defines the weight to apply to the animation (1.0 by default)
  13473. * @param loop defines if the animation loops
  13474. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13475. * @param onAnimationEnd defines the function to be executed when the animation ends
  13476. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13477. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13478. * @param onAnimationLoop defines the callback to call when an animation loops
  13479. * @returns the animatable object created for this animation
  13480. */
  13481. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13482. /**
  13483. * Will start the animation sequence of a given target
  13484. * @param target defines the target
  13485. * @param from defines from which frame should animation start
  13486. * @param to defines until which frame should animation run.
  13487. * @param loop defines if the animation loops
  13488. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13489. * @param onAnimationEnd defines the function to be executed when the animation ends
  13490. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13491. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13492. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13493. * @param onAnimationLoop defines the callback to call when an animation loops
  13494. * @returns the animatable object created for this animation
  13495. */
  13496. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13497. /**
  13498. * Will start the animation sequence of a given target and its hierarchy
  13499. * @param target defines the target
  13500. * @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.
  13501. * @param from defines from which frame should animation start
  13502. * @param to defines until which frame should animation run.
  13503. * @param loop defines if the animation loops
  13504. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13505. * @param onAnimationEnd defines the function to be executed when the animation ends
  13506. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13507. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13508. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13509. * @param onAnimationLoop defines the callback to call when an animation loops
  13510. * @returns the list of created animatables
  13511. */
  13512. 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[];
  13513. /**
  13514. * Begin a new animation on a given node
  13515. * @param target defines the target where the animation will take place
  13516. * @param animations defines the list of animations to start
  13517. * @param from defines the initial value
  13518. * @param to defines the final value
  13519. * @param loop defines if you want animation to loop (off by default)
  13520. * @param speedRatio defines the speed ratio to apply to all animations
  13521. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13522. * @param onAnimationLoop defines the callback to call when an animation loops
  13523. * @returns the list of created animatables
  13524. */
  13525. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13526. /**
  13527. * Begin a new animation on a given node and its hierarchy
  13528. * @param target defines the root node where the animation will take place
  13529. * @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.
  13530. * @param animations defines the list of animations to start
  13531. * @param from defines the initial value
  13532. * @param to defines the final value
  13533. * @param loop defines if you want animation to loop (off by default)
  13534. * @param speedRatio defines the speed ratio to apply to all animations
  13535. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13536. * @param onAnimationLoop defines the callback to call when an animation loops
  13537. * @returns the list of animatables created for all nodes
  13538. */
  13539. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13540. /**
  13541. * Gets the animatable associated with a specific target
  13542. * @param target defines the target of the animatable
  13543. * @returns the required animatable if found
  13544. */
  13545. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13546. /**
  13547. * Gets all animatables associated with a given target
  13548. * @param target defines the target to look animatables for
  13549. * @returns an array of Animatables
  13550. */
  13551. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13552. /**
  13553. * Stops and removes all animations that have been applied to the scene
  13554. */
  13555. stopAllAnimations(): void;
  13556. /**
  13557. * Gets the current delta time used by animation engine
  13558. */
  13559. deltaTime: number;
  13560. }
  13561. }
  13562. module "babylonjs/Bones/bone" {
  13563. interface Bone {
  13564. /**
  13565. * Copy an animation range from another bone
  13566. * @param source defines the source bone
  13567. * @param rangeName defines the range name to copy
  13568. * @param frameOffset defines the frame offset
  13569. * @param rescaleAsRequired defines if rescaling must be applied if required
  13570. * @param skelDimensionsRatio defines the scaling ratio
  13571. * @returns true if operation was successful
  13572. */
  13573. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13574. }
  13575. }
  13576. }
  13577. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13578. /**
  13579. * Class used to override all child animations of a given target
  13580. */
  13581. export class AnimationPropertiesOverride {
  13582. /**
  13583. * Gets or sets a value indicating if animation blending must be used
  13584. */
  13585. enableBlending: boolean;
  13586. /**
  13587. * Gets or sets the blending speed to use when enableBlending is true
  13588. */
  13589. blendingSpeed: number;
  13590. /**
  13591. * Gets or sets the default loop mode to use
  13592. */
  13593. loopMode: number;
  13594. }
  13595. }
  13596. declare module "babylonjs/Bones/skeleton" {
  13597. import { Bone } from "babylonjs/Bones/bone";
  13598. import { Observable } from "babylonjs/Misc/observable";
  13599. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13600. import { Scene } from "babylonjs/scene";
  13601. import { Nullable } from "babylonjs/types";
  13602. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13603. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13604. import { Animatable } from "babylonjs/Animations/animatable";
  13605. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13606. import { Animation } from "babylonjs/Animations/animation";
  13607. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13608. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13609. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13610. /**
  13611. * Class used to handle skinning animations
  13612. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13613. */
  13614. export class Skeleton implements IAnimatable {
  13615. /** defines the skeleton name */
  13616. name: string;
  13617. /** defines the skeleton Id */
  13618. id: string;
  13619. /**
  13620. * Defines the list of child bones
  13621. */
  13622. bones: Bone[];
  13623. /**
  13624. * Defines an estimate of the dimension of the skeleton at rest
  13625. */
  13626. dimensionsAtRest: Vector3;
  13627. /**
  13628. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13629. */
  13630. needInitialSkinMatrix: boolean;
  13631. /**
  13632. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13633. */
  13634. overrideMesh: Nullable<AbstractMesh>;
  13635. /**
  13636. * Gets the list of animations attached to this skeleton
  13637. */
  13638. animations: Array<Animation>;
  13639. private _scene;
  13640. private _isDirty;
  13641. private _transformMatrices;
  13642. private _transformMatrixTexture;
  13643. private _meshesWithPoseMatrix;
  13644. private _animatables;
  13645. private _identity;
  13646. private _synchronizedWithMesh;
  13647. private _ranges;
  13648. private _lastAbsoluteTransformsUpdateId;
  13649. private _canUseTextureForBones;
  13650. private _uniqueId;
  13651. /** @hidden */
  13652. _numBonesWithLinkedTransformNode: number;
  13653. /** @hidden */
  13654. _hasWaitingData: Nullable<boolean>;
  13655. /**
  13656. * Specifies if the skeleton should be serialized
  13657. */
  13658. doNotSerialize: boolean;
  13659. private _useTextureToStoreBoneMatrices;
  13660. /**
  13661. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13662. * Please note that this option is not available if the hardware does not support it
  13663. */
  13664. useTextureToStoreBoneMatrices: boolean;
  13665. private _animationPropertiesOverride;
  13666. /**
  13667. * Gets or sets the animation properties override
  13668. */
  13669. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13670. /**
  13671. * List of inspectable custom properties (used by the Inspector)
  13672. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13673. */
  13674. inspectableCustomProperties: IInspectable[];
  13675. /**
  13676. * An observable triggered before computing the skeleton's matrices
  13677. */
  13678. onBeforeComputeObservable: Observable<Skeleton>;
  13679. /**
  13680. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13681. */
  13682. readonly isUsingTextureForMatrices: boolean;
  13683. /**
  13684. * Gets the unique ID of this skeleton
  13685. */
  13686. readonly uniqueId: number;
  13687. /**
  13688. * Creates a new skeleton
  13689. * @param name defines the skeleton name
  13690. * @param id defines the skeleton Id
  13691. * @param scene defines the hosting scene
  13692. */
  13693. constructor(
  13694. /** defines the skeleton name */
  13695. name: string,
  13696. /** defines the skeleton Id */
  13697. id: string, scene: Scene);
  13698. /**
  13699. * Gets the current object class name.
  13700. * @return the class name
  13701. */
  13702. getClassName(): string;
  13703. /**
  13704. * Returns an array containing the root bones
  13705. * @returns an array containing the root bones
  13706. */
  13707. getChildren(): Array<Bone>;
  13708. /**
  13709. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13710. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13711. * @returns a Float32Array containing matrices data
  13712. */
  13713. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13714. /**
  13715. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13716. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13717. * @returns a raw texture containing the data
  13718. */
  13719. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13720. /**
  13721. * Gets the current hosting scene
  13722. * @returns a scene object
  13723. */
  13724. getScene(): Scene;
  13725. /**
  13726. * Gets a string representing the current skeleton data
  13727. * @param fullDetails defines a boolean indicating if we want a verbose version
  13728. * @returns a string representing the current skeleton data
  13729. */
  13730. toString(fullDetails?: boolean): string;
  13731. /**
  13732. * Get bone's index searching by name
  13733. * @param name defines bone's name to search for
  13734. * @return the indice of the bone. Returns -1 if not found
  13735. */
  13736. getBoneIndexByName(name: string): number;
  13737. /**
  13738. * Creater a new animation range
  13739. * @param name defines the name of the range
  13740. * @param from defines the start key
  13741. * @param to defines the end key
  13742. */
  13743. createAnimationRange(name: string, from: number, to: number): void;
  13744. /**
  13745. * Delete a specific animation range
  13746. * @param name defines the name of the range
  13747. * @param deleteFrames defines if frames must be removed as well
  13748. */
  13749. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13750. /**
  13751. * Gets a specific animation range
  13752. * @param name defines the name of the range to look for
  13753. * @returns the requested animation range or null if not found
  13754. */
  13755. getAnimationRange(name: string): Nullable<AnimationRange>;
  13756. /**
  13757. * Gets the list of all animation ranges defined on this skeleton
  13758. * @returns an array
  13759. */
  13760. getAnimationRanges(): Nullable<AnimationRange>[];
  13761. /**
  13762. * Copy animation range from a source skeleton.
  13763. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13764. * @param source defines the source skeleton
  13765. * @param name defines the name of the range to copy
  13766. * @param rescaleAsRequired defines if rescaling must be applied if required
  13767. * @returns true if operation was successful
  13768. */
  13769. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13770. /**
  13771. * Forces the skeleton to go to rest pose
  13772. */
  13773. returnToRest(): void;
  13774. private _getHighestAnimationFrame;
  13775. /**
  13776. * Begin a specific animation range
  13777. * @param name defines the name of the range to start
  13778. * @param loop defines if looping must be turned on (false by default)
  13779. * @param speedRatio defines the speed ratio to apply (1 by default)
  13780. * @param onAnimationEnd defines a callback which will be called when animation will end
  13781. * @returns a new animatable
  13782. */
  13783. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13784. /** @hidden */
  13785. _markAsDirty(): void;
  13786. /** @hidden */
  13787. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13788. /** @hidden */
  13789. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13790. private _computeTransformMatrices;
  13791. /**
  13792. * Build all resources required to render a skeleton
  13793. */
  13794. prepare(): void;
  13795. /**
  13796. * Gets the list of animatables currently running for this skeleton
  13797. * @returns an array of animatables
  13798. */
  13799. getAnimatables(): IAnimatable[];
  13800. /**
  13801. * Clone the current skeleton
  13802. * @param name defines the name of the new skeleton
  13803. * @param id defines the id of the new skeleton
  13804. * @returns the new skeleton
  13805. */
  13806. clone(name: string, id?: string): Skeleton;
  13807. /**
  13808. * Enable animation blending for this skeleton
  13809. * @param blendingSpeed defines the blending speed to apply
  13810. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13811. */
  13812. enableBlending(blendingSpeed?: number): void;
  13813. /**
  13814. * Releases all resources associated with the current skeleton
  13815. */
  13816. dispose(): void;
  13817. /**
  13818. * Serialize the skeleton in a JSON object
  13819. * @returns a JSON object
  13820. */
  13821. serialize(): any;
  13822. /**
  13823. * Creates a new skeleton from serialized data
  13824. * @param parsedSkeleton defines the serialized data
  13825. * @param scene defines the hosting scene
  13826. * @returns a new skeleton
  13827. */
  13828. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13829. /**
  13830. * Compute all node absolute transforms
  13831. * @param forceUpdate defines if computation must be done even if cache is up to date
  13832. */
  13833. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13834. /**
  13835. * Gets the root pose matrix
  13836. * @returns a matrix
  13837. */
  13838. getPoseMatrix(): Nullable<Matrix>;
  13839. /**
  13840. * Sorts bones per internal index
  13841. */
  13842. sortBones(): void;
  13843. private _sortBones;
  13844. }
  13845. }
  13846. declare module "babylonjs/Bones/bone" {
  13847. import { Skeleton } from "babylonjs/Bones/skeleton";
  13848. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13849. import { Nullable } from "babylonjs/types";
  13850. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13851. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13852. import { Node } from "babylonjs/node";
  13853. import { Space } from "babylonjs/Maths/math.axis";
  13854. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13855. /**
  13856. * Class used to store bone information
  13857. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13858. */
  13859. export class Bone extends Node {
  13860. /**
  13861. * defines the bone name
  13862. */
  13863. name: string;
  13864. private static _tmpVecs;
  13865. private static _tmpQuat;
  13866. private static _tmpMats;
  13867. /**
  13868. * Gets the list of child bones
  13869. */
  13870. children: Bone[];
  13871. /** Gets the animations associated with this bone */
  13872. animations: import("babylonjs/Animations/animation").Animation[];
  13873. /**
  13874. * Gets or sets bone length
  13875. */
  13876. length: number;
  13877. /**
  13878. * @hidden Internal only
  13879. * Set this value to map this bone to a different index in the transform matrices
  13880. * Set this value to -1 to exclude the bone from the transform matrices
  13881. */
  13882. _index: Nullable<number>;
  13883. private _skeleton;
  13884. private _localMatrix;
  13885. private _restPose;
  13886. private _baseMatrix;
  13887. private _absoluteTransform;
  13888. private _invertedAbsoluteTransform;
  13889. private _parent;
  13890. private _scalingDeterminant;
  13891. private _worldTransform;
  13892. private _localScaling;
  13893. private _localRotation;
  13894. private _localPosition;
  13895. private _needToDecompose;
  13896. private _needToCompose;
  13897. /** @hidden */
  13898. _linkedTransformNode: Nullable<TransformNode>;
  13899. /** @hidden */
  13900. _waitingTransformNodeId: Nullable<string>;
  13901. /** @hidden */
  13902. /** @hidden */
  13903. _matrix: Matrix;
  13904. /**
  13905. * Create a new bone
  13906. * @param name defines the bone name
  13907. * @param skeleton defines the parent skeleton
  13908. * @param parentBone defines the parent (can be null if the bone is the root)
  13909. * @param localMatrix defines the local matrix
  13910. * @param restPose defines the rest pose matrix
  13911. * @param baseMatrix defines the base matrix
  13912. * @param index defines index of the bone in the hiearchy
  13913. */
  13914. constructor(
  13915. /**
  13916. * defines the bone name
  13917. */
  13918. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13919. /**
  13920. * Gets the current object class name.
  13921. * @return the class name
  13922. */
  13923. getClassName(): string;
  13924. /**
  13925. * Gets the parent skeleton
  13926. * @returns a skeleton
  13927. */
  13928. getSkeleton(): Skeleton;
  13929. /**
  13930. * Gets parent bone
  13931. * @returns a bone or null if the bone is the root of the bone hierarchy
  13932. */
  13933. getParent(): Nullable<Bone>;
  13934. /**
  13935. * Returns an array containing the root bones
  13936. * @returns an array containing the root bones
  13937. */
  13938. getChildren(): Array<Bone>;
  13939. /**
  13940. * Gets the node index in matrix array generated for rendering
  13941. * @returns the node index
  13942. */
  13943. getIndex(): number;
  13944. /**
  13945. * Sets the parent bone
  13946. * @param parent defines the parent (can be null if the bone is the root)
  13947. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13948. */
  13949. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13950. /**
  13951. * Gets the local matrix
  13952. * @returns a matrix
  13953. */
  13954. getLocalMatrix(): Matrix;
  13955. /**
  13956. * Gets the base matrix (initial matrix which remains unchanged)
  13957. * @returns a matrix
  13958. */
  13959. getBaseMatrix(): Matrix;
  13960. /**
  13961. * Gets the rest pose matrix
  13962. * @returns a matrix
  13963. */
  13964. getRestPose(): Matrix;
  13965. /**
  13966. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13967. */
  13968. getWorldMatrix(): Matrix;
  13969. /**
  13970. * Sets the local matrix to rest pose matrix
  13971. */
  13972. returnToRest(): void;
  13973. /**
  13974. * Gets the inverse of the absolute transform matrix.
  13975. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13976. * @returns a matrix
  13977. */
  13978. getInvertedAbsoluteTransform(): Matrix;
  13979. /**
  13980. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13981. * @returns a matrix
  13982. */
  13983. getAbsoluteTransform(): Matrix;
  13984. /**
  13985. * Links with the given transform node.
  13986. * The local matrix of this bone is copied from the transform node every frame.
  13987. * @param transformNode defines the transform node to link to
  13988. */
  13989. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13990. /**
  13991. * Gets the node used to drive the bone's transformation
  13992. * @returns a transform node or null
  13993. */
  13994. getTransformNode(): Nullable<TransformNode>;
  13995. /** Gets or sets current position (in local space) */
  13996. position: Vector3;
  13997. /** Gets or sets current rotation (in local space) */
  13998. rotation: Vector3;
  13999. /** Gets or sets current rotation quaternion (in local space) */
  14000. rotationQuaternion: Quaternion;
  14001. /** Gets or sets current scaling (in local space) */
  14002. scaling: Vector3;
  14003. /**
  14004. * Gets the animation properties override
  14005. */
  14006. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  14007. private _decompose;
  14008. private _compose;
  14009. /**
  14010. * Update the base and local matrices
  14011. * @param matrix defines the new base or local matrix
  14012. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  14013. * @param updateLocalMatrix defines if the local matrix should be updated
  14014. */
  14015. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  14016. /** @hidden */
  14017. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  14018. /**
  14019. * Flag the bone as dirty (Forcing it to update everything)
  14020. */
  14021. markAsDirty(): void;
  14022. /** @hidden */
  14023. _markAsDirtyAndCompose(): void;
  14024. private _markAsDirtyAndDecompose;
  14025. /**
  14026. * Translate the bone in local or world space
  14027. * @param vec The amount to translate the bone
  14028. * @param space The space that the translation is in
  14029. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14030. */
  14031. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14032. /**
  14033. * Set the postion of the bone in local or world space
  14034. * @param position The position to set the bone
  14035. * @param space The space that the position is in
  14036. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14037. */
  14038. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14039. /**
  14040. * Set the absolute position of the bone (world space)
  14041. * @param position The position to set the bone
  14042. * @param mesh The mesh that this bone is attached to
  14043. */
  14044. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  14045. /**
  14046. * Scale the bone on the x, y and z axes (in local space)
  14047. * @param x The amount to scale the bone on the x axis
  14048. * @param y The amount to scale the bone on the y axis
  14049. * @param z The amount to scale the bone on the z axis
  14050. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  14051. */
  14052. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  14053. /**
  14054. * Set the bone scaling in local space
  14055. * @param scale defines the scaling vector
  14056. */
  14057. setScale(scale: Vector3): void;
  14058. /**
  14059. * Gets the current scaling in local space
  14060. * @returns the current scaling vector
  14061. */
  14062. getScale(): Vector3;
  14063. /**
  14064. * Gets the current scaling in local space and stores it in a target vector
  14065. * @param result defines the target vector
  14066. */
  14067. getScaleToRef(result: Vector3): void;
  14068. /**
  14069. * Set the yaw, pitch, and roll of the bone in local or world space
  14070. * @param yaw The rotation of the bone on the y axis
  14071. * @param pitch The rotation of the bone on the x axis
  14072. * @param roll The rotation of the bone on the z axis
  14073. * @param space The space that the axes of rotation are in
  14074. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14075. */
  14076. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  14077. /**
  14078. * Add a rotation to the bone on an axis in local or world space
  14079. * @param axis The axis to rotate the bone on
  14080. * @param amount The amount to rotate the bone
  14081. * @param space The space that the axis is in
  14082. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14083. */
  14084. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  14085. /**
  14086. * Set the rotation of the bone to a particular axis angle in local or world space
  14087. * @param axis The axis to rotate the bone on
  14088. * @param angle The angle that the bone should be rotated to
  14089. * @param space The space that the axis is in
  14090. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14091. */
  14092. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  14093. /**
  14094. * Set the euler rotation of the bone in local of world space
  14095. * @param rotation The euler rotation that the bone should be set to
  14096. * @param space The space that the rotation is in
  14097. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14098. */
  14099. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14100. /**
  14101. * Set the quaternion rotation of the bone in local of world space
  14102. * @param quat The quaternion rotation that the bone should be set to
  14103. * @param space The space that the rotation is in
  14104. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14105. */
  14106. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  14107. /**
  14108. * Set the rotation matrix of the bone in local of world space
  14109. * @param rotMat The rotation matrix that the bone should be set to
  14110. * @param space The space that the rotation is in
  14111. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14112. */
  14113. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14114. private _rotateWithMatrix;
  14115. private _getNegativeRotationToRef;
  14116. /**
  14117. * Get the position of the bone in local or world space
  14118. * @param space The space that the returned position is in
  14119. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14120. * @returns The position of the bone
  14121. */
  14122. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14123. /**
  14124. * Copy the position of the bone to a vector3 in local or world space
  14125. * @param space The space that the returned position is in
  14126. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14127. * @param result The vector3 to copy the position to
  14128. */
  14129. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14130. /**
  14131. * Get the absolute position of the bone (world space)
  14132. * @param mesh The mesh that this bone is attached to
  14133. * @returns The absolute position of the bone
  14134. */
  14135. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14136. /**
  14137. * Copy the absolute position of the bone (world space) to the result param
  14138. * @param mesh The mesh that this bone is attached to
  14139. * @param result The vector3 to copy the absolute position to
  14140. */
  14141. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14142. /**
  14143. * Compute the absolute transforms of this bone and its children
  14144. */
  14145. computeAbsoluteTransforms(): void;
  14146. /**
  14147. * Get the world direction from an axis that is in the local space of the bone
  14148. * @param localAxis The local direction that is used to compute the world direction
  14149. * @param mesh The mesh that this bone is attached to
  14150. * @returns The world direction
  14151. */
  14152. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14153. /**
  14154. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14155. * @param localAxis The local direction that is used to compute the world direction
  14156. * @param mesh The mesh that this bone is attached to
  14157. * @param result The vector3 that the world direction will be copied to
  14158. */
  14159. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14160. /**
  14161. * Get the euler rotation of the bone in local or world space
  14162. * @param space The space that the rotation should be in
  14163. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14164. * @returns The euler rotation
  14165. */
  14166. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14167. /**
  14168. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14169. * @param space The space that the rotation should be in
  14170. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14171. * @param result The vector3 that the rotation should be copied to
  14172. */
  14173. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14174. /**
  14175. * Get the quaternion rotation of the bone in either local or world space
  14176. * @param space The space that the rotation should be in
  14177. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14178. * @returns The quaternion rotation
  14179. */
  14180. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14181. /**
  14182. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14183. * @param space The space that the rotation should be in
  14184. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14185. * @param result The quaternion that the rotation should be copied to
  14186. */
  14187. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14188. /**
  14189. * Get the rotation matrix of the bone in local or world space
  14190. * @param space The space that the rotation should be in
  14191. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14192. * @returns The rotation matrix
  14193. */
  14194. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14195. /**
  14196. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14197. * @param space The space that the rotation should be in
  14198. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14199. * @param result The quaternion that the rotation should be copied to
  14200. */
  14201. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14202. /**
  14203. * Get the world position of a point that is in the local space of the bone
  14204. * @param position The local position
  14205. * @param mesh The mesh that this bone is attached to
  14206. * @returns The world position
  14207. */
  14208. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14209. /**
  14210. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14211. * @param position The local position
  14212. * @param mesh The mesh that this bone is attached to
  14213. * @param result The vector3 that the world position should be copied to
  14214. */
  14215. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14216. /**
  14217. * Get the local position of a point that is in world space
  14218. * @param position The world position
  14219. * @param mesh The mesh that this bone is attached to
  14220. * @returns The local position
  14221. */
  14222. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14223. /**
  14224. * Get the local position of a point that is in world space and copy it to the result param
  14225. * @param position The world position
  14226. * @param mesh The mesh that this bone is attached to
  14227. * @param result The vector3 that the local position should be copied to
  14228. */
  14229. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14230. }
  14231. }
  14232. declare module "babylonjs/Meshes/transformNode" {
  14233. import { DeepImmutable } from "babylonjs/types";
  14234. import { Observable } from "babylonjs/Misc/observable";
  14235. import { Nullable } from "babylonjs/types";
  14236. import { Camera } from "babylonjs/Cameras/camera";
  14237. import { Scene } from "babylonjs/scene";
  14238. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14239. import { Node } from "babylonjs/node";
  14240. import { Bone } from "babylonjs/Bones/bone";
  14241. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14242. import { Space } from "babylonjs/Maths/math.axis";
  14243. /**
  14244. * 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.
  14245. * @see https://doc.babylonjs.com/how_to/transformnode
  14246. */
  14247. export class TransformNode extends Node {
  14248. /**
  14249. * Object will not rotate to face the camera
  14250. */
  14251. static BILLBOARDMODE_NONE: number;
  14252. /**
  14253. * Object will rotate to face the camera but only on the x axis
  14254. */
  14255. static BILLBOARDMODE_X: number;
  14256. /**
  14257. * Object will rotate to face the camera but only on the y axis
  14258. */
  14259. static BILLBOARDMODE_Y: number;
  14260. /**
  14261. * Object will rotate to face the camera but only on the z axis
  14262. */
  14263. static BILLBOARDMODE_Z: number;
  14264. /**
  14265. * Object will rotate to face the camera
  14266. */
  14267. static BILLBOARDMODE_ALL: number;
  14268. /**
  14269. * Object will rotate to face the camera's position instead of orientation
  14270. */
  14271. static BILLBOARDMODE_USE_POSITION: number;
  14272. private _forward;
  14273. private _forwardInverted;
  14274. private _up;
  14275. private _right;
  14276. private _rightInverted;
  14277. private _position;
  14278. private _rotation;
  14279. private _rotationQuaternion;
  14280. protected _scaling: Vector3;
  14281. protected _isDirty: boolean;
  14282. private _transformToBoneReferal;
  14283. private _isAbsoluteSynced;
  14284. private _billboardMode;
  14285. /**
  14286. * Gets or sets the billboard mode. Default is 0.
  14287. *
  14288. * | Value | Type | Description |
  14289. * | --- | --- | --- |
  14290. * | 0 | BILLBOARDMODE_NONE | |
  14291. * | 1 | BILLBOARDMODE_X | |
  14292. * | 2 | BILLBOARDMODE_Y | |
  14293. * | 4 | BILLBOARDMODE_Z | |
  14294. * | 7 | BILLBOARDMODE_ALL | |
  14295. *
  14296. */
  14297. billboardMode: number;
  14298. private _preserveParentRotationForBillboard;
  14299. /**
  14300. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14301. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14302. */
  14303. preserveParentRotationForBillboard: boolean;
  14304. /**
  14305. * 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
  14306. */
  14307. scalingDeterminant: number;
  14308. private _infiniteDistance;
  14309. /**
  14310. * Gets or sets the distance of the object to max, often used by skybox
  14311. */
  14312. infiniteDistance: boolean;
  14313. /**
  14314. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14315. * By default the system will update normals to compensate
  14316. */
  14317. ignoreNonUniformScaling: boolean;
  14318. /**
  14319. * 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
  14320. */
  14321. reIntegrateRotationIntoRotationQuaternion: boolean;
  14322. /** @hidden */
  14323. _poseMatrix: Nullable<Matrix>;
  14324. /** @hidden */
  14325. _localMatrix: Matrix;
  14326. private _usePivotMatrix;
  14327. private _absolutePosition;
  14328. private _absoluteScaling;
  14329. private _absoluteRotationQuaternion;
  14330. private _pivotMatrix;
  14331. private _pivotMatrixInverse;
  14332. protected _postMultiplyPivotMatrix: boolean;
  14333. protected _isWorldMatrixFrozen: boolean;
  14334. /** @hidden */
  14335. _indexInSceneTransformNodesArray: number;
  14336. /**
  14337. * An event triggered after the world matrix is updated
  14338. */
  14339. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14340. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14341. /**
  14342. * Gets a string identifying the name of the class
  14343. * @returns "TransformNode" string
  14344. */
  14345. getClassName(): string;
  14346. /**
  14347. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14348. */
  14349. position: Vector3;
  14350. /**
  14351. * 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)).
  14352. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14353. */
  14354. rotation: Vector3;
  14355. /**
  14356. * 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)).
  14357. */
  14358. scaling: Vector3;
  14359. /**
  14360. * 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).
  14361. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14362. */
  14363. rotationQuaternion: Nullable<Quaternion>;
  14364. /**
  14365. * The forward direction of that transform in world space.
  14366. */
  14367. readonly forward: Vector3;
  14368. /**
  14369. * The up direction of that transform in world space.
  14370. */
  14371. readonly up: Vector3;
  14372. /**
  14373. * The right direction of that transform in world space.
  14374. */
  14375. readonly right: Vector3;
  14376. /**
  14377. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14378. * @param matrix the matrix to copy the pose from
  14379. * @returns this TransformNode.
  14380. */
  14381. updatePoseMatrix(matrix: Matrix): TransformNode;
  14382. /**
  14383. * Returns the mesh Pose matrix.
  14384. * @returns the pose matrix
  14385. */
  14386. getPoseMatrix(): Matrix;
  14387. /** @hidden */
  14388. _isSynchronized(): boolean;
  14389. /** @hidden */
  14390. _initCache(): void;
  14391. /**
  14392. * Flag the transform node as dirty (Forcing it to update everything)
  14393. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14394. * @returns this transform node
  14395. */
  14396. markAsDirty(property: string): TransformNode;
  14397. /**
  14398. * Returns the current mesh absolute position.
  14399. * Returns a Vector3.
  14400. */
  14401. readonly absolutePosition: Vector3;
  14402. /**
  14403. * Returns the current mesh absolute scaling.
  14404. * Returns a Vector3.
  14405. */
  14406. readonly absoluteScaling: Vector3;
  14407. /**
  14408. * Returns the current mesh absolute rotation.
  14409. * Returns a Quaternion.
  14410. */
  14411. readonly absoluteRotationQuaternion: Quaternion;
  14412. /**
  14413. * Sets a new matrix to apply before all other transformation
  14414. * @param matrix defines the transform matrix
  14415. * @returns the current TransformNode
  14416. */
  14417. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14418. /**
  14419. * Sets a new pivot matrix to the current node
  14420. * @param matrix defines the new pivot matrix to use
  14421. * @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
  14422. * @returns the current TransformNode
  14423. */
  14424. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14425. /**
  14426. * Returns the mesh pivot matrix.
  14427. * Default : Identity.
  14428. * @returns the matrix
  14429. */
  14430. getPivotMatrix(): Matrix;
  14431. /**
  14432. * Instantiate (when possible) or clone that node with its hierarchy
  14433. * @param newParent defines the new parent to use for the instance (or clone)
  14434. * @param options defines options to configure how copy is done
  14435. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14436. * @returns an instance (or a clone) of the current node with its hiearchy
  14437. */
  14438. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14439. doNotInstantiate: boolean;
  14440. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14441. /**
  14442. * Prevents the World matrix to be computed any longer
  14443. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14444. * @returns the TransformNode.
  14445. */
  14446. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14447. /**
  14448. * Allows back the World matrix computation.
  14449. * @returns the TransformNode.
  14450. */
  14451. unfreezeWorldMatrix(): this;
  14452. /**
  14453. * True if the World matrix has been frozen.
  14454. */
  14455. readonly isWorldMatrixFrozen: boolean;
  14456. /**
  14457. * Retuns the mesh absolute position in the World.
  14458. * @returns a Vector3.
  14459. */
  14460. getAbsolutePosition(): Vector3;
  14461. /**
  14462. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14463. * @param absolutePosition the absolute position to set
  14464. * @returns the TransformNode.
  14465. */
  14466. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14467. /**
  14468. * Sets the mesh position in its local space.
  14469. * @param vector3 the position to set in localspace
  14470. * @returns the TransformNode.
  14471. */
  14472. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14473. /**
  14474. * Returns the mesh position in the local space from the current World matrix values.
  14475. * @returns a new Vector3.
  14476. */
  14477. getPositionExpressedInLocalSpace(): Vector3;
  14478. /**
  14479. * Translates the mesh along the passed Vector3 in its local space.
  14480. * @param vector3 the distance to translate in localspace
  14481. * @returns the TransformNode.
  14482. */
  14483. locallyTranslate(vector3: Vector3): TransformNode;
  14484. private static _lookAtVectorCache;
  14485. /**
  14486. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14487. * @param targetPoint the position (must be in same space as current mesh) to look at
  14488. * @param yawCor optional yaw (y-axis) correction in radians
  14489. * @param pitchCor optional pitch (x-axis) correction in radians
  14490. * @param rollCor optional roll (z-axis) correction in radians
  14491. * @param space the choosen space of the target
  14492. * @returns the TransformNode.
  14493. */
  14494. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14495. /**
  14496. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14497. * This Vector3 is expressed in the World space.
  14498. * @param localAxis axis to rotate
  14499. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14500. */
  14501. getDirection(localAxis: Vector3): Vector3;
  14502. /**
  14503. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14504. * localAxis is expressed in the mesh local space.
  14505. * result is computed in the Wordl space from the mesh World matrix.
  14506. * @param localAxis axis to rotate
  14507. * @param result the resulting transformnode
  14508. * @returns this TransformNode.
  14509. */
  14510. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14511. /**
  14512. * Sets this transform node rotation to the given local axis.
  14513. * @param localAxis the axis in local space
  14514. * @param yawCor optional yaw (y-axis) correction in radians
  14515. * @param pitchCor optional pitch (x-axis) correction in radians
  14516. * @param rollCor optional roll (z-axis) correction in radians
  14517. * @returns this TransformNode
  14518. */
  14519. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14520. /**
  14521. * Sets a new pivot point to the current node
  14522. * @param point defines the new pivot point to use
  14523. * @param space defines if the point is in world or local space (local by default)
  14524. * @returns the current TransformNode
  14525. */
  14526. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14527. /**
  14528. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14529. * @returns the pivot point
  14530. */
  14531. getPivotPoint(): Vector3;
  14532. /**
  14533. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14534. * @param result the vector3 to store the result
  14535. * @returns this TransformNode.
  14536. */
  14537. getPivotPointToRef(result: Vector3): TransformNode;
  14538. /**
  14539. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14540. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14541. */
  14542. getAbsolutePivotPoint(): Vector3;
  14543. /**
  14544. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14545. * @param result vector3 to store the result
  14546. * @returns this TransformNode.
  14547. */
  14548. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14549. /**
  14550. * Defines the passed node as the parent of the current node.
  14551. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14552. * @see https://doc.babylonjs.com/how_to/parenting
  14553. * @param node the node ot set as the parent
  14554. * @returns this TransformNode.
  14555. */
  14556. setParent(node: Nullable<Node>): TransformNode;
  14557. private _nonUniformScaling;
  14558. /**
  14559. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14560. */
  14561. readonly nonUniformScaling: boolean;
  14562. /** @hidden */
  14563. _updateNonUniformScalingState(value: boolean): boolean;
  14564. /**
  14565. * Attach the current TransformNode to another TransformNode associated with a bone
  14566. * @param bone Bone affecting the TransformNode
  14567. * @param affectedTransformNode TransformNode associated with the bone
  14568. * @returns this object
  14569. */
  14570. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14571. /**
  14572. * Detach the transform node if its associated with a bone
  14573. * @returns this object
  14574. */
  14575. detachFromBone(): TransformNode;
  14576. private static _rotationAxisCache;
  14577. /**
  14578. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14579. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14580. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14581. * The passed axis is also normalized.
  14582. * @param axis the axis to rotate around
  14583. * @param amount the amount to rotate in radians
  14584. * @param space Space to rotate in (Default: local)
  14585. * @returns the TransformNode.
  14586. */
  14587. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14588. /**
  14589. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14590. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14591. * The passed axis is also normalized. .
  14592. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14593. * @param point the point to rotate around
  14594. * @param axis the axis to rotate around
  14595. * @param amount the amount to rotate in radians
  14596. * @returns the TransformNode
  14597. */
  14598. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14599. /**
  14600. * Translates the mesh along the axis vector for the passed distance in the given space.
  14601. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14602. * @param axis the axis to translate in
  14603. * @param distance the distance to translate
  14604. * @param space Space to rotate in (Default: local)
  14605. * @returns the TransformNode.
  14606. */
  14607. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14608. /**
  14609. * Adds a rotation step to the mesh current rotation.
  14610. * x, y, z are Euler angles expressed in radians.
  14611. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14612. * This means this rotation is made in the mesh local space only.
  14613. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14614. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14615. * ```javascript
  14616. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14617. * ```
  14618. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14619. * 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.
  14620. * @param x Rotation to add
  14621. * @param y Rotation to add
  14622. * @param z Rotation to add
  14623. * @returns the TransformNode.
  14624. */
  14625. addRotation(x: number, y: number, z: number): TransformNode;
  14626. /**
  14627. * @hidden
  14628. */
  14629. protected _getEffectiveParent(): Nullable<Node>;
  14630. /**
  14631. * Computes the world matrix of the node
  14632. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14633. * @returns the world matrix
  14634. */
  14635. computeWorldMatrix(force?: boolean): Matrix;
  14636. protected _afterComputeWorldMatrix(): void;
  14637. /**
  14638. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14639. * @param func callback function to add
  14640. *
  14641. * @returns the TransformNode.
  14642. */
  14643. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14644. /**
  14645. * Removes a registered callback function.
  14646. * @param func callback function to remove
  14647. * @returns the TransformNode.
  14648. */
  14649. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14650. /**
  14651. * Gets the position of the current mesh in camera space
  14652. * @param camera defines the camera to use
  14653. * @returns a position
  14654. */
  14655. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14656. /**
  14657. * Returns the distance from the mesh to the active camera
  14658. * @param camera defines the camera to use
  14659. * @returns the distance
  14660. */
  14661. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14662. /**
  14663. * Clone the current transform node
  14664. * @param name Name of the new clone
  14665. * @param newParent New parent for the clone
  14666. * @param doNotCloneChildren Do not clone children hierarchy
  14667. * @returns the new transform node
  14668. */
  14669. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14670. /**
  14671. * Serializes the objects information.
  14672. * @param currentSerializationObject defines the object to serialize in
  14673. * @returns the serialized object
  14674. */
  14675. serialize(currentSerializationObject?: any): any;
  14676. /**
  14677. * Returns a new TransformNode object parsed from the source provided.
  14678. * @param parsedTransformNode is the source.
  14679. * @param scene the scne the object belongs to
  14680. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14681. * @returns a new TransformNode object parsed from the source provided.
  14682. */
  14683. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14684. /**
  14685. * Get all child-transformNodes of this node
  14686. * @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
  14687. * @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
  14688. * @returns an array of TransformNode
  14689. */
  14690. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14691. /**
  14692. * Releases resources associated with this transform node.
  14693. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14694. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14695. */
  14696. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14697. /**
  14698. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14699. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14700. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14701. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14702. * @returns the current mesh
  14703. */
  14704. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14705. private _syncAbsoluteScalingAndRotation;
  14706. }
  14707. }
  14708. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14709. import { Observable } from "babylonjs/Misc/observable";
  14710. import { Nullable } from "babylonjs/types";
  14711. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14712. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14713. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14714. import { Ray } from "babylonjs/Culling/ray";
  14715. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14716. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14717. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14718. /**
  14719. * Defines the types of pose enabled controllers that are supported
  14720. */
  14721. export enum PoseEnabledControllerType {
  14722. /**
  14723. * HTC Vive
  14724. */
  14725. VIVE = 0,
  14726. /**
  14727. * Oculus Rift
  14728. */
  14729. OCULUS = 1,
  14730. /**
  14731. * Windows mixed reality
  14732. */
  14733. WINDOWS = 2,
  14734. /**
  14735. * Samsung gear VR
  14736. */
  14737. GEAR_VR = 3,
  14738. /**
  14739. * Google Daydream
  14740. */
  14741. DAYDREAM = 4,
  14742. /**
  14743. * Generic
  14744. */
  14745. GENERIC = 5
  14746. }
  14747. /**
  14748. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14749. */
  14750. export interface MutableGamepadButton {
  14751. /**
  14752. * Value of the button/trigger
  14753. */
  14754. value: number;
  14755. /**
  14756. * If the button/trigger is currently touched
  14757. */
  14758. touched: boolean;
  14759. /**
  14760. * If the button/trigger is currently pressed
  14761. */
  14762. pressed: boolean;
  14763. }
  14764. /**
  14765. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14766. * @hidden
  14767. */
  14768. export interface ExtendedGamepadButton extends GamepadButton {
  14769. /**
  14770. * If the button/trigger is currently pressed
  14771. */
  14772. readonly pressed: boolean;
  14773. /**
  14774. * If the button/trigger is currently touched
  14775. */
  14776. readonly touched: boolean;
  14777. /**
  14778. * Value of the button/trigger
  14779. */
  14780. readonly value: number;
  14781. }
  14782. /** @hidden */
  14783. export interface _GamePadFactory {
  14784. /**
  14785. * Returns wether or not the current gamepad can be created for this type of controller.
  14786. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14787. * @returns true if it can be created, otherwise false
  14788. */
  14789. canCreate(gamepadInfo: any): boolean;
  14790. /**
  14791. * Creates a new instance of the Gamepad.
  14792. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14793. * @returns the new gamepad instance
  14794. */
  14795. create(gamepadInfo: any): Gamepad;
  14796. }
  14797. /**
  14798. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14799. */
  14800. export class PoseEnabledControllerHelper {
  14801. /** @hidden */
  14802. static _ControllerFactories: _GamePadFactory[];
  14803. /** @hidden */
  14804. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14805. /**
  14806. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14807. * @param vrGamepad the gamepad to initialized
  14808. * @returns a vr controller of the type the gamepad identified as
  14809. */
  14810. static InitiateController(vrGamepad: any): Gamepad;
  14811. }
  14812. /**
  14813. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14814. */
  14815. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14816. /**
  14817. * If the controller is used in a webXR session
  14818. */
  14819. isXR: boolean;
  14820. private _deviceRoomPosition;
  14821. private _deviceRoomRotationQuaternion;
  14822. /**
  14823. * The device position in babylon space
  14824. */
  14825. devicePosition: Vector3;
  14826. /**
  14827. * The device rotation in babylon space
  14828. */
  14829. deviceRotationQuaternion: Quaternion;
  14830. /**
  14831. * The scale factor of the device in babylon space
  14832. */
  14833. deviceScaleFactor: number;
  14834. /**
  14835. * (Likely devicePosition should be used instead) The device position in its room space
  14836. */
  14837. position: Vector3;
  14838. /**
  14839. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14840. */
  14841. rotationQuaternion: Quaternion;
  14842. /**
  14843. * The type of controller (Eg. Windows mixed reality)
  14844. */
  14845. controllerType: PoseEnabledControllerType;
  14846. protected _calculatedPosition: Vector3;
  14847. private _calculatedRotation;
  14848. /**
  14849. * The raw pose from the device
  14850. */
  14851. rawPose: DevicePose;
  14852. private _trackPosition;
  14853. private _maxRotationDistFromHeadset;
  14854. private _draggedRoomRotation;
  14855. /**
  14856. * @hidden
  14857. */
  14858. _disableTrackPosition(fixedPosition: Vector3): void;
  14859. /**
  14860. * Internal, the mesh attached to the controller
  14861. * @hidden
  14862. */
  14863. _mesh: Nullable<AbstractMesh>;
  14864. private _poseControlledCamera;
  14865. private _leftHandSystemQuaternion;
  14866. /**
  14867. * Internal, matrix used to convert room space to babylon space
  14868. * @hidden
  14869. */
  14870. _deviceToWorld: Matrix;
  14871. /**
  14872. * Node to be used when casting a ray from the controller
  14873. * @hidden
  14874. */
  14875. _pointingPoseNode: Nullable<TransformNode>;
  14876. /**
  14877. * Name of the child mesh that can be used to cast a ray from the controller
  14878. */
  14879. static readonly POINTING_POSE: string;
  14880. /**
  14881. * Creates a new PoseEnabledController from a gamepad
  14882. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14883. */
  14884. constructor(browserGamepad: any);
  14885. private _workingMatrix;
  14886. /**
  14887. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14888. */
  14889. update(): void;
  14890. /**
  14891. * Updates only the pose device and mesh without doing any button event checking
  14892. */
  14893. protected _updatePoseAndMesh(): void;
  14894. /**
  14895. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14896. * @param poseData raw pose fromthe device
  14897. */
  14898. updateFromDevice(poseData: DevicePose): void;
  14899. /**
  14900. * @hidden
  14901. */
  14902. _meshAttachedObservable: Observable<AbstractMesh>;
  14903. /**
  14904. * Attaches a mesh to the controller
  14905. * @param mesh the mesh to be attached
  14906. */
  14907. attachToMesh(mesh: AbstractMesh): void;
  14908. /**
  14909. * Attaches the controllers mesh to a camera
  14910. * @param camera the camera the mesh should be attached to
  14911. */
  14912. attachToPoseControlledCamera(camera: TargetCamera): void;
  14913. /**
  14914. * Disposes of the controller
  14915. */
  14916. dispose(): void;
  14917. /**
  14918. * The mesh that is attached to the controller
  14919. */
  14920. readonly mesh: Nullable<AbstractMesh>;
  14921. /**
  14922. * Gets the ray of the controller in the direction the controller is pointing
  14923. * @param length the length the resulting ray should be
  14924. * @returns a ray in the direction the controller is pointing
  14925. */
  14926. getForwardRay(length?: number): Ray;
  14927. }
  14928. }
  14929. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14930. import { Observable } from "babylonjs/Misc/observable";
  14931. import { Scene } from "babylonjs/scene";
  14932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14933. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14934. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14935. import { Nullable } from "babylonjs/types";
  14936. /**
  14937. * Defines the WebVRController object that represents controllers tracked in 3D space
  14938. */
  14939. export abstract class WebVRController extends PoseEnabledController {
  14940. /**
  14941. * Internal, the default controller model for the controller
  14942. */
  14943. protected _defaultModel: Nullable<AbstractMesh>;
  14944. /**
  14945. * Fired when the trigger state has changed
  14946. */
  14947. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14948. /**
  14949. * Fired when the main button state has changed
  14950. */
  14951. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14952. /**
  14953. * Fired when the secondary button state has changed
  14954. */
  14955. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14956. /**
  14957. * Fired when the pad state has changed
  14958. */
  14959. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14960. /**
  14961. * Fired when controllers stick values have changed
  14962. */
  14963. onPadValuesChangedObservable: Observable<StickValues>;
  14964. /**
  14965. * Array of button availible on the controller
  14966. */
  14967. protected _buttons: Array<MutableGamepadButton>;
  14968. private _onButtonStateChange;
  14969. /**
  14970. * Fired when a controller button's state has changed
  14971. * @param callback the callback containing the button that was modified
  14972. */
  14973. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14974. /**
  14975. * X and Y axis corresponding to the controllers joystick
  14976. */
  14977. pad: StickValues;
  14978. /**
  14979. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14980. */
  14981. hand: string;
  14982. /**
  14983. * The default controller model for the controller
  14984. */
  14985. readonly defaultModel: Nullable<AbstractMesh>;
  14986. /**
  14987. * Creates a new WebVRController from a gamepad
  14988. * @param vrGamepad the gamepad that the WebVRController should be created from
  14989. */
  14990. constructor(vrGamepad: any);
  14991. /**
  14992. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14993. */
  14994. update(): void;
  14995. /**
  14996. * Function to be called when a button is modified
  14997. */
  14998. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14999. /**
  15000. * Loads a mesh and attaches it to the controller
  15001. * @param scene the scene the mesh should be added to
  15002. * @param meshLoaded callback for when the mesh has been loaded
  15003. */
  15004. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  15005. private _setButtonValue;
  15006. private _changes;
  15007. private _checkChanges;
  15008. /**
  15009. * Disposes of th webVRCOntroller
  15010. */
  15011. dispose(): void;
  15012. }
  15013. }
  15014. declare module "babylonjs/Lights/hemisphericLight" {
  15015. import { Nullable } from "babylonjs/types";
  15016. import { Scene } from "babylonjs/scene";
  15017. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15018. import { Color3 } from "babylonjs/Maths/math.color";
  15019. import { Effect } from "babylonjs/Materials/effect";
  15020. import { Light } from "babylonjs/Lights/light";
  15021. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  15022. /**
  15023. * The HemisphericLight simulates the ambient environment light,
  15024. * so the passed direction is the light reflection direction, not the incoming direction.
  15025. */
  15026. export class HemisphericLight extends Light {
  15027. /**
  15028. * The groundColor is the light in the opposite direction to the one specified during creation.
  15029. * 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.
  15030. */
  15031. groundColor: Color3;
  15032. /**
  15033. * The light reflection direction, not the incoming direction.
  15034. */
  15035. direction: Vector3;
  15036. /**
  15037. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  15038. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  15039. * The HemisphericLight can't cast shadows.
  15040. * Documentation : https://doc.babylonjs.com/babylon101/lights
  15041. * @param name The friendly name of the light
  15042. * @param direction The direction of the light reflection
  15043. * @param scene The scene the light belongs to
  15044. */
  15045. constructor(name: string, direction: Vector3, scene: Scene);
  15046. protected _buildUniformLayout(): void;
  15047. /**
  15048. * Returns the string "HemisphericLight".
  15049. * @return The class name
  15050. */
  15051. getClassName(): string;
  15052. /**
  15053. * Sets the HemisphericLight direction towards the passed target (Vector3).
  15054. * Returns the updated direction.
  15055. * @param target The target the direction should point to
  15056. * @return The computed direction
  15057. */
  15058. setDirectionToTarget(target: Vector3): Vector3;
  15059. /**
  15060. * Returns the shadow generator associated to the light.
  15061. * @returns Always null for hemispheric lights because it does not support shadows.
  15062. */
  15063. getShadowGenerator(): Nullable<IShadowGenerator>;
  15064. /**
  15065. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  15066. * @param effect The effect to update
  15067. * @param lightIndex The index of the light in the effect to update
  15068. * @returns The hemispheric light
  15069. */
  15070. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  15071. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  15072. /**
  15073. * Computes the world matrix of the node
  15074. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  15075. * @param useWasUpdatedFlag defines a reserved property
  15076. * @returns the world matrix
  15077. */
  15078. computeWorldMatrix(): Matrix;
  15079. /**
  15080. * Returns the integer 3.
  15081. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  15082. */
  15083. getTypeID(): number;
  15084. /**
  15085. * Prepares the list of defines specific to the light type.
  15086. * @param defines the list of defines
  15087. * @param lightIndex defines the index of the light for the effect
  15088. */
  15089. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  15090. }
  15091. }
  15092. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  15093. /** @hidden */
  15094. export var vrMultiviewToSingleviewPixelShader: {
  15095. name: string;
  15096. shader: string;
  15097. };
  15098. }
  15099. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  15100. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15101. import { Scene } from "babylonjs/scene";
  15102. /**
  15103. * Renders to multiple views with a single draw call
  15104. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  15105. */
  15106. export class MultiviewRenderTarget extends RenderTargetTexture {
  15107. /**
  15108. * Creates a multiview render target
  15109. * @param scene scene used with the render target
  15110. * @param size the size of the render target (used for each view)
  15111. */
  15112. constructor(scene: Scene, size?: number | {
  15113. width: number;
  15114. height: number;
  15115. } | {
  15116. ratio: number;
  15117. });
  15118. /**
  15119. * @hidden
  15120. * @param faceIndex the face index, if its a cube texture
  15121. */
  15122. _bindFrameBuffer(faceIndex?: number): void;
  15123. /**
  15124. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15125. * @returns the view count
  15126. */
  15127. getViewCount(): number;
  15128. }
  15129. }
  15130. declare module "babylonjs/Maths/math.frustum" {
  15131. import { Matrix } from "babylonjs/Maths/math.vector";
  15132. import { DeepImmutable } from "babylonjs/types";
  15133. import { Plane } from "babylonjs/Maths/math.plane";
  15134. /**
  15135. * Represents a camera frustum
  15136. */
  15137. export class Frustum {
  15138. /**
  15139. * Gets the planes representing the frustum
  15140. * @param transform matrix to be applied to the returned planes
  15141. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15142. */
  15143. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15144. /**
  15145. * Gets the near frustum plane transformed by the transform matrix
  15146. * @param transform transformation matrix to be applied to the resulting frustum plane
  15147. * @param frustumPlane the resuling frustum plane
  15148. */
  15149. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15150. /**
  15151. * Gets the far frustum plane transformed by the transform matrix
  15152. * @param transform transformation matrix to be applied to the resulting frustum plane
  15153. * @param frustumPlane the resuling frustum plane
  15154. */
  15155. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15156. /**
  15157. * Gets the left frustum plane transformed by the transform matrix
  15158. * @param transform transformation matrix to be applied to the resulting frustum plane
  15159. * @param frustumPlane the resuling frustum plane
  15160. */
  15161. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15162. /**
  15163. * Gets the right frustum plane transformed by the transform matrix
  15164. * @param transform transformation matrix to be applied to the resulting frustum plane
  15165. * @param frustumPlane the resuling frustum plane
  15166. */
  15167. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15168. /**
  15169. * Gets the top frustum plane transformed by the transform matrix
  15170. * @param transform transformation matrix to be applied to the resulting frustum plane
  15171. * @param frustumPlane the resuling frustum plane
  15172. */
  15173. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15174. /**
  15175. * Gets the bottom frustum plane transformed by the transform matrix
  15176. * @param transform transformation matrix to be applied to the resulting frustum plane
  15177. * @param frustumPlane the resuling frustum plane
  15178. */
  15179. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15180. /**
  15181. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15182. * @param transform transformation matrix to be applied to the resulting frustum planes
  15183. * @param frustumPlanes the resuling frustum planes
  15184. */
  15185. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15186. }
  15187. }
  15188. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15189. import { Camera } from "babylonjs/Cameras/camera";
  15190. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15191. import { Nullable } from "babylonjs/types";
  15192. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15193. import { Matrix } from "babylonjs/Maths/math.vector";
  15194. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15195. module "babylonjs/Engines/engine" {
  15196. interface Engine {
  15197. /**
  15198. * Creates a new multiview render target
  15199. * @param width defines the width of the texture
  15200. * @param height defines the height of the texture
  15201. * @returns the created multiview texture
  15202. */
  15203. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15204. /**
  15205. * Binds a multiview framebuffer to be drawn to
  15206. * @param multiviewTexture texture to bind
  15207. */
  15208. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15209. }
  15210. }
  15211. module "babylonjs/Cameras/camera" {
  15212. interface Camera {
  15213. /**
  15214. * @hidden
  15215. * 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)
  15216. */
  15217. _useMultiviewToSingleView: boolean;
  15218. /**
  15219. * @hidden
  15220. * 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)
  15221. */
  15222. _multiviewTexture: Nullable<RenderTargetTexture>;
  15223. /**
  15224. * @hidden
  15225. * ensures the multiview texture of the camera exists and has the specified width/height
  15226. * @param width height to set on the multiview texture
  15227. * @param height width to set on the multiview texture
  15228. */
  15229. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15230. }
  15231. }
  15232. module "babylonjs/scene" {
  15233. interface Scene {
  15234. /** @hidden */
  15235. _transformMatrixR: Matrix;
  15236. /** @hidden */
  15237. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15238. /** @hidden */
  15239. _createMultiviewUbo(): void;
  15240. /** @hidden */
  15241. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15242. /** @hidden */
  15243. _renderMultiviewToSingleView(camera: Camera): void;
  15244. }
  15245. }
  15246. }
  15247. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15248. import { Camera } from "babylonjs/Cameras/camera";
  15249. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15250. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15251. import "babylonjs/Engines/Extensions/engine.multiview";
  15252. /**
  15253. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15254. * This will not be used for webXR as it supports displaying texture arrays directly
  15255. */
  15256. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15257. /**
  15258. * Initializes a VRMultiviewToSingleview
  15259. * @param name name of the post process
  15260. * @param camera camera to be applied to
  15261. * @param scaleFactor scaling factor to the size of the output texture
  15262. */
  15263. constructor(name: string, camera: Camera, scaleFactor: number);
  15264. }
  15265. }
  15266. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15267. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15268. import { Nullable } from "babylonjs/types";
  15269. import { Size } from "babylonjs/Maths/math.size";
  15270. import { Observable } from "babylonjs/Misc/observable";
  15271. import { WebVROptions } from "babylonjs/Cameras/VR/webVRCamera";
  15272. /**
  15273. * Interface used to define additional presentation attributes
  15274. */
  15275. export interface IVRPresentationAttributes {
  15276. /**
  15277. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15278. */
  15279. highRefreshRate: boolean;
  15280. /**
  15281. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15282. */
  15283. foveationLevel: number;
  15284. }
  15285. module "babylonjs/Engines/engine" {
  15286. interface Engine {
  15287. /** @hidden */
  15288. _vrDisplay: any;
  15289. /** @hidden */
  15290. _vrSupported: boolean;
  15291. /** @hidden */
  15292. _oldSize: Size;
  15293. /** @hidden */
  15294. _oldHardwareScaleFactor: number;
  15295. /** @hidden */
  15296. _vrExclusivePointerMode: boolean;
  15297. /** @hidden */
  15298. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15299. /** @hidden */
  15300. _onVRDisplayPointerRestricted: () => void;
  15301. /** @hidden */
  15302. _onVRDisplayPointerUnrestricted: () => void;
  15303. /** @hidden */
  15304. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15305. /** @hidden */
  15306. _onVrDisplayDisconnect: Nullable<() => void>;
  15307. /** @hidden */
  15308. _onVrDisplayPresentChange: Nullable<() => void>;
  15309. /**
  15310. * Observable signaled when VR display mode changes
  15311. */
  15312. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15313. /**
  15314. * Observable signaled when VR request present is complete
  15315. */
  15316. onVRRequestPresentComplete: Observable<boolean>;
  15317. /**
  15318. * Observable signaled when VR request present starts
  15319. */
  15320. onVRRequestPresentStart: Observable<Engine>;
  15321. /**
  15322. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15323. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15324. */
  15325. isInVRExclusivePointerMode: boolean;
  15326. /**
  15327. * Gets a boolean indicating if a webVR device was detected
  15328. * @returns true if a webVR device was detected
  15329. */
  15330. isVRDevicePresent(): boolean;
  15331. /**
  15332. * Gets the current webVR device
  15333. * @returns the current webVR device (or null)
  15334. */
  15335. getVRDevice(): any;
  15336. /**
  15337. * Initializes a webVR display and starts listening to display change events
  15338. * The onVRDisplayChangedObservable will be notified upon these changes
  15339. * @returns A promise containing a VRDisplay and if vr is supported
  15340. */
  15341. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15342. /** @hidden */
  15343. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15344. /**
  15345. * Gets or sets the presentation attributes used to configure VR rendering
  15346. */
  15347. vrPresentationAttributes?: IVRPresentationAttributes;
  15348. /**
  15349. * Call this function to switch to webVR mode
  15350. * Will do nothing if webVR is not supported or if there is no webVR device
  15351. * @param options the webvr options provided to the camera. mainly used for multiview
  15352. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15353. */
  15354. enableVR(options: WebVROptions): void;
  15355. /** @hidden */
  15356. _onVRFullScreenTriggered(): void;
  15357. }
  15358. }
  15359. }
  15360. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15361. import { Nullable } from "babylonjs/types";
  15362. import { Observable } from "babylonjs/Misc/observable";
  15363. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15364. import { Scene } from "babylonjs/scene";
  15365. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15366. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15367. import { Node } from "babylonjs/node";
  15368. import { Ray } from "babylonjs/Culling/ray";
  15369. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15370. import "babylonjs/Engines/Extensions/engine.webVR";
  15371. /**
  15372. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15373. * IMPORTANT!! The data is right-hand data.
  15374. * @export
  15375. * @interface DevicePose
  15376. */
  15377. export interface DevicePose {
  15378. /**
  15379. * The position of the device, values in array are [x,y,z].
  15380. */
  15381. readonly position: Nullable<Float32Array>;
  15382. /**
  15383. * The linearVelocity of the device, values in array are [x,y,z].
  15384. */
  15385. readonly linearVelocity: Nullable<Float32Array>;
  15386. /**
  15387. * The linearAcceleration of the device, values in array are [x,y,z].
  15388. */
  15389. readonly linearAcceleration: Nullable<Float32Array>;
  15390. /**
  15391. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15392. */
  15393. readonly orientation: Nullable<Float32Array>;
  15394. /**
  15395. * The angularVelocity of the device, values in array are [x,y,z].
  15396. */
  15397. readonly angularVelocity: Nullable<Float32Array>;
  15398. /**
  15399. * The angularAcceleration of the device, values in array are [x,y,z].
  15400. */
  15401. readonly angularAcceleration: Nullable<Float32Array>;
  15402. }
  15403. /**
  15404. * Interface representing a pose controlled object in Babylon.
  15405. * A pose controlled object has both regular pose values as well as pose values
  15406. * from an external device such as a VR head mounted display
  15407. */
  15408. export interface PoseControlled {
  15409. /**
  15410. * The position of the object in babylon space.
  15411. */
  15412. position: Vector3;
  15413. /**
  15414. * The rotation quaternion of the object in babylon space.
  15415. */
  15416. rotationQuaternion: Quaternion;
  15417. /**
  15418. * The position of the device in babylon space.
  15419. */
  15420. devicePosition?: Vector3;
  15421. /**
  15422. * The rotation quaternion of the device in babylon space.
  15423. */
  15424. deviceRotationQuaternion: Quaternion;
  15425. /**
  15426. * The raw pose coming from the device.
  15427. */
  15428. rawPose: Nullable<DevicePose>;
  15429. /**
  15430. * The scale of the device to be used when translating from device space to babylon space.
  15431. */
  15432. deviceScaleFactor: number;
  15433. /**
  15434. * Updates the poseControlled values based on the input device pose.
  15435. * @param poseData the pose data to update the object with
  15436. */
  15437. updateFromDevice(poseData: DevicePose): void;
  15438. }
  15439. /**
  15440. * Set of options to customize the webVRCamera
  15441. */
  15442. export interface WebVROptions {
  15443. /**
  15444. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15445. */
  15446. trackPosition?: boolean;
  15447. /**
  15448. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15449. */
  15450. positionScale?: number;
  15451. /**
  15452. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15453. */
  15454. displayName?: string;
  15455. /**
  15456. * Should the native controller meshes be initialized. (default: true)
  15457. */
  15458. controllerMeshes?: boolean;
  15459. /**
  15460. * Creating a default HemiLight only on controllers. (default: true)
  15461. */
  15462. defaultLightingOnControllers?: boolean;
  15463. /**
  15464. * If you don't want to use the default VR button of the helper. (default: false)
  15465. */
  15466. useCustomVRButton?: boolean;
  15467. /**
  15468. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15469. */
  15470. customVRButton?: HTMLButtonElement;
  15471. /**
  15472. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15473. */
  15474. rayLength?: number;
  15475. /**
  15476. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15477. */
  15478. defaultHeight?: number;
  15479. /**
  15480. * If multiview should be used if availible (default: false)
  15481. */
  15482. useMultiview?: boolean;
  15483. }
  15484. /**
  15485. * This represents a WebVR camera.
  15486. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15487. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15488. */
  15489. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15490. private webVROptions;
  15491. /**
  15492. * @hidden
  15493. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15494. */
  15495. _vrDevice: any;
  15496. /**
  15497. * The rawPose of the vrDevice.
  15498. */
  15499. rawPose: Nullable<DevicePose>;
  15500. private _onVREnabled;
  15501. private _specsVersion;
  15502. private _attached;
  15503. private _frameData;
  15504. protected _descendants: Array<Node>;
  15505. private _deviceRoomPosition;
  15506. /** @hidden */
  15507. _deviceRoomRotationQuaternion: Quaternion;
  15508. private _standingMatrix;
  15509. /**
  15510. * Represents device position in babylon space.
  15511. */
  15512. devicePosition: Vector3;
  15513. /**
  15514. * Represents device rotation in babylon space.
  15515. */
  15516. deviceRotationQuaternion: Quaternion;
  15517. /**
  15518. * The scale of the device to be used when translating from device space to babylon space.
  15519. */
  15520. deviceScaleFactor: number;
  15521. private _deviceToWorld;
  15522. private _worldToDevice;
  15523. /**
  15524. * References to the webVR controllers for the vrDevice.
  15525. */
  15526. controllers: Array<WebVRController>;
  15527. /**
  15528. * Emits an event when a controller is attached.
  15529. */
  15530. onControllersAttachedObservable: Observable<WebVRController[]>;
  15531. /**
  15532. * Emits an event when a controller's mesh has been loaded;
  15533. */
  15534. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15535. /**
  15536. * Emits an event when the HMD's pose has been updated.
  15537. */
  15538. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15539. private _poseSet;
  15540. /**
  15541. * If the rig cameras be used as parent instead of this camera.
  15542. */
  15543. rigParenting: boolean;
  15544. private _lightOnControllers;
  15545. private _defaultHeight?;
  15546. /**
  15547. * Instantiates a WebVRFreeCamera.
  15548. * @param name The name of the WebVRFreeCamera
  15549. * @param position The starting anchor position for the camera
  15550. * @param scene The scene the camera belongs to
  15551. * @param webVROptions a set of customizable options for the webVRCamera
  15552. */
  15553. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15554. /**
  15555. * Gets the device distance from the ground in meters.
  15556. * @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.
  15557. */
  15558. deviceDistanceToRoomGround(): number;
  15559. /**
  15560. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15561. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15562. */
  15563. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15564. /**
  15565. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15566. * @returns A promise with a boolean set to if the standing matrix is supported.
  15567. */
  15568. useStandingMatrixAsync(): Promise<boolean>;
  15569. /**
  15570. * Disposes the camera
  15571. */
  15572. dispose(): void;
  15573. /**
  15574. * Gets a vrController by name.
  15575. * @param name The name of the controller to retreive
  15576. * @returns the controller matching the name specified or null if not found
  15577. */
  15578. getControllerByName(name: string): Nullable<WebVRController>;
  15579. private _leftController;
  15580. /**
  15581. * The controller corresponding to the users left hand.
  15582. */
  15583. readonly leftController: Nullable<WebVRController>;
  15584. private _rightController;
  15585. /**
  15586. * The controller corresponding to the users right hand.
  15587. */
  15588. readonly rightController: Nullable<WebVRController>;
  15589. /**
  15590. * Casts a ray forward from the vrCamera's gaze.
  15591. * @param length Length of the ray (default: 100)
  15592. * @returns the ray corresponding to the gaze
  15593. */
  15594. getForwardRay(length?: number): Ray;
  15595. /**
  15596. * @hidden
  15597. * Updates the camera based on device's frame data
  15598. */
  15599. _checkInputs(): void;
  15600. /**
  15601. * Updates the poseControlled values based on the input device pose.
  15602. * @param poseData Pose coming from the device
  15603. */
  15604. updateFromDevice(poseData: DevicePose): void;
  15605. private _htmlElementAttached;
  15606. private _detachIfAttached;
  15607. /**
  15608. * WebVR's attach control will start broadcasting frames to the device.
  15609. * Note that in certain browsers (chrome for example) this function must be called
  15610. * within a user-interaction callback. Example:
  15611. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15612. *
  15613. * @param element html element to attach the vrDevice to
  15614. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15615. */
  15616. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15617. /**
  15618. * Detaches the camera from the html element and disables VR
  15619. *
  15620. * @param element html element to detach from
  15621. */
  15622. detachControl(element: HTMLElement): void;
  15623. /**
  15624. * @returns the name of this class
  15625. */
  15626. getClassName(): string;
  15627. /**
  15628. * Calls resetPose on the vrDisplay
  15629. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15630. */
  15631. resetToCurrentRotation(): void;
  15632. /**
  15633. * @hidden
  15634. * Updates the rig cameras (left and right eye)
  15635. */
  15636. _updateRigCameras(): void;
  15637. private _workingVector;
  15638. private _oneVector;
  15639. private _workingMatrix;
  15640. private updateCacheCalled;
  15641. private _correctPositionIfNotTrackPosition;
  15642. /**
  15643. * @hidden
  15644. * Updates the cached values of the camera
  15645. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15646. */
  15647. _updateCache(ignoreParentClass?: boolean): void;
  15648. /**
  15649. * @hidden
  15650. * Get current device position in babylon world
  15651. */
  15652. _computeDevicePosition(): void;
  15653. /**
  15654. * Updates the current device position and rotation in the babylon world
  15655. */
  15656. update(): void;
  15657. /**
  15658. * @hidden
  15659. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15660. * @returns an identity matrix
  15661. */
  15662. _getViewMatrix(): Matrix;
  15663. private _tmpMatrix;
  15664. /**
  15665. * This function is called by the two RIG cameras.
  15666. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15667. * @hidden
  15668. */
  15669. _getWebVRViewMatrix(): Matrix;
  15670. /** @hidden */
  15671. _getWebVRProjectionMatrix(): Matrix;
  15672. private _onGamepadConnectedObserver;
  15673. private _onGamepadDisconnectedObserver;
  15674. private _updateCacheWhenTrackingDisabledObserver;
  15675. /**
  15676. * Initializes the controllers and their meshes
  15677. */
  15678. initControllers(): void;
  15679. }
  15680. }
  15681. declare module "babylonjs/PostProcesses/postProcess" {
  15682. import { Nullable } from "babylonjs/types";
  15683. import { SmartArray } from "babylonjs/Misc/smartArray";
  15684. import { Observable } from "babylonjs/Misc/observable";
  15685. import { Vector2 } from "babylonjs/Maths/math.vector";
  15686. import { Camera } from "babylonjs/Cameras/camera";
  15687. import { Effect } from "babylonjs/Materials/effect";
  15688. import "babylonjs/Shaders/postprocess.vertex";
  15689. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15690. import { Engine } from "babylonjs/Engines/engine";
  15691. import { Color4 } from "babylonjs/Maths/math.color";
  15692. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15693. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15694. /**
  15695. * Size options for a post process
  15696. */
  15697. export type PostProcessOptions = {
  15698. width: number;
  15699. height: number;
  15700. };
  15701. /**
  15702. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15703. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15704. */
  15705. export class PostProcess {
  15706. /** Name of the PostProcess. */
  15707. name: string;
  15708. /**
  15709. * Gets or sets the unique id of the post process
  15710. */
  15711. uniqueId: number;
  15712. /**
  15713. * Width of the texture to apply the post process on
  15714. */
  15715. width: number;
  15716. /**
  15717. * Height of the texture to apply the post process on
  15718. */
  15719. height: number;
  15720. /**
  15721. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15722. * @hidden
  15723. */
  15724. _outputTexture: Nullable<InternalTexture>;
  15725. /**
  15726. * Sampling mode used by the shader
  15727. * See https://doc.babylonjs.com/classes/3.1/texture
  15728. */
  15729. renderTargetSamplingMode: number;
  15730. /**
  15731. * Clear color to use when screen clearing
  15732. */
  15733. clearColor: Color4;
  15734. /**
  15735. * If the buffer needs to be cleared before applying the post process. (default: true)
  15736. * Should be set to false if shader will overwrite all previous pixels.
  15737. */
  15738. autoClear: boolean;
  15739. /**
  15740. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15741. */
  15742. alphaMode: number;
  15743. /**
  15744. * Sets the setAlphaBlendConstants of the babylon engine
  15745. */
  15746. alphaConstants: Color4;
  15747. /**
  15748. * Animations to be used for the post processing
  15749. */
  15750. animations: import("babylonjs/Animations/animation").Animation[];
  15751. /**
  15752. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15753. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15754. */
  15755. enablePixelPerfectMode: boolean;
  15756. /**
  15757. * Force the postprocess to be applied without taking in account viewport
  15758. */
  15759. forceFullscreenViewport: boolean;
  15760. /**
  15761. * List of inspectable custom properties (used by the Inspector)
  15762. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15763. */
  15764. inspectableCustomProperties: IInspectable[];
  15765. /**
  15766. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15767. *
  15768. * | Value | Type | Description |
  15769. * | ----- | ----------------------------------- | ----------- |
  15770. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15771. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15772. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15773. *
  15774. */
  15775. scaleMode: number;
  15776. /**
  15777. * Force textures to be a power of two (default: false)
  15778. */
  15779. alwaysForcePOT: boolean;
  15780. private _samples;
  15781. /**
  15782. * Number of sample textures (default: 1)
  15783. */
  15784. samples: number;
  15785. /**
  15786. * Modify the scale of the post process to be the same as the viewport (default: false)
  15787. */
  15788. adaptScaleToCurrentViewport: boolean;
  15789. private _camera;
  15790. private _scene;
  15791. private _engine;
  15792. private _options;
  15793. private _reusable;
  15794. private _textureType;
  15795. /**
  15796. * Smart array of input and output textures for the post process.
  15797. * @hidden
  15798. */
  15799. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15800. /**
  15801. * The index in _textures that corresponds to the output texture.
  15802. * @hidden
  15803. */
  15804. _currentRenderTextureInd: number;
  15805. private _effect;
  15806. private _samplers;
  15807. private _fragmentUrl;
  15808. private _vertexUrl;
  15809. private _parameters;
  15810. private _scaleRatio;
  15811. protected _indexParameters: any;
  15812. private _shareOutputWithPostProcess;
  15813. private _texelSize;
  15814. private _forcedOutputTexture;
  15815. /**
  15816. * Returns the fragment url or shader name used in the post process.
  15817. * @returns the fragment url or name in the shader store.
  15818. */
  15819. getEffectName(): string;
  15820. /**
  15821. * An event triggered when the postprocess is activated.
  15822. */
  15823. onActivateObservable: Observable<Camera>;
  15824. private _onActivateObserver;
  15825. /**
  15826. * A function that is added to the onActivateObservable
  15827. */
  15828. onActivate: Nullable<(camera: Camera) => void>;
  15829. /**
  15830. * An event triggered when the postprocess changes its size.
  15831. */
  15832. onSizeChangedObservable: Observable<PostProcess>;
  15833. private _onSizeChangedObserver;
  15834. /**
  15835. * A function that is added to the onSizeChangedObservable
  15836. */
  15837. onSizeChanged: (postProcess: PostProcess) => void;
  15838. /**
  15839. * An event triggered when the postprocess applies its effect.
  15840. */
  15841. onApplyObservable: Observable<Effect>;
  15842. private _onApplyObserver;
  15843. /**
  15844. * A function that is added to the onApplyObservable
  15845. */
  15846. onApply: (effect: Effect) => void;
  15847. /**
  15848. * An event triggered before rendering the postprocess
  15849. */
  15850. onBeforeRenderObservable: Observable<Effect>;
  15851. private _onBeforeRenderObserver;
  15852. /**
  15853. * A function that is added to the onBeforeRenderObservable
  15854. */
  15855. onBeforeRender: (effect: Effect) => void;
  15856. /**
  15857. * An event triggered after rendering the postprocess
  15858. */
  15859. onAfterRenderObservable: Observable<Effect>;
  15860. private _onAfterRenderObserver;
  15861. /**
  15862. * A function that is added to the onAfterRenderObservable
  15863. */
  15864. onAfterRender: (efect: Effect) => void;
  15865. /**
  15866. * 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
  15867. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15868. */
  15869. inputTexture: InternalTexture;
  15870. /**
  15871. * Gets the camera which post process is applied to.
  15872. * @returns The camera the post process is applied to.
  15873. */
  15874. getCamera(): Camera;
  15875. /**
  15876. * Gets the texel size of the postprocess.
  15877. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15878. */
  15879. readonly texelSize: Vector2;
  15880. /**
  15881. * Creates a new instance PostProcess
  15882. * @param name The name of the PostProcess.
  15883. * @param fragmentUrl The url of the fragment shader to be used.
  15884. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15885. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15886. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15887. * @param camera The camera to apply the render pass to.
  15888. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15889. * @param engine The engine which the post process will be applied. (default: current engine)
  15890. * @param reusable If the post process can be reused on the same frame. (default: false)
  15891. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15892. * @param textureType Type of textures used when performing the post process. (default: 0)
  15893. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15894. * @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
  15895. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15896. */
  15897. constructor(
  15898. /** Name of the PostProcess. */
  15899. 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);
  15900. /**
  15901. * Gets a string idenfifying the name of the class
  15902. * @returns "PostProcess" string
  15903. */
  15904. getClassName(): string;
  15905. /**
  15906. * Gets the engine which this post process belongs to.
  15907. * @returns The engine the post process was enabled with.
  15908. */
  15909. getEngine(): Engine;
  15910. /**
  15911. * The effect that is created when initializing the post process.
  15912. * @returns The created effect corresponding the the postprocess.
  15913. */
  15914. getEffect(): Effect;
  15915. /**
  15916. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15917. * @param postProcess The post process to share the output with.
  15918. * @returns This post process.
  15919. */
  15920. shareOutputWith(postProcess: PostProcess): PostProcess;
  15921. /**
  15922. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15923. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15924. */
  15925. useOwnOutput(): void;
  15926. /**
  15927. * Updates the effect with the current post process compile time values and recompiles the shader.
  15928. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15929. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15930. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15931. * @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
  15932. * @param onCompiled Called when the shader has been compiled.
  15933. * @param onError Called if there is an error when compiling a shader.
  15934. */
  15935. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15936. /**
  15937. * The post process is reusable if it can be used multiple times within one frame.
  15938. * @returns If the post process is reusable
  15939. */
  15940. isReusable(): boolean;
  15941. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15942. markTextureDirty(): void;
  15943. /**
  15944. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15945. * 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.
  15946. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15947. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15948. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15949. * @returns The target texture that was bound to be written to.
  15950. */
  15951. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15952. /**
  15953. * If the post process is supported.
  15954. */
  15955. readonly isSupported: boolean;
  15956. /**
  15957. * The aspect ratio of the output texture.
  15958. */
  15959. readonly aspectRatio: number;
  15960. /**
  15961. * Get a value indicating if the post-process is ready to be used
  15962. * @returns true if the post-process is ready (shader is compiled)
  15963. */
  15964. isReady(): boolean;
  15965. /**
  15966. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15967. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15968. */
  15969. apply(): Nullable<Effect>;
  15970. private _disposeTextures;
  15971. /**
  15972. * Disposes the post process.
  15973. * @param camera The camera to dispose the post process on.
  15974. */
  15975. dispose(camera?: Camera): void;
  15976. }
  15977. }
  15978. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15979. /** @hidden */
  15980. export var kernelBlurVaryingDeclaration: {
  15981. name: string;
  15982. shader: string;
  15983. };
  15984. }
  15985. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15986. /** @hidden */
  15987. export var kernelBlurFragment: {
  15988. name: string;
  15989. shader: string;
  15990. };
  15991. }
  15992. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15993. /** @hidden */
  15994. export var kernelBlurFragment2: {
  15995. name: string;
  15996. shader: string;
  15997. };
  15998. }
  15999. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  16000. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16001. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  16002. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  16003. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  16004. /** @hidden */
  16005. export var kernelBlurPixelShader: {
  16006. name: string;
  16007. shader: string;
  16008. };
  16009. }
  16010. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  16011. /** @hidden */
  16012. export var kernelBlurVertex: {
  16013. name: string;
  16014. shader: string;
  16015. };
  16016. }
  16017. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  16018. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16019. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  16020. /** @hidden */
  16021. export var kernelBlurVertexShader: {
  16022. name: string;
  16023. shader: string;
  16024. };
  16025. }
  16026. declare module "babylonjs/PostProcesses/blurPostProcess" {
  16027. import { Vector2 } from "babylonjs/Maths/math.vector";
  16028. import { Nullable } from "babylonjs/types";
  16029. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  16030. import { Camera } from "babylonjs/Cameras/camera";
  16031. import { Effect } from "babylonjs/Materials/effect";
  16032. import { Engine } from "babylonjs/Engines/engine";
  16033. import "babylonjs/Shaders/kernelBlur.fragment";
  16034. import "babylonjs/Shaders/kernelBlur.vertex";
  16035. /**
  16036. * The Blur Post Process which blurs an image based on a kernel and direction.
  16037. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  16038. */
  16039. export class BlurPostProcess extends PostProcess {
  16040. /** The direction in which to blur the image. */
  16041. direction: Vector2;
  16042. private blockCompilation;
  16043. protected _kernel: number;
  16044. protected _idealKernel: number;
  16045. protected _packedFloat: boolean;
  16046. private _staticDefines;
  16047. /**
  16048. * Sets the length in pixels of the blur sample region
  16049. */
  16050. /**
  16051. * Gets the length in pixels of the blur sample region
  16052. */
  16053. kernel: number;
  16054. /**
  16055. * Sets wether or not the blur needs to unpack/repack floats
  16056. */
  16057. /**
  16058. * Gets wether or not the blur is unpacking/repacking floats
  16059. */
  16060. packedFloat: boolean;
  16061. /**
  16062. * Creates a new instance BlurPostProcess
  16063. * @param name The name of the effect.
  16064. * @param direction The direction in which to blur the image.
  16065. * @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.
  16066. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16067. * @param camera The camera to apply the render pass to.
  16068. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16069. * @param engine The engine which the post process will be applied. (default: current engine)
  16070. * @param reusable If the post process can be reused on the same frame. (default: false)
  16071. * @param textureType Type of textures used when performing the post process. (default: 0)
  16072. * @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)
  16073. */
  16074. constructor(name: string,
  16075. /** The direction in which to blur the image. */
  16076. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  16077. /**
  16078. * Updates the effect with the current post process compile time values and recompiles the shader.
  16079. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16080. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16081. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16082. * @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
  16083. * @param onCompiled Called when the shader has been compiled.
  16084. * @param onError Called if there is an error when compiling a shader.
  16085. */
  16086. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16087. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16088. /**
  16089. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  16090. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  16091. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  16092. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  16093. * The gaps between physical kernels are compensated for in the weighting of the samples
  16094. * @param idealKernel Ideal blur kernel.
  16095. * @return Nearest best kernel.
  16096. */
  16097. protected _nearestBestKernel(idealKernel: number): number;
  16098. /**
  16099. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  16100. * @param x The point on the Gaussian distribution to sample.
  16101. * @return the value of the Gaussian function at x.
  16102. */
  16103. protected _gaussianWeight(x: number): number;
  16104. /**
  16105. * Generates a string that can be used as a floating point number in GLSL.
  16106. * @param x Value to print.
  16107. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  16108. * @return GLSL float string.
  16109. */
  16110. protected _glslFloat(x: number, decimalFigures?: number): string;
  16111. }
  16112. }
  16113. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16114. import { Scene } from "babylonjs/scene";
  16115. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16116. import { Plane } from "babylonjs/Maths/math.plane";
  16117. /**
  16118. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16119. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16120. * You can then easily use it as a reflectionTexture on a flat surface.
  16121. * In case the surface is not a plane, please consider relying on reflection probes.
  16122. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16123. */
  16124. export class MirrorTexture extends RenderTargetTexture {
  16125. private scene;
  16126. /**
  16127. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16128. * 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.
  16129. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16130. */
  16131. mirrorPlane: Plane;
  16132. /**
  16133. * Define the blur ratio used to blur the reflection if needed.
  16134. */
  16135. blurRatio: number;
  16136. /**
  16137. * Define the adaptive blur kernel used to blur the reflection if needed.
  16138. * This will autocompute the closest best match for the `blurKernel`
  16139. */
  16140. adaptiveBlurKernel: number;
  16141. /**
  16142. * Define the blur kernel used to blur the reflection if needed.
  16143. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16144. */
  16145. blurKernel: number;
  16146. /**
  16147. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16148. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16149. */
  16150. blurKernelX: number;
  16151. /**
  16152. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16153. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16154. */
  16155. blurKernelY: number;
  16156. private _autoComputeBlurKernel;
  16157. protected _onRatioRescale(): void;
  16158. private _updateGammaSpace;
  16159. private _imageProcessingConfigChangeObserver;
  16160. private _transformMatrix;
  16161. private _mirrorMatrix;
  16162. private _savedViewMatrix;
  16163. private _blurX;
  16164. private _blurY;
  16165. private _adaptiveBlurKernel;
  16166. private _blurKernelX;
  16167. private _blurKernelY;
  16168. private _blurRatio;
  16169. /**
  16170. * Instantiates a Mirror Texture.
  16171. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16172. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16173. * You can then easily use it as a reflectionTexture on a flat surface.
  16174. * In case the surface is not a plane, please consider relying on reflection probes.
  16175. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16176. * @param name
  16177. * @param size
  16178. * @param scene
  16179. * @param generateMipMaps
  16180. * @param type
  16181. * @param samplingMode
  16182. * @param generateDepthBuffer
  16183. */
  16184. constructor(name: string, size: number | {
  16185. width: number;
  16186. height: number;
  16187. } | {
  16188. ratio: number;
  16189. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16190. private _preparePostProcesses;
  16191. /**
  16192. * Clone the mirror texture.
  16193. * @returns the cloned texture
  16194. */
  16195. clone(): MirrorTexture;
  16196. /**
  16197. * Serialize the texture to a JSON representation you could use in Parse later on
  16198. * @returns the serialized JSON representation
  16199. */
  16200. serialize(): any;
  16201. /**
  16202. * Dispose the texture and release its associated resources.
  16203. */
  16204. dispose(): void;
  16205. }
  16206. }
  16207. declare module "babylonjs/Materials/Textures/texture" {
  16208. import { Observable } from "babylonjs/Misc/observable";
  16209. import { Nullable } from "babylonjs/types";
  16210. import { Matrix } from "babylonjs/Maths/math.vector";
  16211. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16212. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16213. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16214. import { Scene } from "babylonjs/scene";
  16215. /**
  16216. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16217. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16218. */
  16219. export class Texture extends BaseTexture {
  16220. /**
  16221. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16222. */
  16223. static SerializeBuffers: boolean;
  16224. /** @hidden */
  16225. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16226. /** @hidden */
  16227. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16228. /** @hidden */
  16229. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16230. /** nearest is mag = nearest and min = nearest and mip = linear */
  16231. static readonly NEAREST_SAMPLINGMODE: number;
  16232. /** nearest is mag = nearest and min = nearest and mip = linear */
  16233. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16234. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16235. static readonly BILINEAR_SAMPLINGMODE: number;
  16236. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16237. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16238. /** Trilinear is mag = linear and min = linear and mip = linear */
  16239. static readonly TRILINEAR_SAMPLINGMODE: number;
  16240. /** Trilinear is mag = linear and min = linear and mip = linear */
  16241. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16242. /** mag = nearest and min = nearest and mip = nearest */
  16243. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16244. /** mag = nearest and min = linear and mip = nearest */
  16245. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16246. /** mag = nearest and min = linear and mip = linear */
  16247. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16248. /** mag = nearest and min = linear and mip = none */
  16249. static readonly NEAREST_LINEAR: number;
  16250. /** mag = nearest and min = nearest and mip = none */
  16251. static readonly NEAREST_NEAREST: number;
  16252. /** mag = linear and min = nearest and mip = nearest */
  16253. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16254. /** mag = linear and min = nearest and mip = linear */
  16255. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16256. /** mag = linear and min = linear and mip = none */
  16257. static readonly LINEAR_LINEAR: number;
  16258. /** mag = linear and min = nearest and mip = none */
  16259. static readonly LINEAR_NEAREST: number;
  16260. /** Explicit coordinates mode */
  16261. static readonly EXPLICIT_MODE: number;
  16262. /** Spherical coordinates mode */
  16263. static readonly SPHERICAL_MODE: number;
  16264. /** Planar coordinates mode */
  16265. static readonly PLANAR_MODE: number;
  16266. /** Cubic coordinates mode */
  16267. static readonly CUBIC_MODE: number;
  16268. /** Projection coordinates mode */
  16269. static readonly PROJECTION_MODE: number;
  16270. /** Inverse Cubic coordinates mode */
  16271. static readonly SKYBOX_MODE: number;
  16272. /** Inverse Cubic coordinates mode */
  16273. static readonly INVCUBIC_MODE: number;
  16274. /** Equirectangular coordinates mode */
  16275. static readonly EQUIRECTANGULAR_MODE: number;
  16276. /** Equirectangular Fixed coordinates mode */
  16277. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16278. /** Equirectangular Fixed Mirrored coordinates mode */
  16279. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16280. /** Texture is not repeating outside of 0..1 UVs */
  16281. static readonly CLAMP_ADDRESSMODE: number;
  16282. /** Texture is repeating outside of 0..1 UVs */
  16283. static readonly WRAP_ADDRESSMODE: number;
  16284. /** Texture is repeating and mirrored */
  16285. static readonly MIRROR_ADDRESSMODE: number;
  16286. /**
  16287. * 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
  16288. */
  16289. static UseSerializedUrlIfAny: boolean;
  16290. /**
  16291. * Define the url of the texture.
  16292. */
  16293. url: Nullable<string>;
  16294. /**
  16295. * Define an offset on the texture to offset the u coordinates of the UVs
  16296. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16297. */
  16298. uOffset: number;
  16299. /**
  16300. * Define an offset on the texture to offset the v coordinates of the UVs
  16301. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16302. */
  16303. vOffset: number;
  16304. /**
  16305. * Define an offset on the texture to scale the u coordinates of the UVs
  16306. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16307. */
  16308. uScale: number;
  16309. /**
  16310. * Define an offset on the texture to scale the v coordinates of the UVs
  16311. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16312. */
  16313. vScale: number;
  16314. /**
  16315. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16316. * @see http://doc.babylonjs.com/how_to/more_materials
  16317. */
  16318. uAng: number;
  16319. /**
  16320. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16321. * @see http://doc.babylonjs.com/how_to/more_materials
  16322. */
  16323. vAng: number;
  16324. /**
  16325. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16326. * @see http://doc.babylonjs.com/how_to/more_materials
  16327. */
  16328. wAng: number;
  16329. /**
  16330. * Defines the center of rotation (U)
  16331. */
  16332. uRotationCenter: number;
  16333. /**
  16334. * Defines the center of rotation (V)
  16335. */
  16336. vRotationCenter: number;
  16337. /**
  16338. * Defines the center of rotation (W)
  16339. */
  16340. wRotationCenter: number;
  16341. /**
  16342. * Are mip maps generated for this texture or not.
  16343. */
  16344. readonly noMipmap: boolean;
  16345. /**
  16346. * List of inspectable custom properties (used by the Inspector)
  16347. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16348. */
  16349. inspectableCustomProperties: Nullable<IInspectable[]>;
  16350. private _noMipmap;
  16351. /** @hidden */
  16352. _invertY: boolean;
  16353. private _rowGenerationMatrix;
  16354. private _cachedTextureMatrix;
  16355. private _projectionModeMatrix;
  16356. private _t0;
  16357. private _t1;
  16358. private _t2;
  16359. private _cachedUOffset;
  16360. private _cachedVOffset;
  16361. private _cachedUScale;
  16362. private _cachedVScale;
  16363. private _cachedUAng;
  16364. private _cachedVAng;
  16365. private _cachedWAng;
  16366. private _cachedProjectionMatrixId;
  16367. private _cachedCoordinatesMode;
  16368. /** @hidden */
  16369. protected _initialSamplingMode: number;
  16370. /** @hidden */
  16371. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16372. private _deleteBuffer;
  16373. protected _format: Nullable<number>;
  16374. private _delayedOnLoad;
  16375. private _delayedOnError;
  16376. private _mimeType?;
  16377. /**
  16378. * Observable triggered once the texture has been loaded.
  16379. */
  16380. onLoadObservable: Observable<Texture>;
  16381. protected _isBlocking: boolean;
  16382. /**
  16383. * Is the texture preventing material to render while loading.
  16384. * If false, a default texture will be used instead of the loading one during the preparation step.
  16385. */
  16386. isBlocking: boolean;
  16387. /**
  16388. * Get the current sampling mode associated with the texture.
  16389. */
  16390. readonly samplingMode: number;
  16391. /**
  16392. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16393. */
  16394. readonly invertY: boolean;
  16395. /**
  16396. * Instantiates a new texture.
  16397. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16398. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16399. * @param url defines the url of the picture to load as a texture
  16400. * @param scene defines the scene or engine the texture will belong to
  16401. * @param noMipmap defines if the texture will require mip maps or not
  16402. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16403. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16404. * @param onLoad defines a callback triggered when the texture has been loaded
  16405. * @param onError defines a callback triggered when an error occurred during the loading session
  16406. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16407. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16408. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16409. * @param mimeType defines an optional mime type information
  16410. */
  16411. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16412. /**
  16413. * Update the url (and optional buffer) of this texture if url was null during construction.
  16414. * @param url the url of the texture
  16415. * @param buffer the buffer of the texture (defaults to null)
  16416. * @param onLoad callback called when the texture is loaded (defaults to null)
  16417. */
  16418. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16419. /**
  16420. * Finish the loading sequence of a texture flagged as delayed load.
  16421. * @hidden
  16422. */
  16423. delayLoad(): void;
  16424. private _prepareRowForTextureGeneration;
  16425. /**
  16426. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16427. * @returns the transform matrix of the texture.
  16428. */
  16429. getTextureMatrix(uBase?: number): Matrix;
  16430. /**
  16431. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16432. * @returns The reflection texture transform
  16433. */
  16434. getReflectionTextureMatrix(): Matrix;
  16435. /**
  16436. * Clones the texture.
  16437. * @returns the cloned texture
  16438. */
  16439. clone(): Texture;
  16440. /**
  16441. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16442. * @returns The JSON representation of the texture
  16443. */
  16444. serialize(): any;
  16445. /**
  16446. * Get the current class name of the texture useful for serialization or dynamic coding.
  16447. * @returns "Texture"
  16448. */
  16449. getClassName(): string;
  16450. /**
  16451. * Dispose the texture and release its associated resources.
  16452. */
  16453. dispose(): void;
  16454. /**
  16455. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16456. * @param parsedTexture Define the JSON representation of the texture
  16457. * @param scene Define the scene the parsed texture should be instantiated in
  16458. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16459. * @returns The parsed texture if successful
  16460. */
  16461. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16462. /**
  16463. * Creates a texture from its base 64 representation.
  16464. * @param data Define the base64 payload without the data: prefix
  16465. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16466. * @param scene Define the scene the texture should belong to
  16467. * @param noMipmap Forces the texture to not create mip map information if true
  16468. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16469. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16470. * @param onLoad define a callback triggered when the texture has been loaded
  16471. * @param onError define a callback triggered when an error occurred during the loading session
  16472. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16473. * @returns the created texture
  16474. */
  16475. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16476. /**
  16477. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16478. * @param data Define the base64 payload without the data: prefix
  16479. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16480. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16481. * @param scene Define the scene the texture should belong to
  16482. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16483. * @param noMipmap Forces the texture to not create mip map information if true
  16484. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16485. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16486. * @param onLoad define a callback triggered when the texture has been loaded
  16487. * @param onError define a callback triggered when an error occurred during the loading session
  16488. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16489. * @returns the created texture
  16490. */
  16491. 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;
  16492. }
  16493. }
  16494. declare module "babylonjs/PostProcesses/postProcessManager" {
  16495. import { Nullable } from "babylonjs/types";
  16496. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16497. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16498. import { Scene } from "babylonjs/scene";
  16499. /**
  16500. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16501. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16502. */
  16503. export class PostProcessManager {
  16504. private _scene;
  16505. private _indexBuffer;
  16506. private _vertexBuffers;
  16507. /**
  16508. * Creates a new instance PostProcess
  16509. * @param scene The scene that the post process is associated with.
  16510. */
  16511. constructor(scene: Scene);
  16512. private _prepareBuffers;
  16513. private _buildIndexBuffer;
  16514. /**
  16515. * Rebuilds the vertex buffers of the manager.
  16516. * @hidden
  16517. */
  16518. _rebuild(): void;
  16519. /**
  16520. * Prepares a frame to be run through a post process.
  16521. * @param sourceTexture The input texture to the post procesess. (default: null)
  16522. * @param postProcesses An array of post processes to be run. (default: null)
  16523. * @returns True if the post processes were able to be run.
  16524. * @hidden
  16525. */
  16526. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16527. /**
  16528. * Manually render a set of post processes to a texture.
  16529. * @param postProcesses An array of post processes to be run.
  16530. * @param targetTexture The target texture to render to.
  16531. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16532. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16533. * @param lodLevel defines which lod of the texture to render to
  16534. */
  16535. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16536. /**
  16537. * Finalize the result of the output of the postprocesses.
  16538. * @param doNotPresent If true the result will not be displayed to the screen.
  16539. * @param targetTexture The target texture to render to.
  16540. * @param faceIndex The index of the face to bind the target texture to.
  16541. * @param postProcesses The array of post processes to render.
  16542. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16543. * @hidden
  16544. */
  16545. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16546. /**
  16547. * Disposes of the post process manager.
  16548. */
  16549. dispose(): void;
  16550. }
  16551. }
  16552. declare module "babylonjs/Misc/gradients" {
  16553. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16554. /** Interface used by value gradients (color, factor, ...) */
  16555. export interface IValueGradient {
  16556. /**
  16557. * Gets or sets the gradient value (between 0 and 1)
  16558. */
  16559. gradient: number;
  16560. }
  16561. /** Class used to store color4 gradient */
  16562. export class ColorGradient implements IValueGradient {
  16563. /**
  16564. * Gets or sets the gradient value (between 0 and 1)
  16565. */
  16566. gradient: number;
  16567. /**
  16568. * Gets or sets first associated color
  16569. */
  16570. color1: Color4;
  16571. /**
  16572. * Gets or sets second associated color
  16573. */
  16574. color2?: Color4;
  16575. /**
  16576. * Will get a color picked randomly between color1 and color2.
  16577. * If color2 is undefined then color1 will be used
  16578. * @param result defines the target Color4 to store the result in
  16579. */
  16580. getColorToRef(result: Color4): void;
  16581. }
  16582. /** Class used to store color 3 gradient */
  16583. export class Color3Gradient implements IValueGradient {
  16584. /**
  16585. * Gets or sets the gradient value (between 0 and 1)
  16586. */
  16587. gradient: number;
  16588. /**
  16589. * Gets or sets the associated color
  16590. */
  16591. color: Color3;
  16592. }
  16593. /** Class used to store factor gradient */
  16594. export class FactorGradient implements IValueGradient {
  16595. /**
  16596. * Gets or sets the gradient value (between 0 and 1)
  16597. */
  16598. gradient: number;
  16599. /**
  16600. * Gets or sets first associated factor
  16601. */
  16602. factor1: number;
  16603. /**
  16604. * Gets or sets second associated factor
  16605. */
  16606. factor2?: number;
  16607. /**
  16608. * Will get a number picked randomly between factor1 and factor2.
  16609. * If factor2 is undefined then factor1 will be used
  16610. * @returns the picked number
  16611. */
  16612. getFactor(): number;
  16613. }
  16614. /**
  16615. * Helper used to simplify some generic gradient tasks
  16616. */
  16617. export class GradientHelper {
  16618. /**
  16619. * Gets the current gradient from an array of IValueGradient
  16620. * @param ratio defines the current ratio to get
  16621. * @param gradients defines the array of IValueGradient
  16622. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16623. */
  16624. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16625. }
  16626. }
  16627. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16628. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16629. import { Nullable } from "babylonjs/types";
  16630. module "babylonjs/Engines/thinEngine" {
  16631. interface ThinEngine {
  16632. /**
  16633. * Creates a dynamic texture
  16634. * @param width defines the width of the texture
  16635. * @param height defines the height of the texture
  16636. * @param generateMipMaps defines if the engine should generate the mip levels
  16637. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16638. * @returns the dynamic texture inside an InternalTexture
  16639. */
  16640. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16641. /**
  16642. * Update the content of a dynamic texture
  16643. * @param texture defines the texture to update
  16644. * @param canvas defines the canvas containing the source
  16645. * @param invertY defines if data must be stored with Y axis inverted
  16646. * @param premulAlpha defines if alpha is stored as premultiplied
  16647. * @param format defines the format of the data
  16648. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16649. */
  16650. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16651. }
  16652. }
  16653. }
  16654. declare module "babylonjs/Misc/canvasGenerator" {
  16655. /**
  16656. * Helper class used to generate a canvas to manipulate images
  16657. */
  16658. export class CanvasGenerator {
  16659. /**
  16660. * Create a new canvas (or offscreen canvas depending on the context)
  16661. * @param width defines the expected width
  16662. * @param height defines the expected height
  16663. * @return a new canvas or offscreen canvas
  16664. */
  16665. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16666. }
  16667. }
  16668. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16669. import { Scene } from "babylonjs/scene";
  16670. import { Texture } from "babylonjs/Materials/Textures/texture";
  16671. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16672. /**
  16673. * A class extending Texture allowing drawing on a texture
  16674. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16675. */
  16676. export class DynamicTexture extends Texture {
  16677. private _generateMipMaps;
  16678. private _canvas;
  16679. private _context;
  16680. private _engine;
  16681. /**
  16682. * Creates a DynamicTexture
  16683. * @param name defines the name of the texture
  16684. * @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
  16685. * @param scene defines the scene where you want the texture
  16686. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16687. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16688. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16689. */
  16690. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16691. /**
  16692. * Get the current class name of the texture useful for serialization or dynamic coding.
  16693. * @returns "DynamicTexture"
  16694. */
  16695. getClassName(): string;
  16696. /**
  16697. * Gets the current state of canRescale
  16698. */
  16699. readonly canRescale: boolean;
  16700. private _recreate;
  16701. /**
  16702. * Scales the texture
  16703. * @param ratio the scale factor to apply to both width and height
  16704. */
  16705. scale(ratio: number): void;
  16706. /**
  16707. * Resizes the texture
  16708. * @param width the new width
  16709. * @param height the new height
  16710. */
  16711. scaleTo(width: number, height: number): void;
  16712. /**
  16713. * Gets the context of the canvas used by the texture
  16714. * @returns the canvas context of the dynamic texture
  16715. */
  16716. getContext(): CanvasRenderingContext2D;
  16717. /**
  16718. * Clears the texture
  16719. */
  16720. clear(): void;
  16721. /**
  16722. * Updates the texture
  16723. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16724. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16725. */
  16726. update(invertY?: boolean, premulAlpha?: boolean): void;
  16727. /**
  16728. * Draws text onto the texture
  16729. * @param text defines the text to be drawn
  16730. * @param x defines the placement of the text from the left
  16731. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16732. * @param font defines the font to be used with font-style, font-size, font-name
  16733. * @param color defines the color used for the text
  16734. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16735. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16736. * @param update defines whether texture is immediately update (default is true)
  16737. */
  16738. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16739. /**
  16740. * Clones the texture
  16741. * @returns the clone of the texture.
  16742. */
  16743. clone(): DynamicTexture;
  16744. /**
  16745. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16746. * @returns a serialized dynamic texture object
  16747. */
  16748. serialize(): any;
  16749. /** @hidden */
  16750. _rebuild(): void;
  16751. }
  16752. }
  16753. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16754. import { Scene } from "babylonjs/scene";
  16755. import { ISceneComponent } from "babylonjs/sceneComponent";
  16756. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16757. module "babylonjs/abstractScene" {
  16758. interface AbstractScene {
  16759. /**
  16760. * The list of procedural textures added to the scene
  16761. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16762. */
  16763. proceduralTextures: Array<ProceduralTexture>;
  16764. }
  16765. }
  16766. /**
  16767. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16768. * in a given scene.
  16769. */
  16770. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16771. /**
  16772. * The component name helpfull to identify the component in the list of scene components.
  16773. */
  16774. readonly name: string;
  16775. /**
  16776. * The scene the component belongs to.
  16777. */
  16778. scene: Scene;
  16779. /**
  16780. * Creates a new instance of the component for the given scene
  16781. * @param scene Defines the scene to register the component in
  16782. */
  16783. constructor(scene: Scene);
  16784. /**
  16785. * Registers the component in a given scene
  16786. */
  16787. register(): void;
  16788. /**
  16789. * Rebuilds the elements related to this component in case of
  16790. * context lost for instance.
  16791. */
  16792. rebuild(): void;
  16793. /**
  16794. * Disposes the component and the associated ressources.
  16795. */
  16796. dispose(): void;
  16797. private _beforeClear;
  16798. }
  16799. }
  16800. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16801. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16802. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16803. module "babylonjs/Engines/thinEngine" {
  16804. interface ThinEngine {
  16805. /**
  16806. * Creates a new render target cube texture
  16807. * @param size defines the size of the texture
  16808. * @param options defines the options used to create the texture
  16809. * @returns a new render target cube texture stored in an InternalTexture
  16810. */
  16811. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16812. }
  16813. }
  16814. }
  16815. declare module "babylonjs/Shaders/procedural.vertex" {
  16816. /** @hidden */
  16817. export var proceduralVertexShader: {
  16818. name: string;
  16819. shader: string;
  16820. };
  16821. }
  16822. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16823. import { Observable } from "babylonjs/Misc/observable";
  16824. import { Nullable } from "babylonjs/types";
  16825. import { Scene } from "babylonjs/scene";
  16826. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16827. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16828. import { Effect } from "babylonjs/Materials/effect";
  16829. import { Texture } from "babylonjs/Materials/Textures/texture";
  16830. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16831. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16832. import "babylonjs/Shaders/procedural.vertex";
  16833. /**
  16834. * 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.
  16835. * This is the base class of any Procedural texture and contains most of the shareable code.
  16836. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16837. */
  16838. export class ProceduralTexture extends Texture {
  16839. isCube: boolean;
  16840. /**
  16841. * Define if the texture is enabled or not (disabled texture will not render)
  16842. */
  16843. isEnabled: boolean;
  16844. /**
  16845. * Define if the texture must be cleared before rendering (default is true)
  16846. */
  16847. autoClear: boolean;
  16848. /**
  16849. * Callback called when the texture is generated
  16850. */
  16851. onGenerated: () => void;
  16852. /**
  16853. * Event raised when the texture is generated
  16854. */
  16855. onGeneratedObservable: Observable<ProceduralTexture>;
  16856. /** @hidden */
  16857. _generateMipMaps: boolean;
  16858. /** @hidden **/
  16859. _effect: Effect;
  16860. /** @hidden */
  16861. _textures: {
  16862. [key: string]: Texture;
  16863. };
  16864. private _size;
  16865. private _currentRefreshId;
  16866. private _refreshRate;
  16867. private _vertexBuffers;
  16868. private _indexBuffer;
  16869. private _uniforms;
  16870. private _samplers;
  16871. private _fragment;
  16872. private _floats;
  16873. private _ints;
  16874. private _floatsArrays;
  16875. private _colors3;
  16876. private _colors4;
  16877. private _vectors2;
  16878. private _vectors3;
  16879. private _matrices;
  16880. private _fallbackTexture;
  16881. private _fallbackTextureUsed;
  16882. private _engine;
  16883. private _cachedDefines;
  16884. private _contentUpdateId;
  16885. private _contentData;
  16886. /**
  16887. * Instantiates a new procedural texture.
  16888. * 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.
  16889. * This is the base class of any Procedural texture and contains most of the shareable code.
  16890. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16891. * @param name Define the name of the texture
  16892. * @param size Define the size of the texture to create
  16893. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16894. * @param scene Define the scene the texture belongs to
  16895. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16896. * @param generateMipMaps Define if the texture should creates mip maps or not
  16897. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16898. */
  16899. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16900. /**
  16901. * The effect that is created when initializing the post process.
  16902. * @returns The created effect corresponding the the postprocess.
  16903. */
  16904. getEffect(): Effect;
  16905. /**
  16906. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16907. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16908. */
  16909. getContent(): Nullable<ArrayBufferView>;
  16910. private _createIndexBuffer;
  16911. /** @hidden */
  16912. _rebuild(): void;
  16913. /**
  16914. * Resets the texture in order to recreate its associated resources.
  16915. * This can be called in case of context loss
  16916. */
  16917. reset(): void;
  16918. protected _getDefines(): string;
  16919. /**
  16920. * Is the texture ready to be used ? (rendered at least once)
  16921. * @returns true if ready, otherwise, false.
  16922. */
  16923. isReady(): boolean;
  16924. /**
  16925. * Resets the refresh counter of the texture and start bak from scratch.
  16926. * Could be useful to regenerate the texture if it is setup to render only once.
  16927. */
  16928. resetRefreshCounter(): void;
  16929. /**
  16930. * Set the fragment shader to use in order to render the texture.
  16931. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16932. */
  16933. setFragment(fragment: any): void;
  16934. /**
  16935. * Define the refresh rate of the texture or the rendering frequency.
  16936. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16937. */
  16938. refreshRate: number;
  16939. /** @hidden */
  16940. _shouldRender(): boolean;
  16941. /**
  16942. * Get the size the texture is rendering at.
  16943. * @returns the size (texture is always squared)
  16944. */
  16945. getRenderSize(): number;
  16946. /**
  16947. * Resize the texture to new value.
  16948. * @param size Define the new size the texture should have
  16949. * @param generateMipMaps Define whether the new texture should create mip maps
  16950. */
  16951. resize(size: number, generateMipMaps: boolean): void;
  16952. private _checkUniform;
  16953. /**
  16954. * Set a texture in the shader program used to render.
  16955. * @param name Define the name of the uniform samplers as defined in the shader
  16956. * @param texture Define the texture to bind to this sampler
  16957. * @return the texture itself allowing "fluent" like uniform updates
  16958. */
  16959. setTexture(name: string, texture: Texture): ProceduralTexture;
  16960. /**
  16961. * Set a float in the shader.
  16962. * @param name Define the name of the uniform as defined in the shader
  16963. * @param value Define the value to give to the uniform
  16964. * @return the texture itself allowing "fluent" like uniform updates
  16965. */
  16966. setFloat(name: string, value: number): ProceduralTexture;
  16967. /**
  16968. * Set a int in the shader.
  16969. * @param name Define the name of the uniform as defined in the shader
  16970. * @param value Define the value to give to the uniform
  16971. * @return the texture itself allowing "fluent" like uniform updates
  16972. */
  16973. setInt(name: string, value: number): ProceduralTexture;
  16974. /**
  16975. * Set an array of floats in the shader.
  16976. * @param name Define the name of the uniform as defined in the shader
  16977. * @param value Define the value to give to the uniform
  16978. * @return the texture itself allowing "fluent" like uniform updates
  16979. */
  16980. setFloats(name: string, value: number[]): ProceduralTexture;
  16981. /**
  16982. * Set a vec3 in the shader from a Color3.
  16983. * @param name Define the name of the uniform as defined in the shader
  16984. * @param value Define the value to give to the uniform
  16985. * @return the texture itself allowing "fluent" like uniform updates
  16986. */
  16987. setColor3(name: string, value: Color3): ProceduralTexture;
  16988. /**
  16989. * Set a vec4 in the shader from a Color4.
  16990. * @param name Define the name of the uniform as defined in the shader
  16991. * @param value Define the value to give to the uniform
  16992. * @return the texture itself allowing "fluent" like uniform updates
  16993. */
  16994. setColor4(name: string, value: Color4): ProceduralTexture;
  16995. /**
  16996. * Set a vec2 in the shader from a Vector2.
  16997. * @param name Define the name of the uniform as defined in the shader
  16998. * @param value Define the value to give to the uniform
  16999. * @return the texture itself allowing "fluent" like uniform updates
  17000. */
  17001. setVector2(name: string, value: Vector2): ProceduralTexture;
  17002. /**
  17003. * Set a vec3 in the shader from a Vector3.
  17004. * @param name Define the name of the uniform as defined in the shader
  17005. * @param value Define the value to give to the uniform
  17006. * @return the texture itself allowing "fluent" like uniform updates
  17007. */
  17008. setVector3(name: string, value: Vector3): ProceduralTexture;
  17009. /**
  17010. * Set a mat4 in the shader from a MAtrix.
  17011. * @param name Define the name of the uniform as defined in the shader
  17012. * @param value Define the value to give to the uniform
  17013. * @return the texture itself allowing "fluent" like uniform updates
  17014. */
  17015. setMatrix(name: string, value: Matrix): ProceduralTexture;
  17016. /**
  17017. * Render the texture to its associated render target.
  17018. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  17019. */
  17020. render(useCameraPostProcess?: boolean): void;
  17021. /**
  17022. * Clone the texture.
  17023. * @returns the cloned texture
  17024. */
  17025. clone(): ProceduralTexture;
  17026. /**
  17027. * Dispose the texture and release its asoociated resources.
  17028. */
  17029. dispose(): void;
  17030. }
  17031. }
  17032. declare module "babylonjs/Particles/baseParticleSystem" {
  17033. import { Nullable } from "babylonjs/types";
  17034. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  17035. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  17036. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  17037. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  17038. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  17039. import { Scene } from "babylonjs/scene";
  17040. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  17041. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  17042. import { Texture } from "babylonjs/Materials/Textures/texture";
  17043. import { Color4 } from "babylonjs/Maths/math.color";
  17044. import { Animation } from "babylonjs/Animations/animation";
  17045. /**
  17046. * This represents the base class for particle system in Babylon.
  17047. * 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.
  17048. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17049. * @example https://doc.babylonjs.com/babylon101/particles
  17050. */
  17051. export class BaseParticleSystem {
  17052. /**
  17053. * Source color is added to the destination color without alpha affecting the result
  17054. */
  17055. static BLENDMODE_ONEONE: number;
  17056. /**
  17057. * Blend current color and particle color using particle’s alpha
  17058. */
  17059. static BLENDMODE_STANDARD: number;
  17060. /**
  17061. * Add current color and particle color multiplied by particle’s alpha
  17062. */
  17063. static BLENDMODE_ADD: number;
  17064. /**
  17065. * Multiply current color with particle color
  17066. */
  17067. static BLENDMODE_MULTIPLY: number;
  17068. /**
  17069. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  17070. */
  17071. static BLENDMODE_MULTIPLYADD: number;
  17072. /**
  17073. * List of animations used by the particle system.
  17074. */
  17075. animations: Animation[];
  17076. /**
  17077. * The id of the Particle system.
  17078. */
  17079. id: string;
  17080. /**
  17081. * The friendly name of the Particle system.
  17082. */
  17083. name: string;
  17084. /**
  17085. * The rendering group used by the Particle system to chose when to render.
  17086. */
  17087. renderingGroupId: number;
  17088. /**
  17089. * The emitter represents the Mesh or position we are attaching the particle system to.
  17090. */
  17091. emitter: Nullable<AbstractMesh | Vector3>;
  17092. /**
  17093. * The maximum number of particles to emit per frame
  17094. */
  17095. emitRate: number;
  17096. /**
  17097. * If you want to launch only a few particles at once, that can be done, as well.
  17098. */
  17099. manualEmitCount: number;
  17100. /**
  17101. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  17102. */
  17103. updateSpeed: number;
  17104. /**
  17105. * The amount of time the particle system is running (depends of the overall update speed).
  17106. */
  17107. targetStopDuration: number;
  17108. /**
  17109. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  17110. */
  17111. disposeOnStop: boolean;
  17112. /**
  17113. * Minimum power of emitting particles.
  17114. */
  17115. minEmitPower: number;
  17116. /**
  17117. * Maximum power of emitting particles.
  17118. */
  17119. maxEmitPower: number;
  17120. /**
  17121. * Minimum life time of emitting particles.
  17122. */
  17123. minLifeTime: number;
  17124. /**
  17125. * Maximum life time of emitting particles.
  17126. */
  17127. maxLifeTime: number;
  17128. /**
  17129. * Minimum Size of emitting particles.
  17130. */
  17131. minSize: number;
  17132. /**
  17133. * Maximum Size of emitting particles.
  17134. */
  17135. maxSize: number;
  17136. /**
  17137. * Minimum scale of emitting particles on X axis.
  17138. */
  17139. minScaleX: number;
  17140. /**
  17141. * Maximum scale of emitting particles on X axis.
  17142. */
  17143. maxScaleX: number;
  17144. /**
  17145. * Minimum scale of emitting particles on Y axis.
  17146. */
  17147. minScaleY: number;
  17148. /**
  17149. * Maximum scale of emitting particles on Y axis.
  17150. */
  17151. maxScaleY: number;
  17152. /**
  17153. * Gets or sets the minimal initial rotation in radians.
  17154. */
  17155. minInitialRotation: number;
  17156. /**
  17157. * Gets or sets the maximal initial rotation in radians.
  17158. */
  17159. maxInitialRotation: number;
  17160. /**
  17161. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17162. */
  17163. minAngularSpeed: number;
  17164. /**
  17165. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17166. */
  17167. maxAngularSpeed: number;
  17168. /**
  17169. * The texture used to render each particle. (this can be a spritesheet)
  17170. */
  17171. particleTexture: Nullable<Texture>;
  17172. /**
  17173. * The layer mask we are rendering the particles through.
  17174. */
  17175. layerMask: number;
  17176. /**
  17177. * This can help using your own shader to render the particle system.
  17178. * The according effect will be created
  17179. */
  17180. customShader: any;
  17181. /**
  17182. * By default particle system starts as soon as they are created. This prevents the
  17183. * automatic start to happen and let you decide when to start emitting particles.
  17184. */
  17185. preventAutoStart: boolean;
  17186. private _noiseTexture;
  17187. /**
  17188. * Gets or sets a texture used to add random noise to particle positions
  17189. */
  17190. noiseTexture: Nullable<ProceduralTexture>;
  17191. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17192. noiseStrength: Vector3;
  17193. /**
  17194. * Callback triggered when the particle animation is ending.
  17195. */
  17196. onAnimationEnd: Nullable<() => void>;
  17197. /**
  17198. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17199. */
  17200. blendMode: number;
  17201. /**
  17202. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17203. * to override the particles.
  17204. */
  17205. forceDepthWrite: boolean;
  17206. /** 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 */
  17207. preWarmCycles: number;
  17208. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17209. preWarmStepOffset: number;
  17210. /**
  17211. * 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)
  17212. */
  17213. spriteCellChangeSpeed: number;
  17214. /**
  17215. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17216. */
  17217. startSpriteCellID: number;
  17218. /**
  17219. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17220. */
  17221. endSpriteCellID: number;
  17222. /**
  17223. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17224. */
  17225. spriteCellWidth: number;
  17226. /**
  17227. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17228. */
  17229. spriteCellHeight: number;
  17230. /**
  17231. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17232. */
  17233. spriteRandomStartCell: boolean;
  17234. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17235. translationPivot: Vector2;
  17236. /** @hidden */
  17237. protected _isAnimationSheetEnabled: boolean;
  17238. /**
  17239. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17240. */
  17241. beginAnimationOnStart: boolean;
  17242. /**
  17243. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17244. */
  17245. beginAnimationFrom: number;
  17246. /**
  17247. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17248. */
  17249. beginAnimationTo: number;
  17250. /**
  17251. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17252. */
  17253. beginAnimationLoop: boolean;
  17254. /**
  17255. * Gets or sets a world offset applied to all particles
  17256. */
  17257. worldOffset: Vector3;
  17258. /**
  17259. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17260. */
  17261. isAnimationSheetEnabled: boolean;
  17262. /**
  17263. * Get hosting scene
  17264. * @returns the scene
  17265. */
  17266. getScene(): Scene;
  17267. /**
  17268. * You can use gravity if you want to give an orientation to your particles.
  17269. */
  17270. gravity: Vector3;
  17271. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17272. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17273. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17274. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17275. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17276. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17277. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17278. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17279. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17280. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17281. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17282. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17283. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17284. /**
  17285. * Defines the delay in milliseconds before starting the system (0 by default)
  17286. */
  17287. startDelay: number;
  17288. /**
  17289. * Gets the current list of drag gradients.
  17290. * You must use addDragGradient and removeDragGradient to udpate this list
  17291. * @returns the list of drag gradients
  17292. */
  17293. getDragGradients(): Nullable<Array<FactorGradient>>;
  17294. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17295. limitVelocityDamping: number;
  17296. /**
  17297. * Gets the current list of limit velocity gradients.
  17298. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17299. * @returns the list of limit velocity gradients
  17300. */
  17301. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17302. /**
  17303. * Gets the current list of color gradients.
  17304. * You must use addColorGradient and removeColorGradient to udpate this list
  17305. * @returns the list of color gradients
  17306. */
  17307. getColorGradients(): Nullable<Array<ColorGradient>>;
  17308. /**
  17309. * Gets the current list of size gradients.
  17310. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17311. * @returns the list of size gradients
  17312. */
  17313. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17314. /**
  17315. * Gets the current list of color remap gradients.
  17316. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17317. * @returns the list of color remap gradients
  17318. */
  17319. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17320. /**
  17321. * Gets the current list of alpha remap gradients.
  17322. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17323. * @returns the list of alpha remap gradients
  17324. */
  17325. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17326. /**
  17327. * Gets the current list of life time gradients.
  17328. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17329. * @returns the list of life time gradients
  17330. */
  17331. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17332. /**
  17333. * Gets the current list of angular speed gradients.
  17334. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17335. * @returns the list of angular speed gradients
  17336. */
  17337. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17338. /**
  17339. * Gets the current list of velocity gradients.
  17340. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17341. * @returns the list of velocity gradients
  17342. */
  17343. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17344. /**
  17345. * Gets the current list of start size gradients.
  17346. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17347. * @returns the list of start size gradients
  17348. */
  17349. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17350. /**
  17351. * Gets the current list of emit rate gradients.
  17352. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17353. * @returns the list of emit rate gradients
  17354. */
  17355. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17356. /**
  17357. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17358. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17359. */
  17360. direction1: Vector3;
  17361. /**
  17362. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17363. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17364. */
  17365. direction2: Vector3;
  17366. /**
  17367. * 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.
  17368. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17369. */
  17370. minEmitBox: Vector3;
  17371. /**
  17372. * 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.
  17373. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17374. */
  17375. maxEmitBox: Vector3;
  17376. /**
  17377. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17378. */
  17379. color1: Color4;
  17380. /**
  17381. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17382. */
  17383. color2: Color4;
  17384. /**
  17385. * Color the particle will have at the end of its lifetime
  17386. */
  17387. colorDead: Color4;
  17388. /**
  17389. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17390. */
  17391. textureMask: Color4;
  17392. /**
  17393. * The particle emitter type defines the emitter used by the particle system.
  17394. * It can be for example box, sphere, or cone...
  17395. */
  17396. particleEmitterType: IParticleEmitterType;
  17397. /** @hidden */
  17398. _isSubEmitter: boolean;
  17399. /**
  17400. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17401. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17402. */
  17403. billboardMode: number;
  17404. protected _isBillboardBased: boolean;
  17405. /**
  17406. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17407. */
  17408. isBillboardBased: boolean;
  17409. /**
  17410. * The scene the particle system belongs to.
  17411. */
  17412. protected _scene: Scene;
  17413. /**
  17414. * Local cache of defines for image processing.
  17415. */
  17416. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17417. /**
  17418. * Default configuration related to image processing available in the standard Material.
  17419. */
  17420. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17421. /**
  17422. * Gets the image processing configuration used either in this material.
  17423. */
  17424. /**
  17425. * Sets the Default image processing configuration used either in the this material.
  17426. *
  17427. * If sets to null, the scene one is in use.
  17428. */
  17429. imageProcessingConfiguration: ImageProcessingConfiguration;
  17430. /**
  17431. * Attaches a new image processing configuration to the Standard Material.
  17432. * @param configuration
  17433. */
  17434. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17435. /** @hidden */
  17436. protected _reset(): void;
  17437. /** @hidden */
  17438. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17439. /**
  17440. * Instantiates a particle system.
  17441. * 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.
  17442. * @param name The name of the particle system
  17443. */
  17444. constructor(name: string);
  17445. /**
  17446. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17447. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17448. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17449. * @returns the emitter
  17450. */
  17451. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17452. /**
  17453. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17454. * @param radius The radius of the hemisphere to emit from
  17455. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17456. * @returns the emitter
  17457. */
  17458. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17459. /**
  17460. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17461. * @param radius The radius of the sphere to emit from
  17462. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17463. * @returns the emitter
  17464. */
  17465. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17466. /**
  17467. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17468. * @param radius The radius of the sphere to emit from
  17469. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17470. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17471. * @returns the emitter
  17472. */
  17473. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17474. /**
  17475. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17476. * @param radius The radius of the emission cylinder
  17477. * @param height The height of the emission cylinder
  17478. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17479. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17480. * @returns the emitter
  17481. */
  17482. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17483. /**
  17484. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17485. * @param radius The radius of the cylinder to emit from
  17486. * @param height The height of the emission cylinder
  17487. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17488. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17489. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17490. * @returns the emitter
  17491. */
  17492. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17493. /**
  17494. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17495. * @param radius The radius of the cone to emit from
  17496. * @param angle The base angle of the cone
  17497. * @returns the emitter
  17498. */
  17499. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17500. /**
  17501. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17502. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17503. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17504. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17505. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17506. * @returns the emitter
  17507. */
  17508. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17509. }
  17510. }
  17511. declare module "babylonjs/Particles/subEmitter" {
  17512. import { Scene } from "babylonjs/scene";
  17513. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17514. /**
  17515. * Type of sub emitter
  17516. */
  17517. export enum SubEmitterType {
  17518. /**
  17519. * Attached to the particle over it's lifetime
  17520. */
  17521. ATTACHED = 0,
  17522. /**
  17523. * Created when the particle dies
  17524. */
  17525. END = 1
  17526. }
  17527. /**
  17528. * Sub emitter class used to emit particles from an existing particle
  17529. */
  17530. export class SubEmitter {
  17531. /**
  17532. * the particle system to be used by the sub emitter
  17533. */
  17534. particleSystem: ParticleSystem;
  17535. /**
  17536. * Type of the submitter (Default: END)
  17537. */
  17538. type: SubEmitterType;
  17539. /**
  17540. * 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)
  17541. * Note: This only is supported when using an emitter of type Mesh
  17542. */
  17543. inheritDirection: boolean;
  17544. /**
  17545. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17546. */
  17547. inheritedVelocityAmount: number;
  17548. /**
  17549. * Creates a sub emitter
  17550. * @param particleSystem the particle system to be used by the sub emitter
  17551. */
  17552. constructor(
  17553. /**
  17554. * the particle system to be used by the sub emitter
  17555. */
  17556. particleSystem: ParticleSystem);
  17557. /**
  17558. * Clones the sub emitter
  17559. * @returns the cloned sub emitter
  17560. */
  17561. clone(): SubEmitter;
  17562. /**
  17563. * Serialize current object to a JSON object
  17564. * @returns the serialized object
  17565. */
  17566. serialize(): any;
  17567. /** @hidden */
  17568. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17569. /**
  17570. * Creates a new SubEmitter from a serialized JSON version
  17571. * @param serializationObject defines the JSON object to read from
  17572. * @param scene defines the hosting scene
  17573. * @param rootUrl defines the rootUrl for data loading
  17574. * @returns a new SubEmitter
  17575. */
  17576. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17577. /** Release associated resources */
  17578. dispose(): void;
  17579. }
  17580. }
  17581. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17582. /** @hidden */
  17583. export var clipPlaneFragmentDeclaration: {
  17584. name: string;
  17585. shader: string;
  17586. };
  17587. }
  17588. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17589. /** @hidden */
  17590. export var imageProcessingDeclaration: {
  17591. name: string;
  17592. shader: string;
  17593. };
  17594. }
  17595. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17596. /** @hidden */
  17597. export var imageProcessingFunctions: {
  17598. name: string;
  17599. shader: string;
  17600. };
  17601. }
  17602. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17603. /** @hidden */
  17604. export var clipPlaneFragment: {
  17605. name: string;
  17606. shader: string;
  17607. };
  17608. }
  17609. declare module "babylonjs/Shaders/particles.fragment" {
  17610. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17611. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17612. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17613. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17614. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17615. /** @hidden */
  17616. export var particlesPixelShader: {
  17617. name: string;
  17618. shader: string;
  17619. };
  17620. }
  17621. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17622. /** @hidden */
  17623. export var clipPlaneVertexDeclaration: {
  17624. name: string;
  17625. shader: string;
  17626. };
  17627. }
  17628. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17629. /** @hidden */
  17630. export var clipPlaneVertex: {
  17631. name: string;
  17632. shader: string;
  17633. };
  17634. }
  17635. declare module "babylonjs/Shaders/particles.vertex" {
  17636. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17637. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17638. /** @hidden */
  17639. export var particlesVertexShader: {
  17640. name: string;
  17641. shader: string;
  17642. };
  17643. }
  17644. declare module "babylonjs/Particles/particleSystem" {
  17645. import { Nullable } from "babylonjs/types";
  17646. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17647. import { Observable } from "babylonjs/Misc/observable";
  17648. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17649. import { Effect } from "babylonjs/Materials/effect";
  17650. import { Scene, IDisposable } from "babylonjs/scene";
  17651. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17652. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17653. import { Particle } from "babylonjs/Particles/particle";
  17654. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17655. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17656. import "babylonjs/Shaders/particles.fragment";
  17657. import "babylonjs/Shaders/particles.vertex";
  17658. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17659. /**
  17660. * This represents a particle system in Babylon.
  17661. * 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.
  17662. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17663. * @example https://doc.babylonjs.com/babylon101/particles
  17664. */
  17665. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17666. /**
  17667. * Billboard mode will only apply to Y axis
  17668. */
  17669. static readonly BILLBOARDMODE_Y: number;
  17670. /**
  17671. * Billboard mode will apply to all axes
  17672. */
  17673. static readonly BILLBOARDMODE_ALL: number;
  17674. /**
  17675. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17676. */
  17677. static readonly BILLBOARDMODE_STRETCHED: number;
  17678. /**
  17679. * This function can be defined to provide custom update for active particles.
  17680. * This function will be called instead of regular update (age, position, color, etc.).
  17681. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17682. */
  17683. updateFunction: (particles: Particle[]) => void;
  17684. private _emitterWorldMatrix;
  17685. /**
  17686. * This function can be defined to specify initial direction for every new particle.
  17687. * It by default use the emitterType defined function
  17688. */
  17689. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17690. /**
  17691. * This function can be defined to specify initial position for every new particle.
  17692. * It by default use the emitterType defined function
  17693. */
  17694. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17695. /**
  17696. * @hidden
  17697. */
  17698. _inheritedVelocityOffset: Vector3;
  17699. /**
  17700. * An event triggered when the system is disposed
  17701. */
  17702. onDisposeObservable: Observable<ParticleSystem>;
  17703. private _onDisposeObserver;
  17704. /**
  17705. * Sets a callback that will be triggered when the system is disposed
  17706. */
  17707. onDispose: () => void;
  17708. private _particles;
  17709. private _epsilon;
  17710. private _capacity;
  17711. private _stockParticles;
  17712. private _newPartsExcess;
  17713. private _vertexData;
  17714. private _vertexBuffer;
  17715. private _vertexBuffers;
  17716. private _spriteBuffer;
  17717. private _indexBuffer;
  17718. private _effect;
  17719. private _customEffect;
  17720. private _cachedDefines;
  17721. private _scaledColorStep;
  17722. private _colorDiff;
  17723. private _scaledDirection;
  17724. private _scaledGravity;
  17725. private _currentRenderId;
  17726. private _alive;
  17727. private _useInstancing;
  17728. private _started;
  17729. private _stopped;
  17730. private _actualFrame;
  17731. private _scaledUpdateSpeed;
  17732. private _vertexBufferSize;
  17733. /** @hidden */
  17734. _currentEmitRateGradient: Nullable<FactorGradient>;
  17735. /** @hidden */
  17736. _currentEmitRate1: number;
  17737. /** @hidden */
  17738. _currentEmitRate2: number;
  17739. /** @hidden */
  17740. _currentStartSizeGradient: Nullable<FactorGradient>;
  17741. /** @hidden */
  17742. _currentStartSize1: number;
  17743. /** @hidden */
  17744. _currentStartSize2: number;
  17745. private readonly _rawTextureWidth;
  17746. private _rampGradientsTexture;
  17747. private _useRampGradients;
  17748. /** Gets or sets a boolean indicating that ramp gradients must be used
  17749. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17750. */
  17751. useRampGradients: boolean;
  17752. /**
  17753. * 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.
  17754. * 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: [])
  17755. */
  17756. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17757. private _subEmitters;
  17758. /**
  17759. * @hidden
  17760. * If the particle systems emitter should be disposed when the particle system is disposed
  17761. */
  17762. _disposeEmitterOnDispose: boolean;
  17763. /**
  17764. * The current active Sub-systems, this property is used by the root particle system only.
  17765. */
  17766. activeSubSystems: Array<ParticleSystem>;
  17767. private _rootParticleSystem;
  17768. /**
  17769. * Gets the current list of active particles
  17770. */
  17771. readonly particles: Particle[];
  17772. /**
  17773. * Returns the string "ParticleSystem"
  17774. * @returns a string containing the class name
  17775. */
  17776. getClassName(): string;
  17777. /**
  17778. * Instantiates a particle system.
  17779. * 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.
  17780. * @param name The name of the particle system
  17781. * @param capacity The max number of particles alive at the same time
  17782. * @param scene The scene the particle system belongs to
  17783. * @param customEffect a custom effect used to change the way particles are rendered by default
  17784. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17785. * @param epsilon Offset used to render the particles
  17786. */
  17787. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17788. private _addFactorGradient;
  17789. private _removeFactorGradient;
  17790. /**
  17791. * Adds a new life time gradient
  17792. * @param gradient defines the gradient to use (between 0 and 1)
  17793. * @param factor defines the life time factor to affect to the specified gradient
  17794. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17795. * @returns the current particle system
  17796. */
  17797. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17798. /**
  17799. * Remove a specific life time gradient
  17800. * @param gradient defines the gradient to remove
  17801. * @returns the current particle system
  17802. */
  17803. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17804. /**
  17805. * Adds a new size gradient
  17806. * @param gradient defines the gradient to use (between 0 and 1)
  17807. * @param factor defines the size factor to affect to the specified gradient
  17808. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17809. * @returns the current particle system
  17810. */
  17811. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17812. /**
  17813. * Remove a specific size gradient
  17814. * @param gradient defines the gradient to remove
  17815. * @returns the current particle system
  17816. */
  17817. removeSizeGradient(gradient: number): IParticleSystem;
  17818. /**
  17819. * Adds a new color remap gradient
  17820. * @param gradient defines the gradient to use (between 0 and 1)
  17821. * @param min defines the color remap minimal range
  17822. * @param max defines the color remap maximal range
  17823. * @returns the current particle system
  17824. */
  17825. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17826. /**
  17827. * Remove a specific color remap gradient
  17828. * @param gradient defines the gradient to remove
  17829. * @returns the current particle system
  17830. */
  17831. removeColorRemapGradient(gradient: number): IParticleSystem;
  17832. /**
  17833. * Adds a new alpha remap gradient
  17834. * @param gradient defines the gradient to use (between 0 and 1)
  17835. * @param min defines the alpha remap minimal range
  17836. * @param max defines the alpha remap maximal range
  17837. * @returns the current particle system
  17838. */
  17839. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17840. /**
  17841. * Remove a specific alpha remap gradient
  17842. * @param gradient defines the gradient to remove
  17843. * @returns the current particle system
  17844. */
  17845. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17846. /**
  17847. * Adds a new angular speed gradient
  17848. * @param gradient defines the gradient to use (between 0 and 1)
  17849. * @param factor defines the angular speed to affect to the specified gradient
  17850. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17851. * @returns the current particle system
  17852. */
  17853. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17854. /**
  17855. * Remove a specific angular speed gradient
  17856. * @param gradient defines the gradient to remove
  17857. * @returns the current particle system
  17858. */
  17859. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17860. /**
  17861. * Adds a new velocity gradient
  17862. * @param gradient defines the gradient to use (between 0 and 1)
  17863. * @param factor defines the velocity to affect to the specified gradient
  17864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17865. * @returns the current particle system
  17866. */
  17867. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17868. /**
  17869. * Remove a specific velocity gradient
  17870. * @param gradient defines the gradient to remove
  17871. * @returns the current particle system
  17872. */
  17873. removeVelocityGradient(gradient: number): IParticleSystem;
  17874. /**
  17875. * Adds a new limit velocity gradient
  17876. * @param gradient defines the gradient to use (between 0 and 1)
  17877. * @param factor defines the limit velocity value to affect to the specified gradient
  17878. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17879. * @returns the current particle system
  17880. */
  17881. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17882. /**
  17883. * Remove a specific limit velocity gradient
  17884. * @param gradient defines the gradient to remove
  17885. * @returns the current particle system
  17886. */
  17887. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17888. /**
  17889. * Adds a new drag gradient
  17890. * @param gradient defines the gradient to use (between 0 and 1)
  17891. * @param factor defines the drag value to affect to the specified gradient
  17892. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17893. * @returns the current particle system
  17894. */
  17895. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17896. /**
  17897. * Remove a specific drag gradient
  17898. * @param gradient defines the gradient to remove
  17899. * @returns the current particle system
  17900. */
  17901. removeDragGradient(gradient: number): IParticleSystem;
  17902. /**
  17903. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17904. * @param gradient defines the gradient to use (between 0 and 1)
  17905. * @param factor defines the emit rate value to affect to the specified gradient
  17906. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17907. * @returns the current particle system
  17908. */
  17909. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17910. /**
  17911. * Remove a specific emit rate gradient
  17912. * @param gradient defines the gradient to remove
  17913. * @returns the current particle system
  17914. */
  17915. removeEmitRateGradient(gradient: number): IParticleSystem;
  17916. /**
  17917. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17918. * @param gradient defines the gradient to use (between 0 and 1)
  17919. * @param factor defines the start size value to affect to the specified gradient
  17920. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17921. * @returns the current particle system
  17922. */
  17923. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17924. /**
  17925. * Remove a specific start size gradient
  17926. * @param gradient defines the gradient to remove
  17927. * @returns the current particle system
  17928. */
  17929. removeStartSizeGradient(gradient: number): IParticleSystem;
  17930. private _createRampGradientTexture;
  17931. /**
  17932. * Gets the current list of ramp gradients.
  17933. * You must use addRampGradient and removeRampGradient to udpate this list
  17934. * @returns the list of ramp gradients
  17935. */
  17936. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17937. /**
  17938. * Adds a new ramp gradient used to remap particle colors
  17939. * @param gradient defines the gradient to use (between 0 and 1)
  17940. * @param color defines the color to affect to the specified gradient
  17941. * @returns the current particle system
  17942. */
  17943. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17944. /**
  17945. * Remove a specific ramp gradient
  17946. * @param gradient defines the gradient to remove
  17947. * @returns the current particle system
  17948. */
  17949. removeRampGradient(gradient: number): ParticleSystem;
  17950. /**
  17951. * Adds a new color gradient
  17952. * @param gradient defines the gradient to use (between 0 and 1)
  17953. * @param color1 defines the color to affect to the specified gradient
  17954. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17955. * @returns this particle system
  17956. */
  17957. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17958. /**
  17959. * Remove a specific color gradient
  17960. * @param gradient defines the gradient to remove
  17961. * @returns this particle system
  17962. */
  17963. removeColorGradient(gradient: number): IParticleSystem;
  17964. private _fetchR;
  17965. protected _reset(): void;
  17966. private _resetEffect;
  17967. private _createVertexBuffers;
  17968. private _createIndexBuffer;
  17969. /**
  17970. * Gets the maximum number of particles active at the same time.
  17971. * @returns The max number of active particles.
  17972. */
  17973. getCapacity(): number;
  17974. /**
  17975. * Gets whether there are still active particles in the system.
  17976. * @returns True if it is alive, otherwise false.
  17977. */
  17978. isAlive(): boolean;
  17979. /**
  17980. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17981. * @returns True if it has been started, otherwise false.
  17982. */
  17983. isStarted(): boolean;
  17984. private _prepareSubEmitterInternalArray;
  17985. /**
  17986. * Starts the particle system and begins to emit
  17987. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17988. */
  17989. start(delay?: number): void;
  17990. /**
  17991. * Stops the particle system.
  17992. * @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.
  17993. */
  17994. stop(stopSubEmitters?: boolean): void;
  17995. /**
  17996. * Remove all active particles
  17997. */
  17998. reset(): void;
  17999. /**
  18000. * @hidden (for internal use only)
  18001. */
  18002. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  18003. /**
  18004. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  18005. * Its lifetime will start back at 0.
  18006. */
  18007. recycleParticle: (particle: Particle) => void;
  18008. private _stopSubEmitters;
  18009. private _createParticle;
  18010. private _removeFromRoot;
  18011. private _emitFromParticle;
  18012. private _update;
  18013. /** @hidden */
  18014. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  18015. /** @hidden */
  18016. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  18017. /** @hidden */
  18018. private _getEffect;
  18019. /**
  18020. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  18021. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  18022. */
  18023. animate(preWarmOnly?: boolean): void;
  18024. private _appendParticleVertices;
  18025. /**
  18026. * Rebuilds the particle system.
  18027. */
  18028. rebuild(): void;
  18029. /**
  18030. * Is this system ready to be used/rendered
  18031. * @return true if the system is ready
  18032. */
  18033. isReady(): boolean;
  18034. private _render;
  18035. /**
  18036. * Renders the particle system in its current state.
  18037. * @returns the current number of particles
  18038. */
  18039. render(): number;
  18040. /**
  18041. * Disposes the particle system and free the associated resources
  18042. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18043. */
  18044. dispose(disposeTexture?: boolean): void;
  18045. /**
  18046. * Clones the particle system.
  18047. * @param name The name of the cloned object
  18048. * @param newEmitter The new emitter to use
  18049. * @returns the cloned particle system
  18050. */
  18051. clone(name: string, newEmitter: any): ParticleSystem;
  18052. /**
  18053. * Serializes the particle system to a JSON object.
  18054. * @returns the JSON object
  18055. */
  18056. serialize(): any;
  18057. /** @hidden */
  18058. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  18059. /** @hidden */
  18060. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  18061. /**
  18062. * Parses a JSON object to create a particle system.
  18063. * @param parsedParticleSystem The JSON object to parse
  18064. * @param scene The scene to create the particle system in
  18065. * @param rootUrl The root url to use to load external dependencies like texture
  18066. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  18067. * @returns the Parsed particle system
  18068. */
  18069. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  18070. }
  18071. }
  18072. declare module "babylonjs/Particles/particle" {
  18073. import { Nullable } from "babylonjs/types";
  18074. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  18075. import { Color4 } from "babylonjs/Maths/math.color";
  18076. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  18077. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  18078. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  18079. /**
  18080. * A particle represents one of the element emitted by a particle system.
  18081. * This is mainly define by its coordinates, direction, velocity and age.
  18082. */
  18083. export class Particle {
  18084. /**
  18085. * The particle system the particle belongs to.
  18086. */
  18087. particleSystem: ParticleSystem;
  18088. private static _Count;
  18089. /**
  18090. * Unique ID of the particle
  18091. */
  18092. id: number;
  18093. /**
  18094. * The world position of the particle in the scene.
  18095. */
  18096. position: Vector3;
  18097. /**
  18098. * The world direction of the particle in the scene.
  18099. */
  18100. direction: Vector3;
  18101. /**
  18102. * The color of the particle.
  18103. */
  18104. color: Color4;
  18105. /**
  18106. * The color change of the particle per step.
  18107. */
  18108. colorStep: Color4;
  18109. /**
  18110. * Defines how long will the life of the particle be.
  18111. */
  18112. lifeTime: number;
  18113. /**
  18114. * The current age of the particle.
  18115. */
  18116. age: number;
  18117. /**
  18118. * The current size of the particle.
  18119. */
  18120. size: number;
  18121. /**
  18122. * The current scale of the particle.
  18123. */
  18124. scale: Vector2;
  18125. /**
  18126. * The current angle of the particle.
  18127. */
  18128. angle: number;
  18129. /**
  18130. * Defines how fast is the angle changing.
  18131. */
  18132. angularSpeed: number;
  18133. /**
  18134. * Defines the cell index used by the particle to be rendered from a sprite.
  18135. */
  18136. cellIndex: number;
  18137. /**
  18138. * The information required to support color remapping
  18139. */
  18140. remapData: Vector4;
  18141. /** @hidden */
  18142. _randomCellOffset?: number;
  18143. /** @hidden */
  18144. _initialDirection: Nullable<Vector3>;
  18145. /** @hidden */
  18146. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18147. /** @hidden */
  18148. _initialStartSpriteCellID: number;
  18149. /** @hidden */
  18150. _initialEndSpriteCellID: number;
  18151. /** @hidden */
  18152. _currentColorGradient: Nullable<ColorGradient>;
  18153. /** @hidden */
  18154. _currentColor1: Color4;
  18155. /** @hidden */
  18156. _currentColor2: Color4;
  18157. /** @hidden */
  18158. _currentSizeGradient: Nullable<FactorGradient>;
  18159. /** @hidden */
  18160. _currentSize1: number;
  18161. /** @hidden */
  18162. _currentSize2: number;
  18163. /** @hidden */
  18164. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18165. /** @hidden */
  18166. _currentAngularSpeed1: number;
  18167. /** @hidden */
  18168. _currentAngularSpeed2: number;
  18169. /** @hidden */
  18170. _currentVelocityGradient: Nullable<FactorGradient>;
  18171. /** @hidden */
  18172. _currentVelocity1: number;
  18173. /** @hidden */
  18174. _currentVelocity2: number;
  18175. /** @hidden */
  18176. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18177. /** @hidden */
  18178. _currentLimitVelocity1: number;
  18179. /** @hidden */
  18180. _currentLimitVelocity2: number;
  18181. /** @hidden */
  18182. _currentDragGradient: Nullable<FactorGradient>;
  18183. /** @hidden */
  18184. _currentDrag1: number;
  18185. /** @hidden */
  18186. _currentDrag2: number;
  18187. /** @hidden */
  18188. _randomNoiseCoordinates1: Vector3;
  18189. /** @hidden */
  18190. _randomNoiseCoordinates2: Vector3;
  18191. /**
  18192. * Creates a new instance Particle
  18193. * @param particleSystem the particle system the particle belongs to
  18194. */
  18195. constructor(
  18196. /**
  18197. * The particle system the particle belongs to.
  18198. */
  18199. particleSystem: ParticleSystem);
  18200. private updateCellInfoFromSystem;
  18201. /**
  18202. * Defines how the sprite cell index is updated for the particle
  18203. */
  18204. updateCellIndex(): void;
  18205. /** @hidden */
  18206. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18207. /** @hidden */
  18208. _inheritParticleInfoToSubEmitters(): void;
  18209. /** @hidden */
  18210. _reset(): void;
  18211. /**
  18212. * Copy the properties of particle to another one.
  18213. * @param other the particle to copy the information to.
  18214. */
  18215. copyTo(other: Particle): void;
  18216. }
  18217. }
  18218. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18219. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18220. import { Effect } from "babylonjs/Materials/effect";
  18221. import { Particle } from "babylonjs/Particles/particle";
  18222. /**
  18223. * Particle emitter represents a volume emitting particles.
  18224. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18225. */
  18226. export interface IParticleEmitterType {
  18227. /**
  18228. * Called by the particle System when the direction is computed for the created particle.
  18229. * @param worldMatrix is the world matrix of the particle system
  18230. * @param directionToUpdate is the direction vector to update with the result
  18231. * @param particle is the particle we are computed the direction for
  18232. */
  18233. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18234. /**
  18235. * Called by the particle System when the position is computed for the created particle.
  18236. * @param worldMatrix is the world matrix of the particle system
  18237. * @param positionToUpdate is the position vector to update with the result
  18238. * @param particle is the particle we are computed the position for
  18239. */
  18240. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18241. /**
  18242. * Clones the current emitter and returns a copy of it
  18243. * @returns the new emitter
  18244. */
  18245. clone(): IParticleEmitterType;
  18246. /**
  18247. * Called by the GPUParticleSystem to setup the update shader
  18248. * @param effect defines the update shader
  18249. */
  18250. applyToShader(effect: Effect): void;
  18251. /**
  18252. * Returns a string to use to update the GPU particles update shader
  18253. * @returns the effect defines string
  18254. */
  18255. getEffectDefines(): string;
  18256. /**
  18257. * Returns a string representing the class name
  18258. * @returns a string containing the class name
  18259. */
  18260. getClassName(): string;
  18261. /**
  18262. * Serializes the particle system to a JSON object.
  18263. * @returns the JSON object
  18264. */
  18265. serialize(): any;
  18266. /**
  18267. * Parse properties from a JSON object
  18268. * @param serializationObject defines the JSON object
  18269. */
  18270. parse(serializationObject: any): void;
  18271. }
  18272. }
  18273. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18274. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18275. import { Effect } from "babylonjs/Materials/effect";
  18276. import { Particle } from "babylonjs/Particles/particle";
  18277. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18278. /**
  18279. * Particle emitter emitting particles from the inside of a box.
  18280. * It emits the particles randomly between 2 given directions.
  18281. */
  18282. export class BoxParticleEmitter implements IParticleEmitterType {
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction1: Vector3;
  18287. /**
  18288. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18289. */
  18290. direction2: Vector3;
  18291. /**
  18292. * 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.
  18293. */
  18294. minEmitBox: Vector3;
  18295. /**
  18296. * 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.
  18297. */
  18298. maxEmitBox: Vector3;
  18299. /**
  18300. * Creates a new instance BoxParticleEmitter
  18301. */
  18302. constructor();
  18303. /**
  18304. * Called by the particle System when the direction is computed for the created particle.
  18305. * @param worldMatrix is the world matrix of the particle system
  18306. * @param directionToUpdate is the direction vector to update with the result
  18307. * @param particle is the particle we are computed the direction for
  18308. */
  18309. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18310. /**
  18311. * Called by the particle System when the position is computed for the created particle.
  18312. * @param worldMatrix is the world matrix of the particle system
  18313. * @param positionToUpdate is the position vector to update with the result
  18314. * @param particle is the particle we are computed the position for
  18315. */
  18316. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18317. /**
  18318. * Clones the current emitter and returns a copy of it
  18319. * @returns the new emitter
  18320. */
  18321. clone(): BoxParticleEmitter;
  18322. /**
  18323. * Called by the GPUParticleSystem to setup the update shader
  18324. * @param effect defines the update shader
  18325. */
  18326. applyToShader(effect: Effect): void;
  18327. /**
  18328. * Returns a string to use to update the GPU particles update shader
  18329. * @returns a string containng the defines string
  18330. */
  18331. getEffectDefines(): string;
  18332. /**
  18333. * Returns the string "BoxParticleEmitter"
  18334. * @returns a string containing the class name
  18335. */
  18336. getClassName(): string;
  18337. /**
  18338. * Serializes the particle system to a JSON object.
  18339. * @returns the JSON object
  18340. */
  18341. serialize(): any;
  18342. /**
  18343. * Parse properties from a JSON object
  18344. * @param serializationObject defines the JSON object
  18345. */
  18346. parse(serializationObject: any): void;
  18347. }
  18348. }
  18349. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18350. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18351. import { Effect } from "babylonjs/Materials/effect";
  18352. import { Particle } from "babylonjs/Particles/particle";
  18353. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18354. /**
  18355. * Particle emitter emitting particles from the inside of a cone.
  18356. * It emits the particles alongside the cone volume from the base to the particle.
  18357. * The emission direction might be randomized.
  18358. */
  18359. export class ConeParticleEmitter implements IParticleEmitterType {
  18360. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18361. directionRandomizer: number;
  18362. private _radius;
  18363. private _angle;
  18364. private _height;
  18365. /**
  18366. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18367. */
  18368. radiusRange: number;
  18369. /**
  18370. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18371. */
  18372. heightRange: number;
  18373. /**
  18374. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18375. */
  18376. emitFromSpawnPointOnly: boolean;
  18377. /**
  18378. * Gets or sets the radius of the emission cone
  18379. */
  18380. radius: number;
  18381. /**
  18382. * Gets or sets the angle of the emission cone
  18383. */
  18384. angle: number;
  18385. private _buildHeight;
  18386. /**
  18387. * Creates a new instance ConeParticleEmitter
  18388. * @param radius the radius of the emission cone (1 by default)
  18389. * @param angle the cone base angle (PI by default)
  18390. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18391. */
  18392. constructor(radius?: number, angle?: number,
  18393. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18394. directionRandomizer?: number);
  18395. /**
  18396. * Called by the particle System when the direction is computed for the created particle.
  18397. * @param worldMatrix is the world matrix of the particle system
  18398. * @param directionToUpdate is the direction vector to update with the result
  18399. * @param particle is the particle we are computed the direction for
  18400. */
  18401. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18402. /**
  18403. * Called by the particle System when the position is computed for the created particle.
  18404. * @param worldMatrix is the world matrix of the particle system
  18405. * @param positionToUpdate is the position vector to update with the result
  18406. * @param particle is the particle we are computed the position for
  18407. */
  18408. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18409. /**
  18410. * Clones the current emitter and returns a copy of it
  18411. * @returns the new emitter
  18412. */
  18413. clone(): ConeParticleEmitter;
  18414. /**
  18415. * Called by the GPUParticleSystem to setup the update shader
  18416. * @param effect defines the update shader
  18417. */
  18418. applyToShader(effect: Effect): void;
  18419. /**
  18420. * Returns a string to use to update the GPU particles update shader
  18421. * @returns a string containng the defines string
  18422. */
  18423. getEffectDefines(): string;
  18424. /**
  18425. * Returns the string "ConeParticleEmitter"
  18426. * @returns a string containing the class name
  18427. */
  18428. getClassName(): string;
  18429. /**
  18430. * Serializes the particle system to a JSON object.
  18431. * @returns the JSON object
  18432. */
  18433. serialize(): any;
  18434. /**
  18435. * Parse properties from a JSON object
  18436. * @param serializationObject defines the JSON object
  18437. */
  18438. parse(serializationObject: any): void;
  18439. }
  18440. }
  18441. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18442. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18443. import { Effect } from "babylonjs/Materials/effect";
  18444. import { Particle } from "babylonjs/Particles/particle";
  18445. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18446. /**
  18447. * Particle emitter emitting particles from the inside of a cylinder.
  18448. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18449. */
  18450. export class CylinderParticleEmitter implements IParticleEmitterType {
  18451. /**
  18452. * The radius of the emission cylinder.
  18453. */
  18454. radius: number;
  18455. /**
  18456. * The height of the emission cylinder.
  18457. */
  18458. height: number;
  18459. /**
  18460. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18461. */
  18462. radiusRange: number;
  18463. /**
  18464. * How much to randomize the particle direction [0-1].
  18465. */
  18466. directionRandomizer: number;
  18467. /**
  18468. * Creates a new instance CylinderParticleEmitter
  18469. * @param radius the radius of the emission cylinder (1 by default)
  18470. * @param height the height of the emission cylinder (1 by default)
  18471. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18472. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18473. */
  18474. constructor(
  18475. /**
  18476. * The radius of the emission cylinder.
  18477. */
  18478. radius?: number,
  18479. /**
  18480. * The height of the emission cylinder.
  18481. */
  18482. height?: number,
  18483. /**
  18484. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18485. */
  18486. radiusRange?: number,
  18487. /**
  18488. * How much to randomize the particle direction [0-1].
  18489. */
  18490. directionRandomizer?: number);
  18491. /**
  18492. * Called by the particle System when the direction is computed for the created particle.
  18493. * @param worldMatrix is the world matrix of the particle system
  18494. * @param directionToUpdate is the direction vector to update with the result
  18495. * @param particle is the particle we are computed the direction for
  18496. */
  18497. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18498. /**
  18499. * Called by the particle System when the position is computed for the created particle.
  18500. * @param worldMatrix is the world matrix of the particle system
  18501. * @param positionToUpdate is the position vector to update with the result
  18502. * @param particle is the particle we are computed the position for
  18503. */
  18504. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18505. /**
  18506. * Clones the current emitter and returns a copy of it
  18507. * @returns the new emitter
  18508. */
  18509. clone(): CylinderParticleEmitter;
  18510. /**
  18511. * Called by the GPUParticleSystem to setup the update shader
  18512. * @param effect defines the update shader
  18513. */
  18514. applyToShader(effect: Effect): void;
  18515. /**
  18516. * Returns a string to use to update the GPU particles update shader
  18517. * @returns a string containng the defines string
  18518. */
  18519. getEffectDefines(): string;
  18520. /**
  18521. * Returns the string "CylinderParticleEmitter"
  18522. * @returns a string containing the class name
  18523. */
  18524. getClassName(): string;
  18525. /**
  18526. * Serializes the particle system to a JSON object.
  18527. * @returns the JSON object
  18528. */
  18529. serialize(): any;
  18530. /**
  18531. * Parse properties from a JSON object
  18532. * @param serializationObject defines the JSON object
  18533. */
  18534. parse(serializationObject: any): void;
  18535. }
  18536. /**
  18537. * Particle emitter emitting particles from the inside of a cylinder.
  18538. * It emits the particles randomly between two vectors.
  18539. */
  18540. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18541. /**
  18542. * The min limit of the emission direction.
  18543. */
  18544. direction1: Vector3;
  18545. /**
  18546. * The max limit of the emission direction.
  18547. */
  18548. direction2: Vector3;
  18549. /**
  18550. * Creates a new instance CylinderDirectedParticleEmitter
  18551. * @param radius the radius of the emission cylinder (1 by default)
  18552. * @param height the height of the emission cylinder (1 by default)
  18553. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18554. * @param direction1 the min limit of the emission direction (up vector by default)
  18555. * @param direction2 the max limit of the emission direction (up vector by default)
  18556. */
  18557. constructor(radius?: number, height?: number, radiusRange?: number,
  18558. /**
  18559. * The min limit of the emission direction.
  18560. */
  18561. direction1?: Vector3,
  18562. /**
  18563. * The max limit of the emission direction.
  18564. */
  18565. direction2?: Vector3);
  18566. /**
  18567. * Called by the particle System when the direction is computed for the created particle.
  18568. * @param worldMatrix is the world matrix of the particle system
  18569. * @param directionToUpdate is the direction vector to update with the result
  18570. * @param particle is the particle we are computed the direction for
  18571. */
  18572. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18573. /**
  18574. * Clones the current emitter and returns a copy of it
  18575. * @returns the new emitter
  18576. */
  18577. clone(): CylinderDirectedParticleEmitter;
  18578. /**
  18579. * Called by the GPUParticleSystem to setup the update shader
  18580. * @param effect defines the update shader
  18581. */
  18582. applyToShader(effect: Effect): void;
  18583. /**
  18584. * Returns a string to use to update the GPU particles update shader
  18585. * @returns a string containng the defines string
  18586. */
  18587. getEffectDefines(): string;
  18588. /**
  18589. * Returns the string "CylinderDirectedParticleEmitter"
  18590. * @returns a string containing the class name
  18591. */
  18592. getClassName(): string;
  18593. /**
  18594. * Serializes the particle system to a JSON object.
  18595. * @returns the JSON object
  18596. */
  18597. serialize(): any;
  18598. /**
  18599. * Parse properties from a JSON object
  18600. * @param serializationObject defines the JSON object
  18601. */
  18602. parse(serializationObject: any): void;
  18603. }
  18604. }
  18605. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18606. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18607. import { Effect } from "babylonjs/Materials/effect";
  18608. import { Particle } from "babylonjs/Particles/particle";
  18609. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18610. /**
  18611. * Particle emitter emitting particles from the inside of a hemisphere.
  18612. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18613. */
  18614. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18615. /**
  18616. * The radius of the emission hemisphere.
  18617. */
  18618. radius: number;
  18619. /**
  18620. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18621. */
  18622. radiusRange: number;
  18623. /**
  18624. * How much to randomize the particle direction [0-1].
  18625. */
  18626. directionRandomizer: number;
  18627. /**
  18628. * Creates a new instance HemisphericParticleEmitter
  18629. * @param radius the radius of the emission hemisphere (1 by default)
  18630. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18631. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18632. */
  18633. constructor(
  18634. /**
  18635. * The radius of the emission hemisphere.
  18636. */
  18637. radius?: number,
  18638. /**
  18639. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18640. */
  18641. radiusRange?: number,
  18642. /**
  18643. * How much to randomize the particle direction [0-1].
  18644. */
  18645. directionRandomizer?: number);
  18646. /**
  18647. * Called by the particle System when the direction is computed for the created particle.
  18648. * @param worldMatrix is the world matrix of the particle system
  18649. * @param directionToUpdate is the direction vector to update with the result
  18650. * @param particle is the particle we are computed the direction for
  18651. */
  18652. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18653. /**
  18654. * Called by the particle System when the position is computed for the created particle.
  18655. * @param worldMatrix is the world matrix of the particle system
  18656. * @param positionToUpdate is the position vector to update with the result
  18657. * @param particle is the particle we are computed the position for
  18658. */
  18659. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18660. /**
  18661. * Clones the current emitter and returns a copy of it
  18662. * @returns the new emitter
  18663. */
  18664. clone(): HemisphericParticleEmitter;
  18665. /**
  18666. * Called by the GPUParticleSystem to setup the update shader
  18667. * @param effect defines the update shader
  18668. */
  18669. applyToShader(effect: Effect): void;
  18670. /**
  18671. * Returns a string to use to update the GPU particles update shader
  18672. * @returns a string containng the defines string
  18673. */
  18674. getEffectDefines(): string;
  18675. /**
  18676. * Returns the string "HemisphericParticleEmitter"
  18677. * @returns a string containing the class name
  18678. */
  18679. getClassName(): string;
  18680. /**
  18681. * Serializes the particle system to a JSON object.
  18682. * @returns the JSON object
  18683. */
  18684. serialize(): any;
  18685. /**
  18686. * Parse properties from a JSON object
  18687. * @param serializationObject defines the JSON object
  18688. */
  18689. parse(serializationObject: any): void;
  18690. }
  18691. }
  18692. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18693. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18694. import { Effect } from "babylonjs/Materials/effect";
  18695. import { Particle } from "babylonjs/Particles/particle";
  18696. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18697. /**
  18698. * Particle emitter emitting particles from a point.
  18699. * It emits the particles randomly between 2 given directions.
  18700. */
  18701. export class PointParticleEmitter implements IParticleEmitterType {
  18702. /**
  18703. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18704. */
  18705. direction1: Vector3;
  18706. /**
  18707. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18708. */
  18709. direction2: Vector3;
  18710. /**
  18711. * Creates a new instance PointParticleEmitter
  18712. */
  18713. constructor();
  18714. /**
  18715. * Called by the particle System when the direction is computed for the created particle.
  18716. * @param worldMatrix is the world matrix of the particle system
  18717. * @param directionToUpdate is the direction vector to update with the result
  18718. * @param particle is the particle we are computed the direction for
  18719. */
  18720. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18721. /**
  18722. * Called by the particle System when the position is computed for the created particle.
  18723. * @param worldMatrix is the world matrix of the particle system
  18724. * @param positionToUpdate is the position vector to update with the result
  18725. * @param particle is the particle we are computed the position for
  18726. */
  18727. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18728. /**
  18729. * Clones the current emitter and returns a copy of it
  18730. * @returns the new emitter
  18731. */
  18732. clone(): PointParticleEmitter;
  18733. /**
  18734. * Called by the GPUParticleSystem to setup the update shader
  18735. * @param effect defines the update shader
  18736. */
  18737. applyToShader(effect: Effect): void;
  18738. /**
  18739. * Returns a string to use to update the GPU particles update shader
  18740. * @returns a string containng the defines string
  18741. */
  18742. getEffectDefines(): string;
  18743. /**
  18744. * Returns the string "PointParticleEmitter"
  18745. * @returns a string containing the class name
  18746. */
  18747. getClassName(): string;
  18748. /**
  18749. * Serializes the particle system to a JSON object.
  18750. * @returns the JSON object
  18751. */
  18752. serialize(): any;
  18753. /**
  18754. * Parse properties from a JSON object
  18755. * @param serializationObject defines the JSON object
  18756. */
  18757. parse(serializationObject: any): void;
  18758. }
  18759. }
  18760. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18761. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18762. import { Effect } from "babylonjs/Materials/effect";
  18763. import { Particle } from "babylonjs/Particles/particle";
  18764. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18765. /**
  18766. * Particle emitter emitting particles from the inside of a sphere.
  18767. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18768. */
  18769. export class SphereParticleEmitter implements IParticleEmitterType {
  18770. /**
  18771. * The radius of the emission sphere.
  18772. */
  18773. radius: number;
  18774. /**
  18775. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18776. */
  18777. radiusRange: number;
  18778. /**
  18779. * How much to randomize the particle direction [0-1].
  18780. */
  18781. directionRandomizer: number;
  18782. /**
  18783. * Creates a new instance SphereParticleEmitter
  18784. * @param radius the radius of the emission sphere (1 by default)
  18785. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18786. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18787. */
  18788. constructor(
  18789. /**
  18790. * The radius of the emission sphere.
  18791. */
  18792. radius?: number,
  18793. /**
  18794. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18795. */
  18796. radiusRange?: number,
  18797. /**
  18798. * How much to randomize the particle direction [0-1].
  18799. */
  18800. directionRandomizer?: number);
  18801. /**
  18802. * Called by the particle System when the direction is computed for the created particle.
  18803. * @param worldMatrix is the world matrix of the particle system
  18804. * @param directionToUpdate is the direction vector to update with the result
  18805. * @param particle is the particle we are computed the direction for
  18806. */
  18807. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18808. /**
  18809. * Called by the particle System when the position is computed for the created particle.
  18810. * @param worldMatrix is the world matrix of the particle system
  18811. * @param positionToUpdate is the position vector to update with the result
  18812. * @param particle is the particle we are computed the position for
  18813. */
  18814. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18815. /**
  18816. * Clones the current emitter and returns a copy of it
  18817. * @returns the new emitter
  18818. */
  18819. clone(): SphereParticleEmitter;
  18820. /**
  18821. * Called by the GPUParticleSystem to setup the update shader
  18822. * @param effect defines the update shader
  18823. */
  18824. applyToShader(effect: Effect): void;
  18825. /**
  18826. * Returns a string to use to update the GPU particles update shader
  18827. * @returns a string containng the defines string
  18828. */
  18829. getEffectDefines(): string;
  18830. /**
  18831. * Returns the string "SphereParticleEmitter"
  18832. * @returns a string containing the class name
  18833. */
  18834. getClassName(): string;
  18835. /**
  18836. * Serializes the particle system to a JSON object.
  18837. * @returns the JSON object
  18838. */
  18839. serialize(): any;
  18840. /**
  18841. * Parse properties from a JSON object
  18842. * @param serializationObject defines the JSON object
  18843. */
  18844. parse(serializationObject: any): void;
  18845. }
  18846. /**
  18847. * Particle emitter emitting particles from the inside of a sphere.
  18848. * It emits the particles randomly between two vectors.
  18849. */
  18850. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18851. /**
  18852. * The min limit of the emission direction.
  18853. */
  18854. direction1: Vector3;
  18855. /**
  18856. * The max limit of the emission direction.
  18857. */
  18858. direction2: Vector3;
  18859. /**
  18860. * Creates a new instance SphereDirectedParticleEmitter
  18861. * @param radius the radius of the emission sphere (1 by default)
  18862. * @param direction1 the min limit of the emission direction (up vector by default)
  18863. * @param direction2 the max limit of the emission direction (up vector by default)
  18864. */
  18865. constructor(radius?: number,
  18866. /**
  18867. * The min limit of the emission direction.
  18868. */
  18869. direction1?: Vector3,
  18870. /**
  18871. * The max limit of the emission direction.
  18872. */
  18873. direction2?: Vector3);
  18874. /**
  18875. * Called by the particle System when the direction is computed for the created particle.
  18876. * @param worldMatrix is the world matrix of the particle system
  18877. * @param directionToUpdate is the direction vector to update with the result
  18878. * @param particle is the particle we are computed the direction for
  18879. */
  18880. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18881. /**
  18882. * Clones the current emitter and returns a copy of it
  18883. * @returns the new emitter
  18884. */
  18885. clone(): SphereDirectedParticleEmitter;
  18886. /**
  18887. * Called by the GPUParticleSystem to setup the update shader
  18888. * @param effect defines the update shader
  18889. */
  18890. applyToShader(effect: Effect): void;
  18891. /**
  18892. * Returns a string to use to update the GPU particles update shader
  18893. * @returns a string containng the defines string
  18894. */
  18895. getEffectDefines(): string;
  18896. /**
  18897. * Returns the string "SphereDirectedParticleEmitter"
  18898. * @returns a string containing the class name
  18899. */
  18900. getClassName(): string;
  18901. /**
  18902. * Serializes the particle system to a JSON object.
  18903. * @returns the JSON object
  18904. */
  18905. serialize(): any;
  18906. /**
  18907. * Parse properties from a JSON object
  18908. * @param serializationObject defines the JSON object
  18909. */
  18910. parse(serializationObject: any): void;
  18911. }
  18912. }
  18913. declare module "babylonjs/Particles/EmitterTypes/index" {
  18914. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18915. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18916. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18917. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18918. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18919. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18920. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18921. }
  18922. declare module "babylonjs/Particles/IParticleSystem" {
  18923. import { Nullable } from "babylonjs/types";
  18924. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18925. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18927. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18928. import { Texture } from "babylonjs/Materials/Textures/texture";
  18929. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18930. import { Scene } from "babylonjs/scene";
  18931. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18932. import { Animation } from "babylonjs/Animations/animation";
  18933. /**
  18934. * Interface representing a particle system in Babylon.js.
  18935. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18936. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18937. */
  18938. export interface IParticleSystem {
  18939. /**
  18940. * List of animations used by the particle system.
  18941. */
  18942. animations: Animation[];
  18943. /**
  18944. * The id of the Particle system.
  18945. */
  18946. id: string;
  18947. /**
  18948. * The name of the Particle system.
  18949. */
  18950. name: string;
  18951. /**
  18952. * The emitter represents the Mesh or position we are attaching the particle system to.
  18953. */
  18954. emitter: Nullable<AbstractMesh | Vector3>;
  18955. /**
  18956. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18957. */
  18958. isBillboardBased: boolean;
  18959. /**
  18960. * The rendering group used by the Particle system to chose when to render.
  18961. */
  18962. renderingGroupId: number;
  18963. /**
  18964. * The layer mask we are rendering the particles through.
  18965. */
  18966. layerMask: number;
  18967. /**
  18968. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18969. */
  18970. updateSpeed: number;
  18971. /**
  18972. * The amount of time the particle system is running (depends of the overall update speed).
  18973. */
  18974. targetStopDuration: number;
  18975. /**
  18976. * The texture used to render each particle. (this can be a spritesheet)
  18977. */
  18978. particleTexture: Nullable<Texture>;
  18979. /**
  18980. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18981. */
  18982. blendMode: number;
  18983. /**
  18984. * Minimum life time of emitting particles.
  18985. */
  18986. minLifeTime: number;
  18987. /**
  18988. * Maximum life time of emitting particles.
  18989. */
  18990. maxLifeTime: number;
  18991. /**
  18992. * Minimum Size of emitting particles.
  18993. */
  18994. minSize: number;
  18995. /**
  18996. * Maximum Size of emitting particles.
  18997. */
  18998. maxSize: number;
  18999. /**
  19000. * Minimum scale of emitting particles on X axis.
  19001. */
  19002. minScaleX: number;
  19003. /**
  19004. * Maximum scale of emitting particles on X axis.
  19005. */
  19006. maxScaleX: number;
  19007. /**
  19008. * Minimum scale of emitting particles on Y axis.
  19009. */
  19010. minScaleY: number;
  19011. /**
  19012. * Maximum scale of emitting particles on Y axis.
  19013. */
  19014. maxScaleY: number;
  19015. /**
  19016. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19017. */
  19018. color1: Color4;
  19019. /**
  19020. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19021. */
  19022. color2: Color4;
  19023. /**
  19024. * Color the particle will have at the end of its lifetime.
  19025. */
  19026. colorDead: Color4;
  19027. /**
  19028. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  19029. */
  19030. emitRate: number;
  19031. /**
  19032. * You can use gravity if you want to give an orientation to your particles.
  19033. */
  19034. gravity: Vector3;
  19035. /**
  19036. * Minimum power of emitting particles.
  19037. */
  19038. minEmitPower: number;
  19039. /**
  19040. * Maximum power of emitting particles.
  19041. */
  19042. maxEmitPower: number;
  19043. /**
  19044. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  19045. */
  19046. minAngularSpeed: number;
  19047. /**
  19048. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  19049. */
  19050. maxAngularSpeed: number;
  19051. /**
  19052. * Gets or sets the minimal initial rotation in radians.
  19053. */
  19054. minInitialRotation: number;
  19055. /**
  19056. * Gets or sets the maximal initial rotation in radians.
  19057. */
  19058. maxInitialRotation: number;
  19059. /**
  19060. * The particle emitter type defines the emitter used by the particle system.
  19061. * It can be for example box, sphere, or cone...
  19062. */
  19063. particleEmitterType: Nullable<IParticleEmitterType>;
  19064. /**
  19065. * Defines the delay in milliseconds before starting the system (0 by default)
  19066. */
  19067. startDelay: number;
  19068. /**
  19069. * 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
  19070. */
  19071. preWarmCycles: number;
  19072. /**
  19073. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  19074. */
  19075. preWarmStepOffset: number;
  19076. /**
  19077. * 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)
  19078. */
  19079. spriteCellChangeSpeed: number;
  19080. /**
  19081. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  19082. */
  19083. startSpriteCellID: number;
  19084. /**
  19085. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  19086. */
  19087. endSpriteCellID: number;
  19088. /**
  19089. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  19090. */
  19091. spriteCellWidth: number;
  19092. /**
  19093. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  19094. */
  19095. spriteCellHeight: number;
  19096. /**
  19097. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  19098. */
  19099. spriteRandomStartCell: boolean;
  19100. /**
  19101. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  19102. */
  19103. isAnimationSheetEnabled: boolean;
  19104. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  19105. translationPivot: Vector2;
  19106. /**
  19107. * Gets or sets a texture used to add random noise to particle positions
  19108. */
  19109. noiseTexture: Nullable<BaseTexture>;
  19110. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19111. noiseStrength: Vector3;
  19112. /**
  19113. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19114. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19115. */
  19116. billboardMode: number;
  19117. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19118. limitVelocityDamping: number;
  19119. /**
  19120. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19121. */
  19122. beginAnimationOnStart: boolean;
  19123. /**
  19124. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19125. */
  19126. beginAnimationFrom: number;
  19127. /**
  19128. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19129. */
  19130. beginAnimationTo: number;
  19131. /**
  19132. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19133. */
  19134. beginAnimationLoop: boolean;
  19135. /**
  19136. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19137. */
  19138. disposeOnStop: boolean;
  19139. /**
  19140. * Gets the maximum number of particles active at the same time.
  19141. * @returns The max number of active particles.
  19142. */
  19143. getCapacity(): number;
  19144. /**
  19145. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19146. * @returns True if it has been started, otherwise false.
  19147. */
  19148. isStarted(): boolean;
  19149. /**
  19150. * Animates the particle system for this frame.
  19151. */
  19152. animate(): void;
  19153. /**
  19154. * Renders the particle system in its current state.
  19155. * @returns the current number of particles
  19156. */
  19157. render(): number;
  19158. /**
  19159. * Dispose the particle system and frees its associated resources.
  19160. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19161. */
  19162. dispose(disposeTexture?: boolean): void;
  19163. /**
  19164. * Clones the particle system.
  19165. * @param name The name of the cloned object
  19166. * @param newEmitter The new emitter to use
  19167. * @returns the cloned particle system
  19168. */
  19169. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19170. /**
  19171. * Serializes the particle system to a JSON object.
  19172. * @returns the JSON object
  19173. */
  19174. serialize(): any;
  19175. /**
  19176. * Rebuild the particle system
  19177. */
  19178. rebuild(): void;
  19179. /**
  19180. * Starts the particle system and begins to emit
  19181. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19182. */
  19183. start(delay?: number): void;
  19184. /**
  19185. * Stops the particle system.
  19186. */
  19187. stop(): void;
  19188. /**
  19189. * Remove all active particles
  19190. */
  19191. reset(): void;
  19192. /**
  19193. * Is this system ready to be used/rendered
  19194. * @return true if the system is ready
  19195. */
  19196. isReady(): boolean;
  19197. /**
  19198. * Adds a new color gradient
  19199. * @param gradient defines the gradient to use (between 0 and 1)
  19200. * @param color1 defines the color to affect to the specified gradient
  19201. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19202. * @returns the current particle system
  19203. */
  19204. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19205. /**
  19206. * Remove a specific color gradient
  19207. * @param gradient defines the gradient to remove
  19208. * @returns the current particle system
  19209. */
  19210. removeColorGradient(gradient: number): IParticleSystem;
  19211. /**
  19212. * Adds a new size gradient
  19213. * @param gradient defines the gradient to use (between 0 and 1)
  19214. * @param factor defines the size factor to affect to the specified gradient
  19215. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19216. * @returns the current particle system
  19217. */
  19218. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19219. /**
  19220. * Remove a specific size gradient
  19221. * @param gradient defines the gradient to remove
  19222. * @returns the current particle system
  19223. */
  19224. removeSizeGradient(gradient: number): IParticleSystem;
  19225. /**
  19226. * Gets the current list of color gradients.
  19227. * You must use addColorGradient and removeColorGradient to udpate this list
  19228. * @returns the list of color gradients
  19229. */
  19230. getColorGradients(): Nullable<Array<ColorGradient>>;
  19231. /**
  19232. * Gets the current list of size gradients.
  19233. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19234. * @returns the list of size gradients
  19235. */
  19236. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19237. /**
  19238. * Gets the current list of angular speed gradients.
  19239. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19240. * @returns the list of angular speed gradients
  19241. */
  19242. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19243. /**
  19244. * Adds a new angular speed gradient
  19245. * @param gradient defines the gradient to use (between 0 and 1)
  19246. * @param factor defines the angular speed to affect to the specified gradient
  19247. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19248. * @returns the current particle system
  19249. */
  19250. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19251. /**
  19252. * Remove a specific angular speed gradient
  19253. * @param gradient defines the gradient to remove
  19254. * @returns the current particle system
  19255. */
  19256. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19257. /**
  19258. * Gets the current list of velocity gradients.
  19259. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19260. * @returns the list of velocity gradients
  19261. */
  19262. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19263. /**
  19264. * Adds a new velocity gradient
  19265. * @param gradient defines the gradient to use (between 0 and 1)
  19266. * @param factor defines the velocity to affect to the specified gradient
  19267. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19268. * @returns the current particle system
  19269. */
  19270. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19271. /**
  19272. * Remove a specific velocity gradient
  19273. * @param gradient defines the gradient to remove
  19274. * @returns the current particle system
  19275. */
  19276. removeVelocityGradient(gradient: number): IParticleSystem;
  19277. /**
  19278. * Gets the current list of limit velocity gradients.
  19279. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19280. * @returns the list of limit velocity gradients
  19281. */
  19282. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19283. /**
  19284. * Adds a new limit velocity gradient
  19285. * @param gradient defines the gradient to use (between 0 and 1)
  19286. * @param factor defines the limit velocity to affect to the specified gradient
  19287. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19288. * @returns the current particle system
  19289. */
  19290. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19291. /**
  19292. * Remove a specific limit velocity gradient
  19293. * @param gradient defines the gradient to remove
  19294. * @returns the current particle system
  19295. */
  19296. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19297. /**
  19298. * Adds a new drag gradient
  19299. * @param gradient defines the gradient to use (between 0 and 1)
  19300. * @param factor defines the drag to affect to the specified gradient
  19301. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19302. * @returns the current particle system
  19303. */
  19304. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19305. /**
  19306. * Remove a specific drag gradient
  19307. * @param gradient defines the gradient to remove
  19308. * @returns the current particle system
  19309. */
  19310. removeDragGradient(gradient: number): IParticleSystem;
  19311. /**
  19312. * Gets the current list of drag gradients.
  19313. * You must use addDragGradient and removeDragGradient to udpate this list
  19314. * @returns the list of drag gradients
  19315. */
  19316. getDragGradients(): Nullable<Array<FactorGradient>>;
  19317. /**
  19318. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19319. * @param gradient defines the gradient to use (between 0 and 1)
  19320. * @param factor defines the emit rate to affect to the specified gradient
  19321. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19322. * @returns the current particle system
  19323. */
  19324. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19325. /**
  19326. * Remove a specific emit rate gradient
  19327. * @param gradient defines the gradient to remove
  19328. * @returns the current particle system
  19329. */
  19330. removeEmitRateGradient(gradient: number): IParticleSystem;
  19331. /**
  19332. * Gets the current list of emit rate gradients.
  19333. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19334. * @returns the list of emit rate gradients
  19335. */
  19336. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19337. /**
  19338. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19339. * @param gradient defines the gradient to use (between 0 and 1)
  19340. * @param factor defines the start size to affect to the specified gradient
  19341. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19342. * @returns the current particle system
  19343. */
  19344. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19345. /**
  19346. * Remove a specific start size gradient
  19347. * @param gradient defines the gradient to remove
  19348. * @returns the current particle system
  19349. */
  19350. removeStartSizeGradient(gradient: number): IParticleSystem;
  19351. /**
  19352. * Gets the current list of start size gradients.
  19353. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19354. * @returns the list of start size gradients
  19355. */
  19356. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19357. /**
  19358. * Adds a new life time gradient
  19359. * @param gradient defines the gradient to use (between 0 and 1)
  19360. * @param factor defines the life time factor to affect to the specified gradient
  19361. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19362. * @returns the current particle system
  19363. */
  19364. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19365. /**
  19366. * Remove a specific life time gradient
  19367. * @param gradient defines the gradient to remove
  19368. * @returns the current particle system
  19369. */
  19370. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19371. /**
  19372. * Gets the current list of life time gradients.
  19373. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19374. * @returns the list of life time gradients
  19375. */
  19376. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19377. /**
  19378. * Gets the current list of color gradients.
  19379. * You must use addColorGradient and removeColorGradient to udpate this list
  19380. * @returns the list of color gradients
  19381. */
  19382. getColorGradients(): Nullable<Array<ColorGradient>>;
  19383. /**
  19384. * Adds a new ramp gradient used to remap particle colors
  19385. * @param gradient defines the gradient to use (between 0 and 1)
  19386. * @param color defines the color to affect to the specified gradient
  19387. * @returns the current particle system
  19388. */
  19389. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19390. /**
  19391. * Gets the current list of ramp gradients.
  19392. * You must use addRampGradient and removeRampGradient to udpate this list
  19393. * @returns the list of ramp gradients
  19394. */
  19395. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19396. /** Gets or sets a boolean indicating that ramp gradients must be used
  19397. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19398. */
  19399. useRampGradients: boolean;
  19400. /**
  19401. * Adds a new color remap gradient
  19402. * @param gradient defines the gradient to use (between 0 and 1)
  19403. * @param min defines the color remap minimal range
  19404. * @param max defines the color remap maximal range
  19405. * @returns the current particle system
  19406. */
  19407. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19408. /**
  19409. * Gets the current list of color remap gradients.
  19410. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19411. * @returns the list of color remap gradients
  19412. */
  19413. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19414. /**
  19415. * Adds a new alpha remap gradient
  19416. * @param gradient defines the gradient to use (between 0 and 1)
  19417. * @param min defines the alpha remap minimal range
  19418. * @param max defines the alpha remap maximal range
  19419. * @returns the current particle system
  19420. */
  19421. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19422. /**
  19423. * Gets the current list of alpha remap gradients.
  19424. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19425. * @returns the list of alpha remap gradients
  19426. */
  19427. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19428. /**
  19429. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19430. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19431. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19432. * @returns the emitter
  19433. */
  19434. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19435. /**
  19436. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19437. * @param radius The radius of the hemisphere to emit from
  19438. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19439. * @returns the emitter
  19440. */
  19441. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19442. /**
  19443. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19444. * @param radius The radius of the sphere to emit from
  19445. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19446. * @returns the emitter
  19447. */
  19448. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19449. /**
  19450. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19451. * @param radius The radius of the sphere to emit from
  19452. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19453. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19454. * @returns the emitter
  19455. */
  19456. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19457. /**
  19458. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19459. * @param radius The radius of the emission cylinder
  19460. * @param height The height of the emission cylinder
  19461. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19462. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19463. * @returns the emitter
  19464. */
  19465. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19466. /**
  19467. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19468. * @param radius The radius of the cylinder to emit from
  19469. * @param height The height of the emission cylinder
  19470. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19471. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19472. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19473. * @returns the emitter
  19474. */
  19475. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19476. /**
  19477. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19478. * @param radius The radius of the cone to emit from
  19479. * @param angle The base angle of the cone
  19480. * @returns the emitter
  19481. */
  19482. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19483. /**
  19484. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19485. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19486. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19487. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19488. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19489. * @returns the emitter
  19490. */
  19491. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19492. /**
  19493. * Get hosting scene
  19494. * @returns the scene
  19495. */
  19496. getScene(): Scene;
  19497. }
  19498. }
  19499. declare module "babylonjs/Meshes/instancedMesh" {
  19500. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19501. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19502. import { Camera } from "babylonjs/Cameras/camera";
  19503. import { Node } from "babylonjs/node";
  19504. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19505. import { Mesh } from "babylonjs/Meshes/mesh";
  19506. import { Material } from "babylonjs/Materials/material";
  19507. import { Skeleton } from "babylonjs/Bones/skeleton";
  19508. import { Light } from "babylonjs/Lights/light";
  19509. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19510. /**
  19511. * Creates an instance based on a source mesh.
  19512. */
  19513. export class InstancedMesh extends AbstractMesh {
  19514. private _sourceMesh;
  19515. private _currentLOD;
  19516. /** @hidden */
  19517. _indexInSourceMeshInstanceArray: number;
  19518. constructor(name: string, source: Mesh);
  19519. /**
  19520. * Returns the string "InstancedMesh".
  19521. */
  19522. getClassName(): string;
  19523. /** Gets the list of lights affecting that mesh */
  19524. readonly lightSources: Light[];
  19525. _resyncLightSources(): void;
  19526. _resyncLightSource(light: Light): void;
  19527. _removeLightSource(light: Light, dispose: boolean): void;
  19528. /**
  19529. * If the source mesh receives shadows
  19530. */
  19531. readonly receiveShadows: boolean;
  19532. /**
  19533. * The material of the source mesh
  19534. */
  19535. readonly material: Nullable<Material>;
  19536. /**
  19537. * Visibility of the source mesh
  19538. */
  19539. readonly visibility: number;
  19540. /**
  19541. * Skeleton of the source mesh
  19542. */
  19543. readonly skeleton: Nullable<Skeleton>;
  19544. /**
  19545. * Rendering ground id of the source mesh
  19546. */
  19547. renderingGroupId: number;
  19548. /**
  19549. * Returns the total number of vertices (integer).
  19550. */
  19551. getTotalVertices(): number;
  19552. /**
  19553. * Returns a positive integer : the total number of indices in this mesh geometry.
  19554. * @returns the numner of indices or zero if the mesh has no geometry.
  19555. */
  19556. getTotalIndices(): number;
  19557. /**
  19558. * The source mesh of the instance
  19559. */
  19560. readonly sourceMesh: Mesh;
  19561. /**
  19562. * Is this node ready to be used/rendered
  19563. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19564. * @return {boolean} is it ready
  19565. */
  19566. isReady(completeCheck?: boolean): boolean;
  19567. /**
  19568. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19569. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19570. * @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.
  19571. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19572. */
  19573. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19574. /**
  19575. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19576. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19577. * The `data` are either a numeric array either a Float32Array.
  19578. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19579. * 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).
  19580. * Note that a new underlying VertexBuffer object is created each call.
  19581. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19582. *
  19583. * Possible `kind` values :
  19584. * - VertexBuffer.PositionKind
  19585. * - VertexBuffer.UVKind
  19586. * - VertexBuffer.UV2Kind
  19587. * - VertexBuffer.UV3Kind
  19588. * - VertexBuffer.UV4Kind
  19589. * - VertexBuffer.UV5Kind
  19590. * - VertexBuffer.UV6Kind
  19591. * - VertexBuffer.ColorKind
  19592. * - VertexBuffer.MatricesIndicesKind
  19593. * - VertexBuffer.MatricesIndicesExtraKind
  19594. * - VertexBuffer.MatricesWeightsKind
  19595. * - VertexBuffer.MatricesWeightsExtraKind
  19596. *
  19597. * Returns the Mesh.
  19598. */
  19599. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19600. /**
  19601. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19602. * If the mesh has no geometry, it is simply returned as it is.
  19603. * The `data` are either a numeric array either a Float32Array.
  19604. * No new underlying VertexBuffer object is created.
  19605. * 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.
  19606. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19607. *
  19608. * Possible `kind` values :
  19609. * - VertexBuffer.PositionKind
  19610. * - VertexBuffer.UVKind
  19611. * - VertexBuffer.UV2Kind
  19612. * - VertexBuffer.UV3Kind
  19613. * - VertexBuffer.UV4Kind
  19614. * - VertexBuffer.UV5Kind
  19615. * - VertexBuffer.UV6Kind
  19616. * - VertexBuffer.ColorKind
  19617. * - VertexBuffer.MatricesIndicesKind
  19618. * - VertexBuffer.MatricesIndicesExtraKind
  19619. * - VertexBuffer.MatricesWeightsKind
  19620. * - VertexBuffer.MatricesWeightsExtraKind
  19621. *
  19622. * Returns the Mesh.
  19623. */
  19624. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19625. /**
  19626. * Sets the mesh indices.
  19627. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19628. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19629. * This method creates a new index buffer each call.
  19630. * Returns the Mesh.
  19631. */
  19632. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19633. /**
  19634. * Boolean : True if the mesh owns the requested kind of data.
  19635. */
  19636. isVerticesDataPresent(kind: string): boolean;
  19637. /**
  19638. * Returns an array of indices (IndicesArray).
  19639. */
  19640. getIndices(): Nullable<IndicesArray>;
  19641. readonly _positions: Nullable<Vector3[]>;
  19642. /**
  19643. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19644. * This means the mesh underlying bounding box and sphere are recomputed.
  19645. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19646. * @returns the current mesh
  19647. */
  19648. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19649. /** @hidden */
  19650. _preActivate(): InstancedMesh;
  19651. /** @hidden */
  19652. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19653. /** @hidden */
  19654. _postActivate(): void;
  19655. getWorldMatrix(): Matrix;
  19656. readonly isAnInstance: boolean;
  19657. /**
  19658. * Returns the current associated LOD AbstractMesh.
  19659. */
  19660. getLOD(camera: Camera): AbstractMesh;
  19661. /** @hidden */
  19662. _syncSubMeshes(): InstancedMesh;
  19663. /** @hidden */
  19664. _generatePointsArray(): boolean;
  19665. /**
  19666. * Creates a new InstancedMesh from the current mesh.
  19667. * - name (string) : the cloned mesh name
  19668. * - newParent (optional Node) : the optional Node to parent the clone to.
  19669. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19670. *
  19671. * Returns the clone.
  19672. */
  19673. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19674. /**
  19675. * Disposes the InstancedMesh.
  19676. * Returns nothing.
  19677. */
  19678. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19679. }
  19680. module "babylonjs/Meshes/mesh" {
  19681. interface Mesh {
  19682. /**
  19683. * Register a custom buffer that will be instanced
  19684. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19685. * @param kind defines the buffer kind
  19686. * @param stride defines the stride in floats
  19687. */
  19688. registerInstancedBuffer(kind: string, stride: number): void;
  19689. /** @hidden */
  19690. _userInstancedBuffersStorage: {
  19691. data: {
  19692. [key: string]: Float32Array;
  19693. };
  19694. sizes: {
  19695. [key: string]: number;
  19696. };
  19697. vertexBuffers: {
  19698. [key: string]: Nullable<VertexBuffer>;
  19699. };
  19700. strides: {
  19701. [key: string]: number;
  19702. };
  19703. };
  19704. }
  19705. }
  19706. module "babylonjs/Meshes/abstractMesh" {
  19707. interface AbstractMesh {
  19708. /**
  19709. * Object used to store instanced buffers defined by user
  19710. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19711. */
  19712. instancedBuffers: {
  19713. [key: string]: any;
  19714. };
  19715. }
  19716. }
  19717. }
  19718. declare module "babylonjs/Materials/shaderMaterial" {
  19719. import { Scene } from "babylonjs/scene";
  19720. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19721. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19722. import { Mesh } from "babylonjs/Meshes/mesh";
  19723. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19725. import { Texture } from "babylonjs/Materials/Textures/texture";
  19726. import { Material } from "babylonjs/Materials/material";
  19727. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19728. /**
  19729. * Defines the options associated with the creation of a shader material.
  19730. */
  19731. export interface IShaderMaterialOptions {
  19732. /**
  19733. * Does the material work in alpha blend mode
  19734. */
  19735. needAlphaBlending: boolean;
  19736. /**
  19737. * Does the material work in alpha test mode
  19738. */
  19739. needAlphaTesting: boolean;
  19740. /**
  19741. * The list of attribute names used in the shader
  19742. */
  19743. attributes: string[];
  19744. /**
  19745. * The list of unifrom names used in the shader
  19746. */
  19747. uniforms: string[];
  19748. /**
  19749. * The list of UBO names used in the shader
  19750. */
  19751. uniformBuffers: string[];
  19752. /**
  19753. * The list of sampler names used in the shader
  19754. */
  19755. samplers: string[];
  19756. /**
  19757. * The list of defines used in the shader
  19758. */
  19759. defines: string[];
  19760. }
  19761. /**
  19762. * 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.
  19763. *
  19764. * This returned material effects how the mesh will look based on the code in the shaders.
  19765. *
  19766. * @see http://doc.babylonjs.com/how_to/shader_material
  19767. */
  19768. export class ShaderMaterial extends Material {
  19769. private _shaderPath;
  19770. private _options;
  19771. private _textures;
  19772. private _textureArrays;
  19773. private _floats;
  19774. private _ints;
  19775. private _floatsArrays;
  19776. private _colors3;
  19777. private _colors3Arrays;
  19778. private _colors4;
  19779. private _colors4Arrays;
  19780. private _vectors2;
  19781. private _vectors3;
  19782. private _vectors4;
  19783. private _matrices;
  19784. private _matrixArrays;
  19785. private _matrices3x3;
  19786. private _matrices2x2;
  19787. private _vectors2Arrays;
  19788. private _vectors3Arrays;
  19789. private _vectors4Arrays;
  19790. private _cachedWorldViewMatrix;
  19791. private _cachedWorldViewProjectionMatrix;
  19792. private _renderId;
  19793. private _multiview;
  19794. /**
  19795. * Instantiate a new shader material.
  19796. * 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.
  19797. * This returned material effects how the mesh will look based on the code in the shaders.
  19798. * @see http://doc.babylonjs.com/how_to/shader_material
  19799. * @param name Define the name of the material in the scene
  19800. * @param scene Define the scene the material belongs to
  19801. * @param shaderPath Defines the route to the shader code in one of three ways:
  19802. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19803. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19804. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19805. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19806. * @param options Define the options used to create the shader
  19807. */
  19808. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19809. /**
  19810. * Gets the shader path used to define the shader code
  19811. * It can be modified to trigger a new compilation
  19812. */
  19813. /**
  19814. * Sets the shader path used to define the shader code
  19815. * It can be modified to trigger a new compilation
  19816. */
  19817. shaderPath: any;
  19818. /**
  19819. * Gets the options used to compile the shader.
  19820. * They can be modified to trigger a new compilation
  19821. */
  19822. readonly options: IShaderMaterialOptions;
  19823. /**
  19824. * Gets the current class name of the material e.g. "ShaderMaterial"
  19825. * Mainly use in serialization.
  19826. * @returns the class name
  19827. */
  19828. getClassName(): string;
  19829. /**
  19830. * Specifies if the material will require alpha blending
  19831. * @returns a boolean specifying if alpha blending is needed
  19832. */
  19833. needAlphaBlending(): boolean;
  19834. /**
  19835. * Specifies if this material should be rendered in alpha test mode
  19836. * @returns a boolean specifying if an alpha test is needed.
  19837. */
  19838. needAlphaTesting(): boolean;
  19839. private _checkUniform;
  19840. /**
  19841. * Set a texture in the shader.
  19842. * @param name Define the name of the uniform samplers as defined in the shader
  19843. * @param texture Define the texture to bind to this sampler
  19844. * @return the material itself allowing "fluent" like uniform updates
  19845. */
  19846. setTexture(name: string, texture: Texture): ShaderMaterial;
  19847. /**
  19848. * Set a texture array in the shader.
  19849. * @param name Define the name of the uniform sampler array as defined in the shader
  19850. * @param textures Define the list of textures to bind to this sampler
  19851. * @return the material itself allowing "fluent" like uniform updates
  19852. */
  19853. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19854. /**
  19855. * Set a float in the shader.
  19856. * @param name Define the name of the uniform as defined in the shader
  19857. * @param value Define the value to give to the uniform
  19858. * @return the material itself allowing "fluent" like uniform updates
  19859. */
  19860. setFloat(name: string, value: number): ShaderMaterial;
  19861. /**
  19862. * Set a int in the shader.
  19863. * @param name Define the name of the uniform as defined in the shader
  19864. * @param value Define the value to give to the uniform
  19865. * @return the material itself allowing "fluent" like uniform updates
  19866. */
  19867. setInt(name: string, value: number): ShaderMaterial;
  19868. /**
  19869. * Set an array of floats in the shader.
  19870. * @param name Define the name of the uniform as defined in the shader
  19871. * @param value Define the value to give to the uniform
  19872. * @return the material itself allowing "fluent" like uniform updates
  19873. */
  19874. setFloats(name: string, value: number[]): ShaderMaterial;
  19875. /**
  19876. * Set a vec3 in the shader from a Color3.
  19877. * @param name Define the name of the uniform as defined in the shader
  19878. * @param value Define the value to give to the uniform
  19879. * @return the material itself allowing "fluent" like uniform updates
  19880. */
  19881. setColor3(name: string, value: Color3): ShaderMaterial;
  19882. /**
  19883. * Set a vec3 array in the shader from a Color3 array.
  19884. * @param name Define the name of the uniform as defined in the shader
  19885. * @param value Define the value to give to the uniform
  19886. * @return the material itself allowing "fluent" like uniform updates
  19887. */
  19888. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19889. /**
  19890. * Set a vec4 in the shader from a Color4.
  19891. * @param name Define the name of the uniform as defined in the shader
  19892. * @param value Define the value to give to the uniform
  19893. * @return the material itself allowing "fluent" like uniform updates
  19894. */
  19895. setColor4(name: string, value: Color4): ShaderMaterial;
  19896. /**
  19897. * Set a vec4 array in the shader from a Color4 array.
  19898. * @param name Define the name of the uniform as defined in the shader
  19899. * @param value Define the value to give to the uniform
  19900. * @return the material itself allowing "fluent" like uniform updates
  19901. */
  19902. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19903. /**
  19904. * Set a vec2 in the shader from a Vector2.
  19905. * @param name Define the name of the uniform as defined in the shader
  19906. * @param value Define the value to give to the uniform
  19907. * @return the material itself allowing "fluent" like uniform updates
  19908. */
  19909. setVector2(name: string, value: Vector2): ShaderMaterial;
  19910. /**
  19911. * Set a vec3 in the shader from a Vector3.
  19912. * @param name Define the name of the uniform as defined in the shader
  19913. * @param value Define the value to give to the uniform
  19914. * @return the material itself allowing "fluent" like uniform updates
  19915. */
  19916. setVector3(name: string, value: Vector3): ShaderMaterial;
  19917. /**
  19918. * Set a vec4 in the shader from a Vector4.
  19919. * @param name Define the name of the uniform as defined in the shader
  19920. * @param value Define the value to give to the uniform
  19921. * @return the material itself allowing "fluent" like uniform updates
  19922. */
  19923. setVector4(name: string, value: Vector4): ShaderMaterial;
  19924. /**
  19925. * Set a mat4 in the shader from a Matrix.
  19926. * @param name Define the name of the uniform as defined in the shader
  19927. * @param value Define the value to give to the uniform
  19928. * @return the material itself allowing "fluent" like uniform updates
  19929. */
  19930. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19931. /**
  19932. * Set a float32Array in the shader from a matrix array.
  19933. * @param name Define the name of the uniform as defined in the shader
  19934. * @param value Define the value to give to the uniform
  19935. * @return the material itself allowing "fluent" like uniform updates
  19936. */
  19937. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  19938. /**
  19939. * Set a mat3 in the shader from a Float32Array.
  19940. * @param name Define the name of the uniform as defined in the shader
  19941. * @param value Define the value to give to the uniform
  19942. * @return the material itself allowing "fluent" like uniform updates
  19943. */
  19944. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19945. /**
  19946. * Set a mat2 in the shader from a Float32Array.
  19947. * @param name Define the name of the uniform as defined in the shader
  19948. * @param value Define the value to give to the uniform
  19949. * @return the material itself allowing "fluent" like uniform updates
  19950. */
  19951. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19952. /**
  19953. * Set a vec2 array in the shader from a number array.
  19954. * @param name Define the name of the uniform as defined in the shader
  19955. * @param value Define the value to give to the uniform
  19956. * @return the material itself allowing "fluent" like uniform updates
  19957. */
  19958. setArray2(name: string, value: number[]): ShaderMaterial;
  19959. /**
  19960. * Set a vec3 array in the shader from a number array.
  19961. * @param name Define the name of the uniform as defined in the shader
  19962. * @param value Define the value to give to the uniform
  19963. * @return the material itself allowing "fluent" like uniform updates
  19964. */
  19965. setArray3(name: string, value: number[]): ShaderMaterial;
  19966. /**
  19967. * Set a vec4 array in the shader from a number array.
  19968. * @param name Define the name of the uniform as defined in the shader
  19969. * @param value Define the value to give to the uniform
  19970. * @return the material itself allowing "fluent" like uniform updates
  19971. */
  19972. setArray4(name: string, value: number[]): ShaderMaterial;
  19973. private _checkCache;
  19974. /**
  19975. * Specifies that the submesh is ready to be used
  19976. * @param mesh defines the mesh to check
  19977. * @param subMesh defines which submesh to check
  19978. * @param useInstances specifies that instances should be used
  19979. * @returns a boolean indicating that the submesh is ready or not
  19980. */
  19981. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19982. /**
  19983. * Checks if the material is ready to render the requested mesh
  19984. * @param mesh Define the mesh to render
  19985. * @param useInstances Define whether or not the material is used with instances
  19986. * @returns true if ready, otherwise false
  19987. */
  19988. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19989. /**
  19990. * Binds the world matrix to the material
  19991. * @param world defines the world transformation matrix
  19992. */
  19993. bindOnlyWorldMatrix(world: Matrix): void;
  19994. /**
  19995. * Binds the material to the mesh
  19996. * @param world defines the world transformation matrix
  19997. * @param mesh defines the mesh to bind the material to
  19998. */
  19999. bind(world: Matrix, mesh?: Mesh): void;
  20000. /**
  20001. * Gets the active textures from the material
  20002. * @returns an array of textures
  20003. */
  20004. getActiveTextures(): BaseTexture[];
  20005. /**
  20006. * Specifies if the material uses a texture
  20007. * @param texture defines the texture to check against the material
  20008. * @returns a boolean specifying if the material uses the texture
  20009. */
  20010. hasTexture(texture: BaseTexture): boolean;
  20011. /**
  20012. * Makes a duplicate of the material, and gives it a new name
  20013. * @param name defines the new name for the duplicated material
  20014. * @returns the cloned material
  20015. */
  20016. clone(name: string): ShaderMaterial;
  20017. /**
  20018. * Disposes the material
  20019. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20020. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20021. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20022. */
  20023. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20024. /**
  20025. * Serializes this material in a JSON representation
  20026. * @returns the serialized material object
  20027. */
  20028. serialize(): any;
  20029. /**
  20030. * Creates a shader material from parsed shader material data
  20031. * @param source defines the JSON represnetation of the material
  20032. * @param scene defines the hosting scene
  20033. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  20034. * @returns a new material
  20035. */
  20036. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  20037. }
  20038. }
  20039. declare module "babylonjs/Shaders/color.fragment" {
  20040. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  20041. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  20042. /** @hidden */
  20043. export var colorPixelShader: {
  20044. name: string;
  20045. shader: string;
  20046. };
  20047. }
  20048. declare module "babylonjs/Shaders/color.vertex" {
  20049. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  20050. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  20051. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  20052. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  20053. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  20054. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  20055. /** @hidden */
  20056. export var colorVertexShader: {
  20057. name: string;
  20058. shader: string;
  20059. };
  20060. }
  20061. declare module "babylonjs/Meshes/linesMesh" {
  20062. import { Nullable } from "babylonjs/types";
  20063. import { Scene } from "babylonjs/scene";
  20064. import { Color3 } from "babylonjs/Maths/math.color";
  20065. import { Node } from "babylonjs/node";
  20066. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20067. import { Mesh } from "babylonjs/Meshes/mesh";
  20068. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  20069. import { Effect } from "babylonjs/Materials/effect";
  20070. import { Material } from "babylonjs/Materials/material";
  20071. import "babylonjs/Shaders/color.fragment";
  20072. import "babylonjs/Shaders/color.vertex";
  20073. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20074. /**
  20075. * Line mesh
  20076. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  20077. */
  20078. export class LinesMesh extends Mesh {
  20079. /**
  20080. * If vertex color should be applied to the mesh
  20081. */
  20082. readonly useVertexColor?: boolean | undefined;
  20083. /**
  20084. * If vertex alpha should be applied to the mesh
  20085. */
  20086. readonly useVertexAlpha?: boolean | undefined;
  20087. /**
  20088. * Color of the line (Default: White)
  20089. */
  20090. color: Color3;
  20091. /**
  20092. * Alpha of the line (Default: 1)
  20093. */
  20094. alpha: number;
  20095. /**
  20096. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20097. * This margin is expressed in world space coordinates, so its value may vary.
  20098. * Default value is 0.1
  20099. */
  20100. intersectionThreshold: number;
  20101. private _colorShader;
  20102. private color4;
  20103. /**
  20104. * Creates a new LinesMesh
  20105. * @param name defines the name
  20106. * @param scene defines the hosting scene
  20107. * @param parent defines the parent mesh if any
  20108. * @param source defines the optional source LinesMesh used to clone data from
  20109. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  20110. * When false, achieved by calling a clone(), also passing False.
  20111. * This will make creation of children, recursive.
  20112. * @param useVertexColor defines if this LinesMesh supports vertex color
  20113. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20114. */
  20115. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20116. /**
  20117. * If vertex color should be applied to the mesh
  20118. */
  20119. useVertexColor?: boolean | undefined,
  20120. /**
  20121. * If vertex alpha should be applied to the mesh
  20122. */
  20123. useVertexAlpha?: boolean | undefined);
  20124. private _addClipPlaneDefine;
  20125. private _removeClipPlaneDefine;
  20126. isReady(): boolean;
  20127. /**
  20128. * Returns the string "LineMesh"
  20129. */
  20130. getClassName(): string;
  20131. /**
  20132. * @hidden
  20133. */
  20134. /**
  20135. * @hidden
  20136. */
  20137. material: Material;
  20138. /**
  20139. * @hidden
  20140. */
  20141. readonly checkCollisions: boolean;
  20142. /** @hidden */
  20143. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20144. /** @hidden */
  20145. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20146. /**
  20147. * Disposes of the line mesh
  20148. * @param doNotRecurse If children should be disposed
  20149. */
  20150. dispose(doNotRecurse?: boolean): void;
  20151. /**
  20152. * Returns a new LineMesh object cloned from the current one.
  20153. */
  20154. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  20155. /**
  20156. * Creates a new InstancedLinesMesh object from the mesh model.
  20157. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20158. * @param name defines the name of the new instance
  20159. * @returns a new InstancedLinesMesh
  20160. */
  20161. createInstance(name: string): InstancedLinesMesh;
  20162. }
  20163. /**
  20164. * Creates an instance based on a source LinesMesh
  20165. */
  20166. export class InstancedLinesMesh extends InstancedMesh {
  20167. /**
  20168. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20169. * This margin is expressed in world space coordinates, so its value may vary.
  20170. * Initilized with the intersectionThreshold value of the source LinesMesh
  20171. */
  20172. intersectionThreshold: number;
  20173. constructor(name: string, source: LinesMesh);
  20174. /**
  20175. * Returns the string "InstancedLinesMesh".
  20176. */
  20177. getClassName(): string;
  20178. }
  20179. }
  20180. declare module "babylonjs/Shaders/line.fragment" {
  20181. /** @hidden */
  20182. export var linePixelShader: {
  20183. name: string;
  20184. shader: string;
  20185. };
  20186. }
  20187. declare module "babylonjs/Shaders/line.vertex" {
  20188. /** @hidden */
  20189. export var lineVertexShader: {
  20190. name: string;
  20191. shader: string;
  20192. };
  20193. }
  20194. declare module "babylonjs/Rendering/edgesRenderer" {
  20195. import { Nullable } from "babylonjs/types";
  20196. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20197. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20198. import { Vector3 } from "babylonjs/Maths/math.vector";
  20199. import { IDisposable } from "babylonjs/scene";
  20200. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20201. import "babylonjs/Shaders/line.fragment";
  20202. import "babylonjs/Shaders/line.vertex";
  20203. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20204. module "babylonjs/Meshes/abstractMesh" {
  20205. interface AbstractMesh {
  20206. /**
  20207. * Gets the edgesRenderer associated with the mesh
  20208. */
  20209. edgesRenderer: Nullable<EdgesRenderer>;
  20210. }
  20211. }
  20212. module "babylonjs/Meshes/linesMesh" {
  20213. interface LinesMesh {
  20214. /**
  20215. * Enables the edge rendering mode on the mesh.
  20216. * This mode makes the mesh edges visible
  20217. * @param epsilon defines the maximal distance between two angles to detect a face
  20218. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20219. * @returns the currentAbstractMesh
  20220. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20221. */
  20222. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20223. }
  20224. }
  20225. module "babylonjs/Meshes/linesMesh" {
  20226. interface InstancedLinesMesh {
  20227. /**
  20228. * Enables the edge rendering mode on the mesh.
  20229. * This mode makes the mesh edges visible
  20230. * @param epsilon defines the maximal distance between two angles to detect a face
  20231. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20232. * @returns the current InstancedLinesMesh
  20233. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20234. */
  20235. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20236. }
  20237. }
  20238. /**
  20239. * Defines the minimum contract an Edges renderer should follow.
  20240. */
  20241. export interface IEdgesRenderer extends IDisposable {
  20242. /**
  20243. * Gets or sets a boolean indicating if the edgesRenderer is active
  20244. */
  20245. isEnabled: boolean;
  20246. /**
  20247. * Renders the edges of the attached mesh,
  20248. */
  20249. render(): void;
  20250. /**
  20251. * Checks wether or not the edges renderer is ready to render.
  20252. * @return true if ready, otherwise false.
  20253. */
  20254. isReady(): boolean;
  20255. }
  20256. /**
  20257. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20258. */
  20259. export class EdgesRenderer implements IEdgesRenderer {
  20260. /**
  20261. * Define the size of the edges with an orthographic camera
  20262. */
  20263. edgesWidthScalerForOrthographic: number;
  20264. /**
  20265. * Define the size of the edges with a perspective camera
  20266. */
  20267. edgesWidthScalerForPerspective: number;
  20268. protected _source: AbstractMesh;
  20269. protected _linesPositions: number[];
  20270. protected _linesNormals: number[];
  20271. protected _linesIndices: number[];
  20272. protected _epsilon: number;
  20273. protected _indicesCount: number;
  20274. protected _lineShader: ShaderMaterial;
  20275. protected _ib: DataBuffer;
  20276. protected _buffers: {
  20277. [key: string]: Nullable<VertexBuffer>;
  20278. };
  20279. protected _checkVerticesInsteadOfIndices: boolean;
  20280. private _meshRebuildObserver;
  20281. private _meshDisposeObserver;
  20282. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20283. isEnabled: boolean;
  20284. /**
  20285. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20286. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20287. * @param source Mesh used to create edges
  20288. * @param epsilon sum of angles in adjacency to check for edge
  20289. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20290. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20291. */
  20292. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20293. protected _prepareRessources(): void;
  20294. /** @hidden */
  20295. _rebuild(): void;
  20296. /**
  20297. * Releases the required resources for the edges renderer
  20298. */
  20299. dispose(): void;
  20300. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20301. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20302. /**
  20303. * Checks if the pair of p0 and p1 is en edge
  20304. * @param faceIndex
  20305. * @param edge
  20306. * @param faceNormals
  20307. * @param p0
  20308. * @param p1
  20309. * @private
  20310. */
  20311. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20312. /**
  20313. * push line into the position, normal and index buffer
  20314. * @protected
  20315. */
  20316. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20317. /**
  20318. * Generates lines edges from adjacencjes
  20319. * @private
  20320. */
  20321. _generateEdgesLines(): void;
  20322. /**
  20323. * Checks wether or not the edges renderer is ready to render.
  20324. * @return true if ready, otherwise false.
  20325. */
  20326. isReady(): boolean;
  20327. /**
  20328. * Renders the edges of the attached mesh,
  20329. */
  20330. render(): void;
  20331. }
  20332. /**
  20333. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20334. */
  20335. export class LineEdgesRenderer extends EdgesRenderer {
  20336. /**
  20337. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20338. * @param source LineMesh used to generate edges
  20339. * @param epsilon not important (specified angle for edge detection)
  20340. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20341. */
  20342. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20343. /**
  20344. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20345. */
  20346. _generateEdgesLines(): void;
  20347. }
  20348. }
  20349. declare module "babylonjs/Rendering/renderingGroup" {
  20350. import { SmartArray } from "babylonjs/Misc/smartArray";
  20351. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20353. import { Nullable } from "babylonjs/types";
  20354. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20355. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20356. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20357. import { Material } from "babylonjs/Materials/material";
  20358. import { Scene } from "babylonjs/scene";
  20359. /**
  20360. * This represents the object necessary to create a rendering group.
  20361. * This is exclusively used and created by the rendering manager.
  20362. * To modify the behavior, you use the available helpers in your scene or meshes.
  20363. * @hidden
  20364. */
  20365. export class RenderingGroup {
  20366. index: number;
  20367. private static _zeroVector;
  20368. private _scene;
  20369. private _opaqueSubMeshes;
  20370. private _transparentSubMeshes;
  20371. private _alphaTestSubMeshes;
  20372. private _depthOnlySubMeshes;
  20373. private _particleSystems;
  20374. private _spriteManagers;
  20375. private _opaqueSortCompareFn;
  20376. private _alphaTestSortCompareFn;
  20377. private _transparentSortCompareFn;
  20378. private _renderOpaque;
  20379. private _renderAlphaTest;
  20380. private _renderTransparent;
  20381. /** @hidden */
  20382. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20383. onBeforeTransparentRendering: () => void;
  20384. /**
  20385. * Set the opaque sort comparison function.
  20386. * If null the sub meshes will be render in the order they were created
  20387. */
  20388. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20389. /**
  20390. * Set the alpha test sort comparison function.
  20391. * If null the sub meshes will be render in the order they were created
  20392. */
  20393. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20394. /**
  20395. * Set the transparent sort comparison function.
  20396. * If null the sub meshes will be render in the order they were created
  20397. */
  20398. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20399. /**
  20400. * Creates a new rendering group.
  20401. * @param index The rendering group index
  20402. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20403. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20404. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20405. */
  20406. 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>);
  20407. /**
  20408. * Render all the sub meshes contained in the group.
  20409. * @param customRenderFunction Used to override the default render behaviour of the group.
  20410. * @returns true if rendered some submeshes.
  20411. */
  20412. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20413. /**
  20414. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20415. * @param subMeshes The submeshes to render
  20416. */
  20417. private renderOpaqueSorted;
  20418. /**
  20419. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20420. * @param subMeshes The submeshes to render
  20421. */
  20422. private renderAlphaTestSorted;
  20423. /**
  20424. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20425. * @param subMeshes The submeshes to render
  20426. */
  20427. private renderTransparentSorted;
  20428. /**
  20429. * Renders the submeshes in a specified order.
  20430. * @param subMeshes The submeshes to sort before render
  20431. * @param sortCompareFn The comparison function use to sort
  20432. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20433. * @param transparent Specifies to activate blending if true
  20434. */
  20435. private static renderSorted;
  20436. /**
  20437. * Renders the submeshes in the order they were dispatched (no sort applied).
  20438. * @param subMeshes The submeshes to render
  20439. */
  20440. private static renderUnsorted;
  20441. /**
  20442. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20443. * are rendered back to front if in the same alpha index.
  20444. *
  20445. * @param a The first submesh
  20446. * @param b The second submesh
  20447. * @returns The result of the comparison
  20448. */
  20449. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20450. /**
  20451. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20452. * are rendered back to front.
  20453. *
  20454. * @param a The first submesh
  20455. * @param b The second submesh
  20456. * @returns The result of the comparison
  20457. */
  20458. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20459. /**
  20460. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20461. * are rendered front to back (prevent overdraw).
  20462. *
  20463. * @param a The first submesh
  20464. * @param b The second submesh
  20465. * @returns The result of the comparison
  20466. */
  20467. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20468. /**
  20469. * Resets the different lists of submeshes to prepare a new frame.
  20470. */
  20471. prepare(): void;
  20472. dispose(): void;
  20473. /**
  20474. * Inserts the submesh in its correct queue depending on its material.
  20475. * @param subMesh The submesh to dispatch
  20476. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20477. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20478. */
  20479. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20480. dispatchSprites(spriteManager: ISpriteManager): void;
  20481. dispatchParticles(particleSystem: IParticleSystem): void;
  20482. private _renderParticles;
  20483. private _renderSprites;
  20484. }
  20485. }
  20486. declare module "babylonjs/Rendering/renderingManager" {
  20487. import { Nullable } from "babylonjs/types";
  20488. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20489. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20490. import { SmartArray } from "babylonjs/Misc/smartArray";
  20491. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20492. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20493. import { Material } from "babylonjs/Materials/material";
  20494. import { Scene } from "babylonjs/scene";
  20495. import { Camera } from "babylonjs/Cameras/camera";
  20496. /**
  20497. * Interface describing the different options available in the rendering manager
  20498. * regarding Auto Clear between groups.
  20499. */
  20500. export interface IRenderingManagerAutoClearSetup {
  20501. /**
  20502. * Defines whether or not autoclear is enable.
  20503. */
  20504. autoClear: boolean;
  20505. /**
  20506. * Defines whether or not to autoclear the depth buffer.
  20507. */
  20508. depth: boolean;
  20509. /**
  20510. * Defines whether or not to autoclear the stencil buffer.
  20511. */
  20512. stencil: boolean;
  20513. }
  20514. /**
  20515. * This class is used by the onRenderingGroupObservable
  20516. */
  20517. export class RenderingGroupInfo {
  20518. /**
  20519. * The Scene that being rendered
  20520. */
  20521. scene: Scene;
  20522. /**
  20523. * The camera currently used for the rendering pass
  20524. */
  20525. camera: Nullable<Camera>;
  20526. /**
  20527. * The ID of the renderingGroup being processed
  20528. */
  20529. renderingGroupId: number;
  20530. }
  20531. /**
  20532. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20533. * It is enable to manage the different groups as well as the different necessary sort functions.
  20534. * This should not be used directly aside of the few static configurations
  20535. */
  20536. export class RenderingManager {
  20537. /**
  20538. * The max id used for rendering groups (not included)
  20539. */
  20540. static MAX_RENDERINGGROUPS: number;
  20541. /**
  20542. * The min id used for rendering groups (included)
  20543. */
  20544. static MIN_RENDERINGGROUPS: number;
  20545. /**
  20546. * Used to globally prevent autoclearing scenes.
  20547. */
  20548. static AUTOCLEAR: boolean;
  20549. /**
  20550. * @hidden
  20551. */
  20552. _useSceneAutoClearSetup: boolean;
  20553. private _scene;
  20554. private _renderingGroups;
  20555. private _depthStencilBufferAlreadyCleaned;
  20556. private _autoClearDepthStencil;
  20557. private _customOpaqueSortCompareFn;
  20558. private _customAlphaTestSortCompareFn;
  20559. private _customTransparentSortCompareFn;
  20560. private _renderingGroupInfo;
  20561. /**
  20562. * Instantiates a new rendering group for a particular scene
  20563. * @param scene Defines the scene the groups belongs to
  20564. */
  20565. constructor(scene: Scene);
  20566. private _clearDepthStencilBuffer;
  20567. /**
  20568. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20569. * @hidden
  20570. */
  20571. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20572. /**
  20573. * Resets the different information of the group to prepare a new frame
  20574. * @hidden
  20575. */
  20576. reset(): void;
  20577. /**
  20578. * Dispose and release the group and its associated resources.
  20579. * @hidden
  20580. */
  20581. dispose(): void;
  20582. /**
  20583. * Clear the info related to rendering groups preventing retention points during dispose.
  20584. */
  20585. freeRenderingGroups(): void;
  20586. private _prepareRenderingGroup;
  20587. /**
  20588. * Add a sprite manager to the rendering manager in order to render it this frame.
  20589. * @param spriteManager Define the sprite manager to render
  20590. */
  20591. dispatchSprites(spriteManager: ISpriteManager): void;
  20592. /**
  20593. * Add a particle system to the rendering manager in order to render it this frame.
  20594. * @param particleSystem Define the particle system to render
  20595. */
  20596. dispatchParticles(particleSystem: IParticleSystem): void;
  20597. /**
  20598. * Add a submesh to the manager in order to render it this frame
  20599. * @param subMesh The submesh to dispatch
  20600. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20601. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20602. */
  20603. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20604. /**
  20605. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20606. * This allowed control for front to back rendering or reversly depending of the special needs.
  20607. *
  20608. * @param renderingGroupId The rendering group id corresponding to its index
  20609. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20610. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20611. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20612. */
  20613. 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;
  20614. /**
  20615. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20616. *
  20617. * @param renderingGroupId The rendering group id corresponding to its index
  20618. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20619. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20620. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20621. */
  20622. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20623. /**
  20624. * Gets the current auto clear configuration for one rendering group of the rendering
  20625. * manager.
  20626. * @param index the rendering group index to get the information for
  20627. * @returns The auto clear setup for the requested rendering group
  20628. */
  20629. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20630. }
  20631. }
  20632. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20633. import { Observable } from "babylonjs/Misc/observable";
  20634. import { SmartArray } from "babylonjs/Misc/smartArray";
  20635. import { Nullable } from "babylonjs/types";
  20636. import { Camera } from "babylonjs/Cameras/camera";
  20637. import { Scene } from "babylonjs/scene";
  20638. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20639. import { Color4 } from "babylonjs/Maths/math.color";
  20640. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20641. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20642. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20643. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20644. import { Texture } from "babylonjs/Materials/Textures/texture";
  20645. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20646. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20647. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20648. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20649. import { Engine } from "babylonjs/Engines/engine";
  20650. /**
  20651. * This Helps creating a texture that will be created from a camera in your scene.
  20652. * It is basically a dynamic texture that could be used to create special effects for instance.
  20653. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20654. */
  20655. export class RenderTargetTexture extends Texture {
  20656. isCube: boolean;
  20657. /**
  20658. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20659. */
  20660. static readonly REFRESHRATE_RENDER_ONCE: number;
  20661. /**
  20662. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20663. */
  20664. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20665. /**
  20666. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20667. * the central point of your effect and can save a lot of performances.
  20668. */
  20669. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20670. /**
  20671. * Use this predicate to dynamically define the list of mesh you want to render.
  20672. * If set, the renderList property will be overwritten.
  20673. */
  20674. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20675. private _renderList;
  20676. /**
  20677. * Use this list to define the list of mesh you want to render.
  20678. */
  20679. renderList: Nullable<Array<AbstractMesh>>;
  20680. private _hookArray;
  20681. /**
  20682. * Define if particles should be rendered in your texture.
  20683. */
  20684. renderParticles: boolean;
  20685. /**
  20686. * Define if sprites should be rendered in your texture.
  20687. */
  20688. renderSprites: boolean;
  20689. /**
  20690. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20691. */
  20692. coordinatesMode: number;
  20693. /**
  20694. * Define the camera used to render the texture.
  20695. */
  20696. activeCamera: Nullable<Camera>;
  20697. /**
  20698. * Override the render function of the texture with your own one.
  20699. */
  20700. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20701. /**
  20702. * Define if camera post processes should be use while rendering the texture.
  20703. */
  20704. useCameraPostProcesses: boolean;
  20705. /**
  20706. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20707. */
  20708. ignoreCameraViewport: boolean;
  20709. private _postProcessManager;
  20710. private _postProcesses;
  20711. private _resizeObserver;
  20712. /**
  20713. * An event triggered when the texture is unbind.
  20714. */
  20715. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20716. /**
  20717. * An event triggered when the texture is unbind.
  20718. */
  20719. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20720. private _onAfterUnbindObserver;
  20721. /**
  20722. * Set a after unbind callback in the texture.
  20723. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20724. */
  20725. onAfterUnbind: () => void;
  20726. /**
  20727. * An event triggered before rendering the texture
  20728. */
  20729. onBeforeRenderObservable: Observable<number>;
  20730. private _onBeforeRenderObserver;
  20731. /**
  20732. * Set a before render callback in the texture.
  20733. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20734. */
  20735. onBeforeRender: (faceIndex: number) => void;
  20736. /**
  20737. * An event triggered after rendering the texture
  20738. */
  20739. onAfterRenderObservable: Observable<number>;
  20740. private _onAfterRenderObserver;
  20741. /**
  20742. * Set a after render callback in the texture.
  20743. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20744. */
  20745. onAfterRender: (faceIndex: number) => void;
  20746. /**
  20747. * An event triggered after the texture clear
  20748. */
  20749. onClearObservable: Observable<Engine>;
  20750. private _onClearObserver;
  20751. /**
  20752. * Set a clear callback in the texture.
  20753. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20754. */
  20755. onClear: (Engine: Engine) => void;
  20756. /**
  20757. * An event triggered when the texture is resized.
  20758. */
  20759. onResizeObservable: Observable<RenderTargetTexture>;
  20760. /**
  20761. * Define the clear color of the Render Target if it should be different from the scene.
  20762. */
  20763. clearColor: Color4;
  20764. protected _size: number | {
  20765. width: number;
  20766. height: number;
  20767. };
  20768. protected _initialSizeParameter: number | {
  20769. width: number;
  20770. height: number;
  20771. } | {
  20772. ratio: number;
  20773. };
  20774. protected _sizeRatio: Nullable<number>;
  20775. /** @hidden */
  20776. _generateMipMaps: boolean;
  20777. protected _renderingManager: RenderingManager;
  20778. /** @hidden */
  20779. _waitingRenderList: string[];
  20780. protected _doNotChangeAspectRatio: boolean;
  20781. protected _currentRefreshId: number;
  20782. protected _refreshRate: number;
  20783. protected _textureMatrix: Matrix;
  20784. protected _samples: number;
  20785. protected _renderTargetOptions: RenderTargetCreationOptions;
  20786. /**
  20787. * Gets render target creation options that were used.
  20788. */
  20789. readonly renderTargetOptions: RenderTargetCreationOptions;
  20790. protected _engine: Engine;
  20791. protected _onRatioRescale(): void;
  20792. /**
  20793. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20794. * It must define where the camera used to render the texture is set
  20795. */
  20796. boundingBoxPosition: Vector3;
  20797. private _boundingBoxSize;
  20798. /**
  20799. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20800. * When defined, the cubemap will switch to local mode
  20801. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20802. * @example https://www.babylonjs-playground.com/#RNASML
  20803. */
  20804. boundingBoxSize: Vector3;
  20805. /**
  20806. * In case the RTT has been created with a depth texture, get the associated
  20807. * depth texture.
  20808. * Otherwise, return null.
  20809. */
  20810. depthStencilTexture: Nullable<InternalTexture>;
  20811. /**
  20812. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20813. * or used a shadow, depth texture...
  20814. * @param name The friendly name of the texture
  20815. * @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)
  20816. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20817. * @param generateMipMaps True if mip maps need to be generated after render.
  20818. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20819. * @param type The type of the buffer in the RTT (int, half float, float...)
  20820. * @param isCube True if a cube texture needs to be created
  20821. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20822. * @param generateDepthBuffer True to generate a depth buffer
  20823. * @param generateStencilBuffer True to generate a stencil buffer
  20824. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20825. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20826. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20827. */
  20828. constructor(name: string, size: number | {
  20829. width: number;
  20830. height: number;
  20831. } | {
  20832. ratio: number;
  20833. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20834. /**
  20835. * Creates a depth stencil texture.
  20836. * This is only available in WebGL 2 or with the depth texture extension available.
  20837. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20838. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20839. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20840. */
  20841. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20842. private _processSizeParameter;
  20843. /**
  20844. * Define the number of samples to use in case of MSAA.
  20845. * It defaults to one meaning no MSAA has been enabled.
  20846. */
  20847. samples: number;
  20848. /**
  20849. * Resets the refresh counter of the texture and start bak from scratch.
  20850. * Could be useful to regenerate the texture if it is setup to render only once.
  20851. */
  20852. resetRefreshCounter(): void;
  20853. /**
  20854. * Define the refresh rate of the texture or the rendering frequency.
  20855. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20856. */
  20857. refreshRate: number;
  20858. /**
  20859. * Adds a post process to the render target rendering passes.
  20860. * @param postProcess define the post process to add
  20861. */
  20862. addPostProcess(postProcess: PostProcess): void;
  20863. /**
  20864. * Clear all the post processes attached to the render target
  20865. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20866. */
  20867. clearPostProcesses(dispose?: boolean): void;
  20868. /**
  20869. * Remove one of the post process from the list of attached post processes to the texture
  20870. * @param postProcess define the post process to remove from the list
  20871. */
  20872. removePostProcess(postProcess: PostProcess): void;
  20873. /** @hidden */
  20874. _shouldRender(): boolean;
  20875. /**
  20876. * Gets the actual render size of the texture.
  20877. * @returns the width of the render size
  20878. */
  20879. getRenderSize(): number;
  20880. /**
  20881. * Gets the actual render width of the texture.
  20882. * @returns the width of the render size
  20883. */
  20884. getRenderWidth(): number;
  20885. /**
  20886. * Gets the actual render height of the texture.
  20887. * @returns the height of the render size
  20888. */
  20889. getRenderHeight(): number;
  20890. /**
  20891. * Get if the texture can be rescaled or not.
  20892. */
  20893. readonly canRescale: boolean;
  20894. /**
  20895. * Resize the texture using a ratio.
  20896. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20897. */
  20898. scale(ratio: number): void;
  20899. /**
  20900. * Get the texture reflection matrix used to rotate/transform the reflection.
  20901. * @returns the reflection matrix
  20902. */
  20903. getReflectionTextureMatrix(): Matrix;
  20904. /**
  20905. * Resize the texture to a new desired size.
  20906. * Be carrefull as it will recreate all the data in the new texture.
  20907. * @param size Define the new size. It can be:
  20908. * - a number for squared texture,
  20909. * - an object containing { width: number, height: number }
  20910. * - or an object containing a ratio { ratio: number }
  20911. */
  20912. resize(size: number | {
  20913. width: number;
  20914. height: number;
  20915. } | {
  20916. ratio: number;
  20917. }): void;
  20918. /**
  20919. * Renders all the objects from the render list into the texture.
  20920. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20921. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20922. */
  20923. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20924. private _bestReflectionRenderTargetDimension;
  20925. /**
  20926. * @hidden
  20927. * @param faceIndex face index to bind to if this is a cubetexture
  20928. */
  20929. _bindFrameBuffer(faceIndex?: number): void;
  20930. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20931. private renderToTarget;
  20932. /**
  20933. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20934. * This allowed control for front to back rendering or reversly depending of the special needs.
  20935. *
  20936. * @param renderingGroupId The rendering group id corresponding to its index
  20937. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20938. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20939. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20940. */
  20941. 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;
  20942. /**
  20943. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20944. *
  20945. * @param renderingGroupId The rendering group id corresponding to its index
  20946. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20947. */
  20948. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20949. /**
  20950. * Clones the texture.
  20951. * @returns the cloned texture
  20952. */
  20953. clone(): RenderTargetTexture;
  20954. /**
  20955. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20956. * @returns The JSON representation of the texture
  20957. */
  20958. serialize(): any;
  20959. /**
  20960. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20961. */
  20962. disposeFramebufferObjects(): void;
  20963. /**
  20964. * Dispose the texture and release its associated resources.
  20965. */
  20966. dispose(): void;
  20967. /** @hidden */
  20968. _rebuild(): void;
  20969. /**
  20970. * Clear the info related to rendering groups preventing retention point in material dispose.
  20971. */
  20972. freeRenderingGroups(): void;
  20973. /**
  20974. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20975. * @returns the view count
  20976. */
  20977. getViewCount(): number;
  20978. }
  20979. }
  20980. declare module "babylonjs/Materials/material" {
  20981. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20982. import { SmartArray } from "babylonjs/Misc/smartArray";
  20983. import { Observable } from "babylonjs/Misc/observable";
  20984. import { Nullable } from "babylonjs/types";
  20985. import { Scene } from "babylonjs/scene";
  20986. import { Matrix } from "babylonjs/Maths/math.vector";
  20987. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20989. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20990. import { Effect } from "babylonjs/Materials/effect";
  20991. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20992. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20994. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20995. import { Mesh } from "babylonjs/Meshes/mesh";
  20996. import { Animation } from "babylonjs/Animations/animation";
  20997. /**
  20998. * Options for compiling materials.
  20999. */
  21000. export interface IMaterialCompilationOptions {
  21001. /**
  21002. * Defines whether clip planes are enabled.
  21003. */
  21004. clipPlane: boolean;
  21005. /**
  21006. * Defines whether instances are enabled.
  21007. */
  21008. useInstances: boolean;
  21009. }
  21010. /**
  21011. * Base class for the main features of a material in Babylon.js
  21012. */
  21013. export class Material implements IAnimatable {
  21014. /**
  21015. * Returns the triangle fill mode
  21016. */
  21017. static readonly TriangleFillMode: number;
  21018. /**
  21019. * Returns the wireframe mode
  21020. */
  21021. static readonly WireFrameFillMode: number;
  21022. /**
  21023. * Returns the point fill mode
  21024. */
  21025. static readonly PointFillMode: number;
  21026. /**
  21027. * Returns the point list draw mode
  21028. */
  21029. static readonly PointListDrawMode: number;
  21030. /**
  21031. * Returns the line list draw mode
  21032. */
  21033. static readonly LineListDrawMode: number;
  21034. /**
  21035. * Returns the line loop draw mode
  21036. */
  21037. static readonly LineLoopDrawMode: number;
  21038. /**
  21039. * Returns the line strip draw mode
  21040. */
  21041. static readonly LineStripDrawMode: number;
  21042. /**
  21043. * Returns the triangle strip draw mode
  21044. */
  21045. static readonly TriangleStripDrawMode: number;
  21046. /**
  21047. * Returns the triangle fan draw mode
  21048. */
  21049. static readonly TriangleFanDrawMode: number;
  21050. /**
  21051. * Stores the clock-wise side orientation
  21052. */
  21053. static readonly ClockWiseSideOrientation: number;
  21054. /**
  21055. * Stores the counter clock-wise side orientation
  21056. */
  21057. static readonly CounterClockWiseSideOrientation: number;
  21058. /**
  21059. * The dirty texture flag value
  21060. */
  21061. static readonly TextureDirtyFlag: number;
  21062. /**
  21063. * The dirty light flag value
  21064. */
  21065. static readonly LightDirtyFlag: number;
  21066. /**
  21067. * The dirty fresnel flag value
  21068. */
  21069. static readonly FresnelDirtyFlag: number;
  21070. /**
  21071. * The dirty attribute flag value
  21072. */
  21073. static readonly AttributesDirtyFlag: number;
  21074. /**
  21075. * The dirty misc flag value
  21076. */
  21077. static readonly MiscDirtyFlag: number;
  21078. /**
  21079. * The all dirty flag value
  21080. */
  21081. static readonly AllDirtyFlag: number;
  21082. /**
  21083. * The ID of the material
  21084. */
  21085. id: string;
  21086. /**
  21087. * Gets or sets the unique id of the material
  21088. */
  21089. uniqueId: number;
  21090. /**
  21091. * The name of the material
  21092. */
  21093. name: string;
  21094. /**
  21095. * Gets or sets user defined metadata
  21096. */
  21097. metadata: any;
  21098. /**
  21099. * For internal use only. Please do not use.
  21100. */
  21101. reservedDataStore: any;
  21102. /**
  21103. * Specifies if the ready state should be checked on each call
  21104. */
  21105. checkReadyOnEveryCall: boolean;
  21106. /**
  21107. * Specifies if the ready state should be checked once
  21108. */
  21109. checkReadyOnlyOnce: boolean;
  21110. /**
  21111. * The state of the material
  21112. */
  21113. state: string;
  21114. /**
  21115. * The alpha value of the material
  21116. */
  21117. protected _alpha: number;
  21118. /**
  21119. * List of inspectable custom properties (used by the Inspector)
  21120. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21121. */
  21122. inspectableCustomProperties: IInspectable[];
  21123. /**
  21124. * Sets the alpha value of the material
  21125. */
  21126. /**
  21127. * Gets the alpha value of the material
  21128. */
  21129. alpha: number;
  21130. /**
  21131. * Specifies if back face culling is enabled
  21132. */
  21133. protected _backFaceCulling: boolean;
  21134. /**
  21135. * Sets the back-face culling state
  21136. */
  21137. /**
  21138. * Gets the back-face culling state
  21139. */
  21140. backFaceCulling: boolean;
  21141. /**
  21142. * Stores the value for side orientation
  21143. */
  21144. sideOrientation: number;
  21145. /**
  21146. * Callback triggered when the material is compiled
  21147. */
  21148. onCompiled: Nullable<(effect: Effect) => void>;
  21149. /**
  21150. * Callback triggered when an error occurs
  21151. */
  21152. onError: Nullable<(effect: Effect, errors: string) => void>;
  21153. /**
  21154. * Callback triggered to get the render target textures
  21155. */
  21156. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21157. /**
  21158. * Gets a boolean indicating that current material needs to register RTT
  21159. */
  21160. readonly hasRenderTargetTextures: boolean;
  21161. /**
  21162. * Specifies if the material should be serialized
  21163. */
  21164. doNotSerialize: boolean;
  21165. /**
  21166. * @hidden
  21167. */
  21168. _storeEffectOnSubMeshes: boolean;
  21169. /**
  21170. * Stores the animations for the material
  21171. */
  21172. animations: Nullable<Array<Animation>>;
  21173. /**
  21174. * An event triggered when the material is disposed
  21175. */
  21176. onDisposeObservable: Observable<Material>;
  21177. /**
  21178. * An observer which watches for dispose events
  21179. */
  21180. private _onDisposeObserver;
  21181. private _onUnBindObservable;
  21182. /**
  21183. * Called during a dispose event
  21184. */
  21185. onDispose: () => void;
  21186. private _onBindObservable;
  21187. /**
  21188. * An event triggered when the material is bound
  21189. */
  21190. readonly onBindObservable: Observable<AbstractMesh>;
  21191. /**
  21192. * An observer which watches for bind events
  21193. */
  21194. private _onBindObserver;
  21195. /**
  21196. * Called during a bind event
  21197. */
  21198. onBind: (Mesh: AbstractMesh) => void;
  21199. /**
  21200. * An event triggered when the material is unbound
  21201. */
  21202. readonly onUnBindObservable: Observable<Material>;
  21203. /**
  21204. * Stores the value of the alpha mode
  21205. */
  21206. private _alphaMode;
  21207. /**
  21208. * Sets the value of the alpha mode.
  21209. *
  21210. * | Value | Type | Description |
  21211. * | --- | --- | --- |
  21212. * | 0 | ALPHA_DISABLE | |
  21213. * | 1 | ALPHA_ADD | |
  21214. * | 2 | ALPHA_COMBINE | |
  21215. * | 3 | ALPHA_SUBTRACT | |
  21216. * | 4 | ALPHA_MULTIPLY | |
  21217. * | 5 | ALPHA_MAXIMIZED | |
  21218. * | 6 | ALPHA_ONEONE | |
  21219. * | 7 | ALPHA_PREMULTIPLIED | |
  21220. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21221. * | 9 | ALPHA_INTERPOLATE | |
  21222. * | 10 | ALPHA_SCREENMODE | |
  21223. *
  21224. */
  21225. /**
  21226. * Gets the value of the alpha mode
  21227. */
  21228. alphaMode: number;
  21229. /**
  21230. * Stores the state of the need depth pre-pass value
  21231. */
  21232. private _needDepthPrePass;
  21233. /**
  21234. * Sets the need depth pre-pass value
  21235. */
  21236. /**
  21237. * Gets the depth pre-pass value
  21238. */
  21239. needDepthPrePass: boolean;
  21240. /**
  21241. * Specifies if depth writing should be disabled
  21242. */
  21243. disableDepthWrite: boolean;
  21244. /**
  21245. * Specifies if depth writing should be forced
  21246. */
  21247. forceDepthWrite: boolean;
  21248. /**
  21249. * Specifies the depth function that should be used. 0 means the default engine function
  21250. */
  21251. depthFunction: number;
  21252. /**
  21253. * Specifies if there should be a separate pass for culling
  21254. */
  21255. separateCullingPass: boolean;
  21256. /**
  21257. * Stores the state specifing if fog should be enabled
  21258. */
  21259. private _fogEnabled;
  21260. /**
  21261. * Sets the state for enabling fog
  21262. */
  21263. /**
  21264. * Gets the value of the fog enabled state
  21265. */
  21266. fogEnabled: boolean;
  21267. /**
  21268. * Stores the size of points
  21269. */
  21270. pointSize: number;
  21271. /**
  21272. * Stores the z offset value
  21273. */
  21274. zOffset: number;
  21275. /**
  21276. * Gets a value specifying if wireframe mode is enabled
  21277. */
  21278. /**
  21279. * Sets the state of wireframe mode
  21280. */
  21281. wireframe: boolean;
  21282. /**
  21283. * Gets the value specifying if point clouds are enabled
  21284. */
  21285. /**
  21286. * Sets the state of point cloud mode
  21287. */
  21288. pointsCloud: boolean;
  21289. /**
  21290. * Gets the material fill mode
  21291. */
  21292. /**
  21293. * Sets the material fill mode
  21294. */
  21295. fillMode: number;
  21296. /**
  21297. * @hidden
  21298. * Stores the effects for the material
  21299. */
  21300. _effect: Nullable<Effect>;
  21301. /**
  21302. * @hidden
  21303. * Specifies if the material was previously ready
  21304. */
  21305. _wasPreviouslyReady: boolean;
  21306. /**
  21307. * Specifies if uniform buffers should be used
  21308. */
  21309. private _useUBO;
  21310. /**
  21311. * Stores a reference to the scene
  21312. */
  21313. private _scene;
  21314. /**
  21315. * Stores the fill mode state
  21316. */
  21317. private _fillMode;
  21318. /**
  21319. * Specifies if the depth write state should be cached
  21320. */
  21321. private _cachedDepthWriteState;
  21322. /**
  21323. * Specifies if the depth function state should be cached
  21324. */
  21325. private _cachedDepthFunctionState;
  21326. /**
  21327. * Stores the uniform buffer
  21328. */
  21329. protected _uniformBuffer: UniformBuffer;
  21330. /** @hidden */
  21331. _indexInSceneMaterialArray: number;
  21332. /** @hidden */
  21333. meshMap: Nullable<{
  21334. [id: string]: AbstractMesh | undefined;
  21335. }>;
  21336. /**
  21337. * Creates a material instance
  21338. * @param name defines the name of the material
  21339. * @param scene defines the scene to reference
  21340. * @param doNotAdd specifies if the material should be added to the scene
  21341. */
  21342. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21343. /**
  21344. * Returns a string representation of the current material
  21345. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21346. * @returns a string with material information
  21347. */
  21348. toString(fullDetails?: boolean): string;
  21349. /**
  21350. * Gets the class name of the material
  21351. * @returns a string with the class name of the material
  21352. */
  21353. getClassName(): string;
  21354. /**
  21355. * Specifies if updates for the material been locked
  21356. */
  21357. readonly isFrozen: boolean;
  21358. /**
  21359. * Locks updates for the material
  21360. */
  21361. freeze(): void;
  21362. /**
  21363. * Unlocks updates for the material
  21364. */
  21365. unfreeze(): void;
  21366. /**
  21367. * Specifies if the material is ready to be used
  21368. * @param mesh defines the mesh to check
  21369. * @param useInstances specifies if instances should be used
  21370. * @returns a boolean indicating if the material is ready to be used
  21371. */
  21372. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21373. /**
  21374. * Specifies that the submesh is ready to be used
  21375. * @param mesh defines the mesh to check
  21376. * @param subMesh defines which submesh to check
  21377. * @param useInstances specifies that instances should be used
  21378. * @returns a boolean indicating that the submesh is ready or not
  21379. */
  21380. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21381. /**
  21382. * Returns the material effect
  21383. * @returns the effect associated with the material
  21384. */
  21385. getEffect(): Nullable<Effect>;
  21386. /**
  21387. * Returns the current scene
  21388. * @returns a Scene
  21389. */
  21390. getScene(): Scene;
  21391. /**
  21392. * Specifies if the material will require alpha blending
  21393. * @returns a boolean specifying if alpha blending is needed
  21394. */
  21395. needAlphaBlending(): boolean;
  21396. /**
  21397. * Specifies if the mesh will require alpha blending
  21398. * @param mesh defines the mesh to check
  21399. * @returns a boolean specifying if alpha blending is needed for the mesh
  21400. */
  21401. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21402. /**
  21403. * Specifies if this material should be rendered in alpha test mode
  21404. * @returns a boolean specifying if an alpha test is needed.
  21405. */
  21406. needAlphaTesting(): boolean;
  21407. /**
  21408. * Gets the texture used for the alpha test
  21409. * @returns the texture to use for alpha testing
  21410. */
  21411. getAlphaTestTexture(): Nullable<BaseTexture>;
  21412. /**
  21413. * Marks the material to indicate that it needs to be re-calculated
  21414. */
  21415. markDirty(): void;
  21416. /** @hidden */
  21417. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21418. /**
  21419. * Binds the material to the mesh
  21420. * @param world defines the world transformation matrix
  21421. * @param mesh defines the mesh to bind the material to
  21422. */
  21423. bind(world: Matrix, mesh?: Mesh): void;
  21424. /**
  21425. * Binds the submesh to the material
  21426. * @param world defines the world transformation matrix
  21427. * @param mesh defines the mesh containing the submesh
  21428. * @param subMesh defines the submesh to bind the material to
  21429. */
  21430. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21431. /**
  21432. * Binds the world matrix to the material
  21433. * @param world defines the world transformation matrix
  21434. */
  21435. bindOnlyWorldMatrix(world: Matrix): void;
  21436. /**
  21437. * Binds the scene's uniform buffer to the effect.
  21438. * @param effect defines the effect to bind to the scene uniform buffer
  21439. * @param sceneUbo defines the uniform buffer storing scene data
  21440. */
  21441. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21442. /**
  21443. * Binds the view matrix to the effect
  21444. * @param effect defines the effect to bind the view matrix to
  21445. */
  21446. bindView(effect: Effect): void;
  21447. /**
  21448. * Binds the view projection matrix to the effect
  21449. * @param effect defines the effect to bind the view projection matrix to
  21450. */
  21451. bindViewProjection(effect: Effect): void;
  21452. /**
  21453. * Specifies if material alpha testing should be turned on for the mesh
  21454. * @param mesh defines the mesh to check
  21455. */
  21456. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21457. /**
  21458. * Processes to execute after binding the material to a mesh
  21459. * @param mesh defines the rendered mesh
  21460. */
  21461. protected _afterBind(mesh?: Mesh): void;
  21462. /**
  21463. * Unbinds the material from the mesh
  21464. */
  21465. unbind(): void;
  21466. /**
  21467. * Gets the active textures from the material
  21468. * @returns an array of textures
  21469. */
  21470. getActiveTextures(): BaseTexture[];
  21471. /**
  21472. * Specifies if the material uses a texture
  21473. * @param texture defines the texture to check against the material
  21474. * @returns a boolean specifying if the material uses the texture
  21475. */
  21476. hasTexture(texture: BaseTexture): boolean;
  21477. /**
  21478. * Makes a duplicate of the material, and gives it a new name
  21479. * @param name defines the new name for the duplicated material
  21480. * @returns the cloned material
  21481. */
  21482. clone(name: string): Nullable<Material>;
  21483. /**
  21484. * Gets the meshes bound to the material
  21485. * @returns an array of meshes bound to the material
  21486. */
  21487. getBindedMeshes(): AbstractMesh[];
  21488. /**
  21489. * Force shader compilation
  21490. * @param mesh defines the mesh associated with this material
  21491. * @param onCompiled defines a function to execute once the material is compiled
  21492. * @param options defines the options to configure the compilation
  21493. * @param onError defines a function to execute if the material fails compiling
  21494. */
  21495. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21496. /**
  21497. * Force shader compilation
  21498. * @param mesh defines the mesh that will use this material
  21499. * @param options defines additional options for compiling the shaders
  21500. * @returns a promise that resolves when the compilation completes
  21501. */
  21502. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21503. private static readonly _AllDirtyCallBack;
  21504. private static readonly _ImageProcessingDirtyCallBack;
  21505. private static readonly _TextureDirtyCallBack;
  21506. private static readonly _FresnelDirtyCallBack;
  21507. private static readonly _MiscDirtyCallBack;
  21508. private static readonly _LightsDirtyCallBack;
  21509. private static readonly _AttributeDirtyCallBack;
  21510. private static _FresnelAndMiscDirtyCallBack;
  21511. private static _TextureAndMiscDirtyCallBack;
  21512. private static readonly _DirtyCallbackArray;
  21513. private static readonly _RunDirtyCallBacks;
  21514. /**
  21515. * Marks a define in the material to indicate that it needs to be re-computed
  21516. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21517. */
  21518. markAsDirty(flag: number): void;
  21519. /**
  21520. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21521. * @param func defines a function which checks material defines against the submeshes
  21522. */
  21523. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21524. /**
  21525. * Indicates that we need to re-calculated for all submeshes
  21526. */
  21527. protected _markAllSubMeshesAsAllDirty(): void;
  21528. /**
  21529. * Indicates that image processing needs to be re-calculated for all submeshes
  21530. */
  21531. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21532. /**
  21533. * Indicates that textures need to be re-calculated for all submeshes
  21534. */
  21535. protected _markAllSubMeshesAsTexturesDirty(): void;
  21536. /**
  21537. * Indicates that fresnel needs to be re-calculated for all submeshes
  21538. */
  21539. protected _markAllSubMeshesAsFresnelDirty(): void;
  21540. /**
  21541. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21542. */
  21543. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21544. /**
  21545. * Indicates that lights need to be re-calculated for all submeshes
  21546. */
  21547. protected _markAllSubMeshesAsLightsDirty(): void;
  21548. /**
  21549. * Indicates that attributes need to be re-calculated for all submeshes
  21550. */
  21551. protected _markAllSubMeshesAsAttributesDirty(): void;
  21552. /**
  21553. * Indicates that misc needs to be re-calculated for all submeshes
  21554. */
  21555. protected _markAllSubMeshesAsMiscDirty(): void;
  21556. /**
  21557. * Indicates that textures and misc need to be re-calculated for all submeshes
  21558. */
  21559. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21560. /**
  21561. * Disposes the material
  21562. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21563. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21564. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21565. */
  21566. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21567. /** @hidden */
  21568. private releaseVertexArrayObject;
  21569. /**
  21570. * Serializes this material
  21571. * @returns the serialized material object
  21572. */
  21573. serialize(): any;
  21574. /**
  21575. * Creates a material from parsed material data
  21576. * @param parsedMaterial defines parsed material data
  21577. * @param scene defines the hosting scene
  21578. * @param rootUrl defines the root URL to use to load textures
  21579. * @returns a new material
  21580. */
  21581. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21582. }
  21583. }
  21584. declare module "babylonjs/Materials/multiMaterial" {
  21585. import { Nullable } from "babylonjs/types";
  21586. import { Scene } from "babylonjs/scene";
  21587. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21588. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21589. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21590. import { Material } from "babylonjs/Materials/material";
  21591. /**
  21592. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21593. * separate meshes. This can be use to improve performances.
  21594. * @see http://doc.babylonjs.com/how_to/multi_materials
  21595. */
  21596. export class MultiMaterial extends Material {
  21597. private _subMaterials;
  21598. /**
  21599. * Gets or Sets the list of Materials used within the multi material.
  21600. * They need to be ordered according to the submeshes order in the associated mesh
  21601. */
  21602. subMaterials: Nullable<Material>[];
  21603. /**
  21604. * Function used to align with Node.getChildren()
  21605. * @returns the list of Materials used within the multi material
  21606. */
  21607. getChildren(): Nullable<Material>[];
  21608. /**
  21609. * Instantiates a new Multi Material
  21610. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21611. * separate meshes. This can be use to improve performances.
  21612. * @see http://doc.babylonjs.com/how_to/multi_materials
  21613. * @param name Define the name in the scene
  21614. * @param scene Define the scene the material belongs to
  21615. */
  21616. constructor(name: string, scene: Scene);
  21617. private _hookArray;
  21618. /**
  21619. * Get one of the submaterial by its index in the submaterials array
  21620. * @param index The index to look the sub material at
  21621. * @returns The Material if the index has been defined
  21622. */
  21623. getSubMaterial(index: number): Nullable<Material>;
  21624. /**
  21625. * Get the list of active textures for the whole sub materials list.
  21626. * @returns All the textures that will be used during the rendering
  21627. */
  21628. getActiveTextures(): BaseTexture[];
  21629. /**
  21630. * Gets the current class name of the material e.g. "MultiMaterial"
  21631. * Mainly use in serialization.
  21632. * @returns the class name
  21633. */
  21634. getClassName(): string;
  21635. /**
  21636. * Checks if the material is ready to render the requested sub mesh
  21637. * @param mesh Define the mesh the submesh belongs to
  21638. * @param subMesh Define the sub mesh to look readyness for
  21639. * @param useInstances Define whether or not the material is used with instances
  21640. * @returns true if ready, otherwise false
  21641. */
  21642. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21643. /**
  21644. * Clones the current material and its related sub materials
  21645. * @param name Define the name of the newly cloned material
  21646. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21647. * @returns the cloned material
  21648. */
  21649. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21650. /**
  21651. * Serializes the materials into a JSON representation.
  21652. * @returns the JSON representation
  21653. */
  21654. serialize(): any;
  21655. /**
  21656. * Dispose the material and release its associated resources
  21657. * @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)
  21658. * @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)
  21659. * @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)
  21660. */
  21661. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21662. /**
  21663. * Creates a MultiMaterial from parsed MultiMaterial data.
  21664. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21665. * @param scene defines the hosting scene
  21666. * @returns a new MultiMaterial
  21667. */
  21668. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21669. }
  21670. }
  21671. declare module "babylonjs/Meshes/subMesh" {
  21672. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21673. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21674. import { Engine } from "babylonjs/Engines/engine";
  21675. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21676. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21677. import { Effect } from "babylonjs/Materials/effect";
  21678. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21679. import { Plane } from "babylonjs/Maths/math.plane";
  21680. import { Collider } from "babylonjs/Collisions/collider";
  21681. import { Material } from "babylonjs/Materials/material";
  21682. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21683. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21684. import { Mesh } from "babylonjs/Meshes/mesh";
  21685. import { Ray } from "babylonjs/Culling/ray";
  21686. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21687. /**
  21688. * Base class for submeshes
  21689. */
  21690. export class BaseSubMesh {
  21691. /** @hidden */
  21692. _materialDefines: Nullable<MaterialDefines>;
  21693. /** @hidden */
  21694. _materialEffect: Nullable<Effect>;
  21695. /**
  21696. * Gets associated effect
  21697. */
  21698. readonly effect: Nullable<Effect>;
  21699. /**
  21700. * Sets associated effect (effect used to render this submesh)
  21701. * @param effect defines the effect to associate with
  21702. * @param defines defines the set of defines used to compile this effect
  21703. */
  21704. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21705. }
  21706. /**
  21707. * Defines a subdivision inside a mesh
  21708. */
  21709. export class SubMesh extends BaseSubMesh implements ICullable {
  21710. /** the material index to use */
  21711. materialIndex: number;
  21712. /** vertex index start */
  21713. verticesStart: number;
  21714. /** vertices count */
  21715. verticesCount: number;
  21716. /** index start */
  21717. indexStart: number;
  21718. /** indices count */
  21719. indexCount: number;
  21720. /** @hidden */
  21721. _linesIndexCount: number;
  21722. private _mesh;
  21723. private _renderingMesh;
  21724. private _boundingInfo;
  21725. private _linesIndexBuffer;
  21726. /** @hidden */
  21727. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21728. /** @hidden */
  21729. _trianglePlanes: Plane[];
  21730. /** @hidden */
  21731. _lastColliderTransformMatrix: Nullable<Matrix>;
  21732. /** @hidden */
  21733. _renderId: number;
  21734. /** @hidden */
  21735. _alphaIndex: number;
  21736. /** @hidden */
  21737. _distanceToCamera: number;
  21738. /** @hidden */
  21739. _id: number;
  21740. private _currentMaterial;
  21741. /**
  21742. * Add a new submesh to a mesh
  21743. * @param materialIndex defines the material index to use
  21744. * @param verticesStart defines vertex index start
  21745. * @param verticesCount defines vertices count
  21746. * @param indexStart defines index start
  21747. * @param indexCount defines indices count
  21748. * @param mesh defines the parent mesh
  21749. * @param renderingMesh defines an optional rendering mesh
  21750. * @param createBoundingBox defines if bounding box should be created for this submesh
  21751. * @returns the new submesh
  21752. */
  21753. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21754. /**
  21755. * Creates a new submesh
  21756. * @param materialIndex defines the material index to use
  21757. * @param verticesStart defines vertex index start
  21758. * @param verticesCount defines vertices count
  21759. * @param indexStart defines index start
  21760. * @param indexCount defines indices count
  21761. * @param mesh defines the parent mesh
  21762. * @param renderingMesh defines an optional rendering mesh
  21763. * @param createBoundingBox defines if bounding box should be created for this submesh
  21764. */
  21765. constructor(
  21766. /** the material index to use */
  21767. materialIndex: number,
  21768. /** vertex index start */
  21769. verticesStart: number,
  21770. /** vertices count */
  21771. verticesCount: number,
  21772. /** index start */
  21773. indexStart: number,
  21774. /** indices count */
  21775. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21776. /**
  21777. * Returns true if this submesh covers the entire parent mesh
  21778. * @ignorenaming
  21779. */
  21780. readonly IsGlobal: boolean;
  21781. /**
  21782. * Returns the submesh BoudingInfo object
  21783. * @returns current bounding info (or mesh's one if the submesh is global)
  21784. */
  21785. getBoundingInfo(): BoundingInfo;
  21786. /**
  21787. * Sets the submesh BoundingInfo
  21788. * @param boundingInfo defines the new bounding info to use
  21789. * @returns the SubMesh
  21790. */
  21791. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21792. /**
  21793. * Returns the mesh of the current submesh
  21794. * @return the parent mesh
  21795. */
  21796. getMesh(): AbstractMesh;
  21797. /**
  21798. * Returns the rendering mesh of the submesh
  21799. * @returns the rendering mesh (could be different from parent mesh)
  21800. */
  21801. getRenderingMesh(): Mesh;
  21802. /**
  21803. * Returns the submesh material
  21804. * @returns null or the current material
  21805. */
  21806. getMaterial(): Nullable<Material>;
  21807. /**
  21808. * Sets a new updated BoundingInfo object to the submesh
  21809. * @param data defines an optional position array to use to determine the bounding info
  21810. * @returns the SubMesh
  21811. */
  21812. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21813. /** @hidden */
  21814. _checkCollision(collider: Collider): boolean;
  21815. /**
  21816. * Updates the submesh BoundingInfo
  21817. * @param world defines the world matrix to use to update the bounding info
  21818. * @returns the submesh
  21819. */
  21820. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21821. /**
  21822. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21823. * @param frustumPlanes defines the frustum planes
  21824. * @returns true if the submesh is intersecting with the frustum
  21825. */
  21826. isInFrustum(frustumPlanes: Plane[]): boolean;
  21827. /**
  21828. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21829. * @param frustumPlanes defines the frustum planes
  21830. * @returns true if the submesh is inside the frustum
  21831. */
  21832. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21833. /**
  21834. * Renders the submesh
  21835. * @param enableAlphaMode defines if alpha needs to be used
  21836. * @returns the submesh
  21837. */
  21838. render(enableAlphaMode: boolean): SubMesh;
  21839. /**
  21840. * @hidden
  21841. */
  21842. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21843. /**
  21844. * Checks if the submesh intersects with a ray
  21845. * @param ray defines the ray to test
  21846. * @returns true is the passed ray intersects the submesh bounding box
  21847. */
  21848. canIntersects(ray: Ray): boolean;
  21849. /**
  21850. * Intersects current submesh with a ray
  21851. * @param ray defines the ray to test
  21852. * @param positions defines mesh's positions array
  21853. * @param indices defines mesh's indices array
  21854. * @param fastCheck defines if only bounding info should be used
  21855. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21856. * @returns intersection info or null if no intersection
  21857. */
  21858. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21859. /** @hidden */
  21860. private _intersectLines;
  21861. /** @hidden */
  21862. private _intersectUnIndexedLines;
  21863. /** @hidden */
  21864. private _intersectTriangles;
  21865. /** @hidden */
  21866. private _intersectUnIndexedTriangles;
  21867. /** @hidden */
  21868. _rebuild(): void;
  21869. /**
  21870. * Creates a new submesh from the passed mesh
  21871. * @param newMesh defines the new hosting mesh
  21872. * @param newRenderingMesh defines an optional rendering mesh
  21873. * @returns the new submesh
  21874. */
  21875. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21876. /**
  21877. * Release associated resources
  21878. */
  21879. dispose(): void;
  21880. /**
  21881. * Gets the class name
  21882. * @returns the string "SubMesh".
  21883. */
  21884. getClassName(): string;
  21885. /**
  21886. * Creates a new submesh from indices data
  21887. * @param materialIndex the index of the main mesh material
  21888. * @param startIndex the index where to start the copy in the mesh indices array
  21889. * @param indexCount the number of indices to copy then from the startIndex
  21890. * @param mesh the main mesh to create the submesh from
  21891. * @param renderingMesh the optional rendering mesh
  21892. * @returns a new submesh
  21893. */
  21894. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21895. }
  21896. }
  21897. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21898. /**
  21899. * Class used to represent data loading progression
  21900. */
  21901. export class SceneLoaderFlags {
  21902. private static _ForceFullSceneLoadingForIncremental;
  21903. private static _ShowLoadingScreen;
  21904. private static _CleanBoneMatrixWeights;
  21905. private static _loggingLevel;
  21906. /**
  21907. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21908. */
  21909. static ForceFullSceneLoadingForIncremental: boolean;
  21910. /**
  21911. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21912. */
  21913. static ShowLoadingScreen: boolean;
  21914. /**
  21915. * Defines the current logging level (while loading the scene)
  21916. * @ignorenaming
  21917. */
  21918. static loggingLevel: number;
  21919. /**
  21920. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21921. */
  21922. static CleanBoneMatrixWeights: boolean;
  21923. }
  21924. }
  21925. declare module "babylonjs/Meshes/geometry" {
  21926. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21927. import { Scene } from "babylonjs/scene";
  21928. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21929. import { Engine } from "babylonjs/Engines/engine";
  21930. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21931. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21932. import { Effect } from "babylonjs/Materials/effect";
  21933. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21934. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21935. import { Mesh } from "babylonjs/Meshes/mesh";
  21936. /**
  21937. * Class used to store geometry data (vertex buffers + index buffer)
  21938. */
  21939. export class Geometry implements IGetSetVerticesData {
  21940. /**
  21941. * Gets or sets the ID of the geometry
  21942. */
  21943. id: string;
  21944. /**
  21945. * Gets or sets the unique ID of the geometry
  21946. */
  21947. uniqueId: number;
  21948. /**
  21949. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21950. */
  21951. delayLoadState: number;
  21952. /**
  21953. * Gets the file containing the data to load when running in delay load state
  21954. */
  21955. delayLoadingFile: Nullable<string>;
  21956. /**
  21957. * Callback called when the geometry is updated
  21958. */
  21959. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21960. private _scene;
  21961. private _engine;
  21962. private _meshes;
  21963. private _totalVertices;
  21964. /** @hidden */
  21965. _indices: IndicesArray;
  21966. /** @hidden */
  21967. _vertexBuffers: {
  21968. [key: string]: VertexBuffer;
  21969. };
  21970. private _isDisposed;
  21971. private _extend;
  21972. private _boundingBias;
  21973. /** @hidden */
  21974. _delayInfo: Array<string>;
  21975. private _indexBuffer;
  21976. private _indexBufferIsUpdatable;
  21977. /** @hidden */
  21978. _boundingInfo: Nullable<BoundingInfo>;
  21979. /** @hidden */
  21980. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21981. /** @hidden */
  21982. _softwareSkinningFrameId: number;
  21983. private _vertexArrayObjects;
  21984. private _updatable;
  21985. /** @hidden */
  21986. _positions: Nullable<Vector3[]>;
  21987. /**
  21988. * 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
  21989. */
  21990. /**
  21991. * 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
  21992. */
  21993. boundingBias: Vector2;
  21994. /**
  21995. * Static function used to attach a new empty geometry to a mesh
  21996. * @param mesh defines the mesh to attach the geometry to
  21997. * @returns the new Geometry
  21998. */
  21999. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  22000. /**
  22001. * Creates a new geometry
  22002. * @param id defines the unique ID
  22003. * @param scene defines the hosting scene
  22004. * @param vertexData defines the VertexData used to get geometry data
  22005. * @param updatable defines if geometry must be updatable (false by default)
  22006. * @param mesh defines the mesh that will be associated with the geometry
  22007. */
  22008. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  22009. /**
  22010. * Gets the current extend of the geometry
  22011. */
  22012. readonly extend: {
  22013. minimum: Vector3;
  22014. maximum: Vector3;
  22015. };
  22016. /**
  22017. * Gets the hosting scene
  22018. * @returns the hosting Scene
  22019. */
  22020. getScene(): Scene;
  22021. /**
  22022. * Gets the hosting engine
  22023. * @returns the hosting Engine
  22024. */
  22025. getEngine(): Engine;
  22026. /**
  22027. * Defines if the geometry is ready to use
  22028. * @returns true if the geometry is ready to be used
  22029. */
  22030. isReady(): boolean;
  22031. /**
  22032. * Gets a value indicating that the geometry should not be serialized
  22033. */
  22034. readonly doNotSerialize: boolean;
  22035. /** @hidden */
  22036. _rebuild(): void;
  22037. /**
  22038. * Affects all geometry data in one call
  22039. * @param vertexData defines the geometry data
  22040. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  22041. */
  22042. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  22043. /**
  22044. * Set specific vertex data
  22045. * @param kind defines the data kind (Position, normal, etc...)
  22046. * @param data defines the vertex data to use
  22047. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22048. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22049. */
  22050. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  22051. /**
  22052. * Removes a specific vertex data
  22053. * @param kind defines the data kind (Position, normal, etc...)
  22054. */
  22055. removeVerticesData(kind: string): void;
  22056. /**
  22057. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  22058. * @param buffer defines the vertex buffer to use
  22059. * @param totalVertices defines the total number of vertices for position kind (could be null)
  22060. */
  22061. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  22062. /**
  22063. * Update a specific vertex buffer
  22064. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  22065. * It will do nothing if the buffer is not updatable
  22066. * @param kind defines the data kind (Position, normal, etc...)
  22067. * @param data defines the data to use
  22068. * @param offset defines the offset in the target buffer where to store the data
  22069. * @param useBytes set to true if the offset is in bytes
  22070. */
  22071. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  22072. /**
  22073. * Update a specific vertex buffer
  22074. * This function will create a new buffer if the current one is not updatable
  22075. * @param kind defines the data kind (Position, normal, etc...)
  22076. * @param data defines the data to use
  22077. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  22078. */
  22079. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  22080. private _updateBoundingInfo;
  22081. /** @hidden */
  22082. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  22083. /**
  22084. * Gets total number of vertices
  22085. * @returns the total number of vertices
  22086. */
  22087. getTotalVertices(): number;
  22088. /**
  22089. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22090. * @param kind defines the data kind (Position, normal, etc...)
  22091. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22092. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22093. * @returns a float array containing vertex data
  22094. */
  22095. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22096. /**
  22097. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  22098. * @param kind defines the data kind (Position, normal, etc...)
  22099. * @returns true if the vertex buffer with the specified kind is updatable
  22100. */
  22101. isVertexBufferUpdatable(kind: string): boolean;
  22102. /**
  22103. * Gets a specific vertex buffer
  22104. * @param kind defines the data kind (Position, normal, etc...)
  22105. * @returns a VertexBuffer
  22106. */
  22107. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  22108. /**
  22109. * Returns all vertex buffers
  22110. * @return an object holding all vertex buffers indexed by kind
  22111. */
  22112. getVertexBuffers(): Nullable<{
  22113. [key: string]: VertexBuffer;
  22114. }>;
  22115. /**
  22116. * Gets a boolean indicating if specific vertex buffer is present
  22117. * @param kind defines the data kind (Position, normal, etc...)
  22118. * @returns true if data is present
  22119. */
  22120. isVerticesDataPresent(kind: string): boolean;
  22121. /**
  22122. * Gets a list of all attached data kinds (Position, normal, etc...)
  22123. * @returns a list of string containing all kinds
  22124. */
  22125. getVerticesDataKinds(): string[];
  22126. /**
  22127. * Update index buffer
  22128. * @param indices defines the indices to store in the index buffer
  22129. * @param offset defines the offset in the target buffer where to store the data
  22130. * @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)
  22131. */
  22132. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22133. /**
  22134. * Creates a new index buffer
  22135. * @param indices defines the indices to store in the index buffer
  22136. * @param totalVertices defines the total number of vertices (could be null)
  22137. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22138. */
  22139. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22140. /**
  22141. * Return the total number of indices
  22142. * @returns the total number of indices
  22143. */
  22144. getTotalIndices(): number;
  22145. /**
  22146. * Gets the index buffer array
  22147. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22148. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22149. * @returns the index buffer array
  22150. */
  22151. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22152. /**
  22153. * Gets the index buffer
  22154. * @return the index buffer
  22155. */
  22156. getIndexBuffer(): Nullable<DataBuffer>;
  22157. /** @hidden */
  22158. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22159. /**
  22160. * Release the associated resources for a specific mesh
  22161. * @param mesh defines the source mesh
  22162. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22163. */
  22164. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22165. /**
  22166. * Apply current geometry to a given mesh
  22167. * @param mesh defines the mesh to apply geometry to
  22168. */
  22169. applyToMesh(mesh: Mesh): void;
  22170. private _updateExtend;
  22171. private _applyToMesh;
  22172. private notifyUpdate;
  22173. /**
  22174. * Load the geometry if it was flagged as delay loaded
  22175. * @param scene defines the hosting scene
  22176. * @param onLoaded defines a callback called when the geometry is loaded
  22177. */
  22178. load(scene: Scene, onLoaded?: () => void): void;
  22179. private _queueLoad;
  22180. /**
  22181. * Invert the geometry to move from a right handed system to a left handed one.
  22182. */
  22183. toLeftHanded(): void;
  22184. /** @hidden */
  22185. _resetPointsArrayCache(): void;
  22186. /** @hidden */
  22187. _generatePointsArray(): boolean;
  22188. /**
  22189. * Gets a value indicating if the geometry is disposed
  22190. * @returns true if the geometry was disposed
  22191. */
  22192. isDisposed(): boolean;
  22193. private _disposeVertexArrayObjects;
  22194. /**
  22195. * Free all associated resources
  22196. */
  22197. dispose(): void;
  22198. /**
  22199. * Clone the current geometry into a new geometry
  22200. * @param id defines the unique ID of the new geometry
  22201. * @returns a new geometry object
  22202. */
  22203. copy(id: string): Geometry;
  22204. /**
  22205. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22206. * @return a JSON representation of the current geometry data (without the vertices data)
  22207. */
  22208. serialize(): any;
  22209. private toNumberArray;
  22210. /**
  22211. * Serialize all vertices data into a JSON oject
  22212. * @returns a JSON representation of the current geometry data
  22213. */
  22214. serializeVerticeData(): any;
  22215. /**
  22216. * Extracts a clone of a mesh geometry
  22217. * @param mesh defines the source mesh
  22218. * @param id defines the unique ID of the new geometry object
  22219. * @returns the new geometry object
  22220. */
  22221. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22222. /**
  22223. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22224. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22225. * Be aware Math.random() could cause collisions, but:
  22226. * "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"
  22227. * @returns a string containing a new GUID
  22228. */
  22229. static RandomId(): string;
  22230. /** @hidden */
  22231. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22232. private static _CleanMatricesWeights;
  22233. /**
  22234. * Create a new geometry from persisted data (Using .babylon file format)
  22235. * @param parsedVertexData defines the persisted data
  22236. * @param scene defines the hosting scene
  22237. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22238. * @returns the new geometry object
  22239. */
  22240. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22241. }
  22242. }
  22243. declare module "babylonjs/Meshes/mesh.vertexData" {
  22244. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22245. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22246. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22247. import { Geometry } from "babylonjs/Meshes/geometry";
  22248. import { Mesh } from "babylonjs/Meshes/mesh";
  22249. /**
  22250. * Define an interface for all classes that will get and set the data on vertices
  22251. */
  22252. export interface IGetSetVerticesData {
  22253. /**
  22254. * Gets a boolean indicating if specific vertex data is present
  22255. * @param kind defines the vertex data kind to use
  22256. * @returns true is data kind is present
  22257. */
  22258. isVerticesDataPresent(kind: string): boolean;
  22259. /**
  22260. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22261. * @param kind defines the data kind (Position, normal, etc...)
  22262. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22263. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22264. * @returns a float array containing vertex data
  22265. */
  22266. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22267. /**
  22268. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22269. * @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.
  22270. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22271. * @returns the indices array or an empty array if the mesh has no geometry
  22272. */
  22273. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22274. /**
  22275. * Set specific vertex data
  22276. * @param kind defines the data kind (Position, normal, etc...)
  22277. * @param data defines the vertex data to use
  22278. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22279. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22280. */
  22281. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22282. /**
  22283. * Update a specific associated vertex buffer
  22284. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22285. * - VertexBuffer.PositionKind
  22286. * - VertexBuffer.UVKind
  22287. * - VertexBuffer.UV2Kind
  22288. * - VertexBuffer.UV3Kind
  22289. * - VertexBuffer.UV4Kind
  22290. * - VertexBuffer.UV5Kind
  22291. * - VertexBuffer.UV6Kind
  22292. * - VertexBuffer.ColorKind
  22293. * - VertexBuffer.MatricesIndicesKind
  22294. * - VertexBuffer.MatricesIndicesExtraKind
  22295. * - VertexBuffer.MatricesWeightsKind
  22296. * - VertexBuffer.MatricesWeightsExtraKind
  22297. * @param data defines the data source
  22298. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22299. * @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)
  22300. */
  22301. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22302. /**
  22303. * Creates a new index buffer
  22304. * @param indices defines the indices to store in the index buffer
  22305. * @param totalVertices defines the total number of vertices (could be null)
  22306. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22307. */
  22308. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22309. }
  22310. /**
  22311. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22312. */
  22313. export class VertexData {
  22314. /**
  22315. * Mesh side orientation : usually the external or front surface
  22316. */
  22317. static readonly FRONTSIDE: number;
  22318. /**
  22319. * Mesh side orientation : usually the internal or back surface
  22320. */
  22321. static readonly BACKSIDE: number;
  22322. /**
  22323. * Mesh side orientation : both internal and external or front and back surfaces
  22324. */
  22325. static readonly DOUBLESIDE: number;
  22326. /**
  22327. * Mesh side orientation : by default, `FRONTSIDE`
  22328. */
  22329. static readonly DEFAULTSIDE: number;
  22330. /**
  22331. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22332. */
  22333. positions: Nullable<FloatArray>;
  22334. /**
  22335. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22336. */
  22337. normals: Nullable<FloatArray>;
  22338. /**
  22339. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22340. */
  22341. tangents: Nullable<FloatArray>;
  22342. /**
  22343. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22344. */
  22345. uvs: Nullable<FloatArray>;
  22346. /**
  22347. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22348. */
  22349. uvs2: Nullable<FloatArray>;
  22350. /**
  22351. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22352. */
  22353. uvs3: Nullable<FloatArray>;
  22354. /**
  22355. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22356. */
  22357. uvs4: Nullable<FloatArray>;
  22358. /**
  22359. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22360. */
  22361. uvs5: Nullable<FloatArray>;
  22362. /**
  22363. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22364. */
  22365. uvs6: Nullable<FloatArray>;
  22366. /**
  22367. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22368. */
  22369. colors: Nullable<FloatArray>;
  22370. /**
  22371. * 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).
  22372. */
  22373. matricesIndices: Nullable<FloatArray>;
  22374. /**
  22375. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22376. */
  22377. matricesWeights: Nullable<FloatArray>;
  22378. /**
  22379. * An array extending the number of possible indices
  22380. */
  22381. matricesIndicesExtra: Nullable<FloatArray>;
  22382. /**
  22383. * An array extending the number of possible weights when the number of indices is extended
  22384. */
  22385. matricesWeightsExtra: Nullable<FloatArray>;
  22386. /**
  22387. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22388. */
  22389. indices: Nullable<IndicesArray>;
  22390. /**
  22391. * Uses the passed data array to set the set the values for the specified kind of data
  22392. * @param data a linear array of floating numbers
  22393. * @param kind the type of data that is being set, eg positions, colors etc
  22394. */
  22395. set(data: FloatArray, kind: string): void;
  22396. /**
  22397. * Associates the vertexData to the passed Mesh.
  22398. * Sets it as updatable or not (default `false`)
  22399. * @param mesh the mesh the vertexData is applied to
  22400. * @param updatable when used and having the value true allows new data to update the vertexData
  22401. * @returns the VertexData
  22402. */
  22403. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22404. /**
  22405. * Associates the vertexData to the passed Geometry.
  22406. * Sets it as updatable or not (default `false`)
  22407. * @param geometry the geometry the vertexData is applied to
  22408. * @param updatable when used and having the value true allows new data to update the vertexData
  22409. * @returns VertexData
  22410. */
  22411. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22412. /**
  22413. * Updates the associated mesh
  22414. * @param mesh the mesh to be updated
  22415. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22416. * @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
  22417. * @returns VertexData
  22418. */
  22419. updateMesh(mesh: Mesh): VertexData;
  22420. /**
  22421. * Updates the associated geometry
  22422. * @param geometry the geometry to be updated
  22423. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22424. * @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
  22425. * @returns VertexData.
  22426. */
  22427. updateGeometry(geometry: Geometry): VertexData;
  22428. private _applyTo;
  22429. private _update;
  22430. /**
  22431. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22432. * @param matrix the transforming matrix
  22433. * @returns the VertexData
  22434. */
  22435. transform(matrix: Matrix): VertexData;
  22436. /**
  22437. * Merges the passed VertexData into the current one
  22438. * @param other the VertexData to be merged into the current one
  22439. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22440. * @returns the modified VertexData
  22441. */
  22442. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22443. private _mergeElement;
  22444. private _validate;
  22445. /**
  22446. * Serializes the VertexData
  22447. * @returns a serialized object
  22448. */
  22449. serialize(): any;
  22450. /**
  22451. * Extracts the vertexData from a mesh
  22452. * @param mesh the mesh from which to extract the VertexData
  22453. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22454. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22455. * @returns the object VertexData associated to the passed mesh
  22456. */
  22457. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22458. /**
  22459. * Extracts the vertexData from the geometry
  22460. * @param geometry the geometry from which to extract the VertexData
  22461. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22462. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22463. * @returns the object VertexData associated to the passed mesh
  22464. */
  22465. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22466. private static _ExtractFrom;
  22467. /**
  22468. * Creates the VertexData for a Ribbon
  22469. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22470. * * pathArray array of paths, each of which an array of successive Vector3
  22471. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22472. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22473. * * 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
  22474. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22475. * * 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)
  22476. * * 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)
  22477. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22478. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22479. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22480. * @returns the VertexData of the ribbon
  22481. */
  22482. static CreateRibbon(options: {
  22483. pathArray: Vector3[][];
  22484. closeArray?: boolean;
  22485. closePath?: boolean;
  22486. offset?: number;
  22487. sideOrientation?: number;
  22488. frontUVs?: Vector4;
  22489. backUVs?: Vector4;
  22490. invertUV?: boolean;
  22491. uvs?: Vector2[];
  22492. colors?: Color4[];
  22493. }): VertexData;
  22494. /**
  22495. * Creates the VertexData for a box
  22496. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22497. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22498. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22499. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22500. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22501. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22502. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22503. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22504. * * 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)
  22505. * * 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)
  22506. * @returns the VertexData of the box
  22507. */
  22508. static CreateBox(options: {
  22509. size?: number;
  22510. width?: number;
  22511. height?: number;
  22512. depth?: number;
  22513. faceUV?: Vector4[];
  22514. faceColors?: Color4[];
  22515. sideOrientation?: number;
  22516. frontUVs?: Vector4;
  22517. backUVs?: Vector4;
  22518. }): VertexData;
  22519. /**
  22520. * Creates the VertexData for a tiled box
  22521. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22522. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22523. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22524. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22525. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22526. * @returns the VertexData of the box
  22527. */
  22528. static CreateTiledBox(options: {
  22529. pattern?: number;
  22530. width?: number;
  22531. height?: number;
  22532. depth?: number;
  22533. tileSize?: number;
  22534. tileWidth?: number;
  22535. tileHeight?: number;
  22536. alignHorizontal?: number;
  22537. alignVertical?: number;
  22538. faceUV?: Vector4[];
  22539. faceColors?: Color4[];
  22540. sideOrientation?: number;
  22541. }): VertexData;
  22542. /**
  22543. * Creates the VertexData for a tiled plane
  22544. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22545. * * pattern a limited pattern arrangement depending on the number
  22546. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22547. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22548. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22549. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22550. * * 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)
  22551. * * 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)
  22552. * @returns the VertexData of the tiled plane
  22553. */
  22554. static CreateTiledPlane(options: {
  22555. pattern?: number;
  22556. tileSize?: number;
  22557. tileWidth?: number;
  22558. tileHeight?: number;
  22559. size?: number;
  22560. width?: number;
  22561. height?: number;
  22562. alignHorizontal?: number;
  22563. alignVertical?: number;
  22564. sideOrientation?: number;
  22565. frontUVs?: Vector4;
  22566. backUVs?: Vector4;
  22567. }): VertexData;
  22568. /**
  22569. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22570. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22571. * * segments sets the number of horizontal strips optional, default 32
  22572. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22573. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22574. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22575. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22576. * * 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
  22577. * * 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
  22578. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22579. * * 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)
  22580. * * 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)
  22581. * @returns the VertexData of the ellipsoid
  22582. */
  22583. static CreateSphere(options: {
  22584. segments?: number;
  22585. diameter?: number;
  22586. diameterX?: number;
  22587. diameterY?: number;
  22588. diameterZ?: number;
  22589. arc?: number;
  22590. slice?: number;
  22591. sideOrientation?: number;
  22592. frontUVs?: Vector4;
  22593. backUVs?: Vector4;
  22594. }): VertexData;
  22595. /**
  22596. * Creates the VertexData for a cylinder, cone or prism
  22597. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22598. * * height sets the height (y direction) of the cylinder, optional, default 2
  22599. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22600. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22601. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22602. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22603. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22604. * * 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
  22605. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22606. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22607. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22608. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22609. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22610. * * 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)
  22611. * * 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)
  22612. * @returns the VertexData of the cylinder, cone or prism
  22613. */
  22614. static CreateCylinder(options: {
  22615. height?: number;
  22616. diameterTop?: number;
  22617. diameterBottom?: number;
  22618. diameter?: number;
  22619. tessellation?: number;
  22620. subdivisions?: number;
  22621. arc?: number;
  22622. faceColors?: Color4[];
  22623. faceUV?: Vector4[];
  22624. hasRings?: boolean;
  22625. enclose?: boolean;
  22626. sideOrientation?: number;
  22627. frontUVs?: Vector4;
  22628. backUVs?: Vector4;
  22629. }): VertexData;
  22630. /**
  22631. * Creates the VertexData for a torus
  22632. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22633. * * diameter the diameter of the torus, optional default 1
  22634. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22635. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22636. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22637. * * 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)
  22638. * * 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)
  22639. * @returns the VertexData of the torus
  22640. */
  22641. static CreateTorus(options: {
  22642. diameter?: number;
  22643. thickness?: number;
  22644. tessellation?: number;
  22645. sideOrientation?: number;
  22646. frontUVs?: Vector4;
  22647. backUVs?: Vector4;
  22648. }): VertexData;
  22649. /**
  22650. * Creates the VertexData of the LineSystem
  22651. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22652. * - lines an array of lines, each line being an array of successive Vector3
  22653. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22654. * @returns the VertexData of the LineSystem
  22655. */
  22656. static CreateLineSystem(options: {
  22657. lines: Vector3[][];
  22658. colors?: Nullable<Color4[][]>;
  22659. }): VertexData;
  22660. /**
  22661. * Create the VertexData for a DashedLines
  22662. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22663. * - points an array successive Vector3
  22664. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22665. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22666. * - dashNb the intended total number of dashes, optional, default 200
  22667. * @returns the VertexData for the DashedLines
  22668. */
  22669. static CreateDashedLines(options: {
  22670. points: Vector3[];
  22671. dashSize?: number;
  22672. gapSize?: number;
  22673. dashNb?: number;
  22674. }): VertexData;
  22675. /**
  22676. * Creates the VertexData for a Ground
  22677. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22678. * - width the width (x direction) of the ground, optional, default 1
  22679. * - height the height (z direction) of the ground, optional, default 1
  22680. * - subdivisions the number of subdivisions per side, optional, default 1
  22681. * @returns the VertexData of the Ground
  22682. */
  22683. static CreateGround(options: {
  22684. width?: number;
  22685. height?: number;
  22686. subdivisions?: number;
  22687. subdivisionsX?: number;
  22688. subdivisionsY?: number;
  22689. }): VertexData;
  22690. /**
  22691. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22692. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22693. * * xmin the ground minimum X coordinate, optional, default -1
  22694. * * zmin the ground minimum Z coordinate, optional, default -1
  22695. * * xmax the ground maximum X coordinate, optional, default 1
  22696. * * zmax the ground maximum Z coordinate, optional, default 1
  22697. * * 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}
  22698. * * 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}
  22699. * @returns the VertexData of the TiledGround
  22700. */
  22701. static CreateTiledGround(options: {
  22702. xmin: number;
  22703. zmin: number;
  22704. xmax: number;
  22705. zmax: number;
  22706. subdivisions?: {
  22707. w: number;
  22708. h: number;
  22709. };
  22710. precision?: {
  22711. w: number;
  22712. h: number;
  22713. };
  22714. }): VertexData;
  22715. /**
  22716. * Creates the VertexData of the Ground designed from a heightmap
  22717. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22718. * * width the width (x direction) of the ground
  22719. * * height the height (z direction) of the ground
  22720. * * subdivisions the number of subdivisions per side
  22721. * * minHeight the minimum altitude on the ground, optional, default 0
  22722. * * maxHeight the maximum altitude on the ground, optional default 1
  22723. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22724. * * buffer the array holding the image color data
  22725. * * bufferWidth the width of image
  22726. * * bufferHeight the height of image
  22727. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22728. * @returns the VertexData of the Ground designed from a heightmap
  22729. */
  22730. static CreateGroundFromHeightMap(options: {
  22731. width: number;
  22732. height: number;
  22733. subdivisions: number;
  22734. minHeight: number;
  22735. maxHeight: number;
  22736. colorFilter: Color3;
  22737. buffer: Uint8Array;
  22738. bufferWidth: number;
  22739. bufferHeight: number;
  22740. alphaFilter: number;
  22741. }): VertexData;
  22742. /**
  22743. * Creates the VertexData for a Plane
  22744. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22745. * * size sets the width and height of the plane to the value of size, optional default 1
  22746. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22747. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22748. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22749. * * 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)
  22750. * * 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)
  22751. * @returns the VertexData of the box
  22752. */
  22753. static CreatePlane(options: {
  22754. size?: number;
  22755. width?: number;
  22756. height?: number;
  22757. sideOrientation?: number;
  22758. frontUVs?: Vector4;
  22759. backUVs?: Vector4;
  22760. }): VertexData;
  22761. /**
  22762. * Creates the VertexData of the Disc or regular Polygon
  22763. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22764. * * radius the radius of the disc, optional default 0.5
  22765. * * tessellation the number of polygon sides, optional, default 64
  22766. * * 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
  22767. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22768. * * 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)
  22769. * * 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)
  22770. * @returns the VertexData of the box
  22771. */
  22772. static CreateDisc(options: {
  22773. radius?: number;
  22774. tessellation?: number;
  22775. arc?: number;
  22776. sideOrientation?: number;
  22777. frontUVs?: Vector4;
  22778. backUVs?: Vector4;
  22779. }): VertexData;
  22780. /**
  22781. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22782. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22783. * @param polygon a mesh built from polygonTriangulation.build()
  22784. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22785. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22786. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22787. * @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)
  22788. * @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)
  22789. * @returns the VertexData of the Polygon
  22790. */
  22791. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22792. /**
  22793. * Creates the VertexData of the IcoSphere
  22794. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22795. * * radius the radius of the IcoSphere, optional default 1
  22796. * * radiusX allows stretching in the x direction, optional, default radius
  22797. * * radiusY allows stretching in the y direction, optional, default radius
  22798. * * radiusZ allows stretching in the z direction, optional, default radius
  22799. * * flat when true creates a flat shaded mesh, optional, default true
  22800. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22801. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22802. * * 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)
  22803. * * 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)
  22804. * @returns the VertexData of the IcoSphere
  22805. */
  22806. static CreateIcoSphere(options: {
  22807. radius?: number;
  22808. radiusX?: number;
  22809. radiusY?: number;
  22810. radiusZ?: number;
  22811. flat?: boolean;
  22812. subdivisions?: number;
  22813. sideOrientation?: number;
  22814. frontUVs?: Vector4;
  22815. backUVs?: Vector4;
  22816. }): VertexData;
  22817. /**
  22818. * Creates the VertexData for a Polyhedron
  22819. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22820. * * type provided types are:
  22821. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22822. * * 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)
  22823. * * size the size of the IcoSphere, optional default 1
  22824. * * sizeX allows stretching in the x direction, optional, default size
  22825. * * sizeY allows stretching in the y direction, optional, default size
  22826. * * sizeZ allows stretching in the z direction, optional, default size
  22827. * * 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
  22828. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22829. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22830. * * flat when true creates a flat shaded mesh, optional, default true
  22831. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22832. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22833. * * 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)
  22834. * * 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)
  22835. * @returns the VertexData of the Polyhedron
  22836. */
  22837. static CreatePolyhedron(options: {
  22838. type?: number;
  22839. size?: number;
  22840. sizeX?: number;
  22841. sizeY?: number;
  22842. sizeZ?: number;
  22843. custom?: any;
  22844. faceUV?: Vector4[];
  22845. faceColors?: Color4[];
  22846. flat?: boolean;
  22847. sideOrientation?: number;
  22848. frontUVs?: Vector4;
  22849. backUVs?: Vector4;
  22850. }): VertexData;
  22851. /**
  22852. * Creates the VertexData for a TorusKnot
  22853. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22854. * * radius the radius of the torus knot, optional, default 2
  22855. * * tube the thickness of the tube, optional, default 0.5
  22856. * * radialSegments the number of sides on each tube segments, optional, default 32
  22857. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22858. * * p the number of windings around the z axis, optional, default 2
  22859. * * q the number of windings around the x axis, optional, default 3
  22860. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22861. * * 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)
  22862. * * 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)
  22863. * @returns the VertexData of the Torus Knot
  22864. */
  22865. static CreateTorusKnot(options: {
  22866. radius?: number;
  22867. tube?: number;
  22868. radialSegments?: number;
  22869. tubularSegments?: number;
  22870. p?: number;
  22871. q?: number;
  22872. sideOrientation?: number;
  22873. frontUVs?: Vector4;
  22874. backUVs?: Vector4;
  22875. }): VertexData;
  22876. /**
  22877. * Compute normals for given positions and indices
  22878. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22879. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22880. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22881. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22882. * * facetNormals : optional array of facet normals (vector3)
  22883. * * facetPositions : optional array of facet positions (vector3)
  22884. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22885. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22886. * * bInfo : optional bounding info, required for facetPartitioning computation
  22887. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22888. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22889. * * useRightHandedSystem: optional boolean to for right handed system computation
  22890. * * depthSort : optional boolean to enable the facet depth sort computation
  22891. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22892. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22893. */
  22894. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22895. facetNormals?: any;
  22896. facetPositions?: any;
  22897. facetPartitioning?: any;
  22898. ratio?: number;
  22899. bInfo?: any;
  22900. bbSize?: Vector3;
  22901. subDiv?: any;
  22902. useRightHandedSystem?: boolean;
  22903. depthSort?: boolean;
  22904. distanceTo?: Vector3;
  22905. depthSortedFacets?: any;
  22906. }): void;
  22907. /** @hidden */
  22908. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22909. /**
  22910. * Applies VertexData created from the imported parameters to the geometry
  22911. * @param parsedVertexData the parsed data from an imported file
  22912. * @param geometry the geometry to apply the VertexData to
  22913. */
  22914. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22915. }
  22916. }
  22917. declare module "babylonjs/Morph/morphTarget" {
  22918. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22919. import { Observable } from "babylonjs/Misc/observable";
  22920. import { Nullable, FloatArray } from "babylonjs/types";
  22921. import { Scene } from "babylonjs/scene";
  22922. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22923. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22924. /**
  22925. * Defines a target to use with MorphTargetManager
  22926. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22927. */
  22928. export class MorphTarget implements IAnimatable {
  22929. /** defines the name of the target */
  22930. name: string;
  22931. /**
  22932. * Gets or sets the list of animations
  22933. */
  22934. animations: import("babylonjs/Animations/animation").Animation[];
  22935. private _scene;
  22936. private _positions;
  22937. private _normals;
  22938. private _tangents;
  22939. private _uvs;
  22940. private _influence;
  22941. private _uniqueId;
  22942. /**
  22943. * Observable raised when the influence changes
  22944. */
  22945. onInfluenceChanged: Observable<boolean>;
  22946. /** @hidden */
  22947. _onDataLayoutChanged: Observable<void>;
  22948. /**
  22949. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22950. */
  22951. influence: number;
  22952. /**
  22953. * Gets or sets the id of the morph Target
  22954. */
  22955. id: string;
  22956. private _animationPropertiesOverride;
  22957. /**
  22958. * Gets or sets the animation properties override
  22959. */
  22960. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22961. /**
  22962. * Creates a new MorphTarget
  22963. * @param name defines the name of the target
  22964. * @param influence defines the influence to use
  22965. * @param scene defines the scene the morphtarget belongs to
  22966. */
  22967. constructor(
  22968. /** defines the name of the target */
  22969. name: string, influence?: number, scene?: Nullable<Scene>);
  22970. /**
  22971. * Gets the unique ID of this manager
  22972. */
  22973. readonly uniqueId: number;
  22974. /**
  22975. * Gets a boolean defining if the target contains position data
  22976. */
  22977. readonly hasPositions: boolean;
  22978. /**
  22979. * Gets a boolean defining if the target contains normal data
  22980. */
  22981. readonly hasNormals: boolean;
  22982. /**
  22983. * Gets a boolean defining if the target contains tangent data
  22984. */
  22985. readonly hasTangents: boolean;
  22986. /**
  22987. * Gets a boolean defining if the target contains texture coordinates data
  22988. */
  22989. readonly hasUVs: boolean;
  22990. /**
  22991. * Affects position data to this target
  22992. * @param data defines the position data to use
  22993. */
  22994. setPositions(data: Nullable<FloatArray>): void;
  22995. /**
  22996. * Gets the position data stored in this target
  22997. * @returns a FloatArray containing the position data (or null if not present)
  22998. */
  22999. getPositions(): Nullable<FloatArray>;
  23000. /**
  23001. * Affects normal data to this target
  23002. * @param data defines the normal data to use
  23003. */
  23004. setNormals(data: Nullable<FloatArray>): void;
  23005. /**
  23006. * Gets the normal data stored in this target
  23007. * @returns a FloatArray containing the normal data (or null if not present)
  23008. */
  23009. getNormals(): Nullable<FloatArray>;
  23010. /**
  23011. * Affects tangent data to this target
  23012. * @param data defines the tangent data to use
  23013. */
  23014. setTangents(data: Nullable<FloatArray>): void;
  23015. /**
  23016. * Gets the tangent data stored in this target
  23017. * @returns a FloatArray containing the tangent data (or null if not present)
  23018. */
  23019. getTangents(): Nullable<FloatArray>;
  23020. /**
  23021. * Affects texture coordinates data to this target
  23022. * @param data defines the texture coordinates data to use
  23023. */
  23024. setUVs(data: Nullable<FloatArray>): void;
  23025. /**
  23026. * Gets the texture coordinates data stored in this target
  23027. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  23028. */
  23029. getUVs(): Nullable<FloatArray>;
  23030. /**
  23031. * Clone the current target
  23032. * @returns a new MorphTarget
  23033. */
  23034. clone(): MorphTarget;
  23035. /**
  23036. * Serializes the current target into a Serialization object
  23037. * @returns the serialized object
  23038. */
  23039. serialize(): any;
  23040. /**
  23041. * Returns the string "MorphTarget"
  23042. * @returns "MorphTarget"
  23043. */
  23044. getClassName(): string;
  23045. /**
  23046. * Creates a new target from serialized data
  23047. * @param serializationObject defines the serialized data to use
  23048. * @returns a new MorphTarget
  23049. */
  23050. static Parse(serializationObject: any): MorphTarget;
  23051. /**
  23052. * Creates a MorphTarget from mesh data
  23053. * @param mesh defines the source mesh
  23054. * @param name defines the name to use for the new target
  23055. * @param influence defines the influence to attach to the target
  23056. * @returns a new MorphTarget
  23057. */
  23058. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  23059. }
  23060. }
  23061. declare module "babylonjs/Morph/morphTargetManager" {
  23062. import { Nullable } from "babylonjs/types";
  23063. import { Scene } from "babylonjs/scene";
  23064. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  23065. /**
  23066. * This class is used to deform meshes using morphing between different targets
  23067. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23068. */
  23069. export class MorphTargetManager {
  23070. private _targets;
  23071. private _targetInfluenceChangedObservers;
  23072. private _targetDataLayoutChangedObservers;
  23073. private _activeTargets;
  23074. private _scene;
  23075. private _influences;
  23076. private _supportsNormals;
  23077. private _supportsTangents;
  23078. private _supportsUVs;
  23079. private _vertexCount;
  23080. private _uniqueId;
  23081. private _tempInfluences;
  23082. /**
  23083. * Gets or sets a boolean indicating if normals must be morphed
  23084. */
  23085. enableNormalMorphing: boolean;
  23086. /**
  23087. * Gets or sets a boolean indicating if tangents must be morphed
  23088. */
  23089. enableTangentMorphing: boolean;
  23090. /**
  23091. * Gets or sets a boolean indicating if UV must be morphed
  23092. */
  23093. enableUVMorphing: boolean;
  23094. /**
  23095. * Creates a new MorphTargetManager
  23096. * @param scene defines the current scene
  23097. */
  23098. constructor(scene?: Nullable<Scene>);
  23099. /**
  23100. * Gets the unique ID of this manager
  23101. */
  23102. readonly uniqueId: number;
  23103. /**
  23104. * Gets the number of vertices handled by this manager
  23105. */
  23106. readonly vertexCount: number;
  23107. /**
  23108. * Gets a boolean indicating if this manager supports morphing of normals
  23109. */
  23110. readonly supportsNormals: boolean;
  23111. /**
  23112. * Gets a boolean indicating if this manager supports morphing of tangents
  23113. */
  23114. readonly supportsTangents: boolean;
  23115. /**
  23116. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  23117. */
  23118. readonly supportsUVs: boolean;
  23119. /**
  23120. * Gets the number of targets stored in this manager
  23121. */
  23122. readonly numTargets: number;
  23123. /**
  23124. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23125. */
  23126. readonly numInfluencers: number;
  23127. /**
  23128. * Gets the list of influences (one per target)
  23129. */
  23130. readonly influences: Float32Array;
  23131. /**
  23132. * Gets the active target at specified index. An active target is a target with an influence > 0
  23133. * @param index defines the index to check
  23134. * @returns the requested target
  23135. */
  23136. getActiveTarget(index: number): MorphTarget;
  23137. /**
  23138. * Gets the target at specified index
  23139. * @param index defines the index to check
  23140. * @returns the requested target
  23141. */
  23142. getTarget(index: number): MorphTarget;
  23143. /**
  23144. * Add a new target to this manager
  23145. * @param target defines the target to add
  23146. */
  23147. addTarget(target: MorphTarget): void;
  23148. /**
  23149. * Removes a target from the manager
  23150. * @param target defines the target to remove
  23151. */
  23152. removeTarget(target: MorphTarget): void;
  23153. /**
  23154. * Clone the current manager
  23155. * @returns a new MorphTargetManager
  23156. */
  23157. clone(): MorphTargetManager;
  23158. /**
  23159. * Serializes the current manager into a Serialization object
  23160. * @returns the serialized object
  23161. */
  23162. serialize(): any;
  23163. private _syncActiveTargets;
  23164. /**
  23165. * Syncrhonize the targets with all the meshes using this morph target manager
  23166. */
  23167. synchronize(): void;
  23168. /**
  23169. * Creates a new MorphTargetManager from serialized data
  23170. * @param serializationObject defines the serialized data
  23171. * @param scene defines the hosting scene
  23172. * @returns the new MorphTargetManager
  23173. */
  23174. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23175. }
  23176. }
  23177. declare module "babylonjs/Meshes/meshLODLevel" {
  23178. import { Mesh } from "babylonjs/Meshes/mesh";
  23179. import { Nullable } from "babylonjs/types";
  23180. /**
  23181. * Class used to represent a specific level of detail of a mesh
  23182. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23183. */
  23184. export class MeshLODLevel {
  23185. /** Defines the distance where this level should start being displayed */
  23186. distance: number;
  23187. /** Defines the mesh to use to render this level */
  23188. mesh: Nullable<Mesh>;
  23189. /**
  23190. * Creates a new LOD level
  23191. * @param distance defines the distance where this level should star being displayed
  23192. * @param mesh defines the mesh to use to render this level
  23193. */
  23194. constructor(
  23195. /** Defines the distance where this level should start being displayed */
  23196. distance: number,
  23197. /** Defines the mesh to use to render this level */
  23198. mesh: Nullable<Mesh>);
  23199. }
  23200. }
  23201. declare module "babylonjs/Meshes/groundMesh" {
  23202. import { Scene } from "babylonjs/scene";
  23203. import { Vector3 } from "babylonjs/Maths/math.vector";
  23204. import { Mesh } from "babylonjs/Meshes/mesh";
  23205. /**
  23206. * Mesh representing the gorund
  23207. */
  23208. export class GroundMesh extends Mesh {
  23209. /** If octree should be generated */
  23210. generateOctree: boolean;
  23211. private _heightQuads;
  23212. /** @hidden */
  23213. _subdivisionsX: number;
  23214. /** @hidden */
  23215. _subdivisionsY: number;
  23216. /** @hidden */
  23217. _width: number;
  23218. /** @hidden */
  23219. _height: number;
  23220. /** @hidden */
  23221. _minX: number;
  23222. /** @hidden */
  23223. _maxX: number;
  23224. /** @hidden */
  23225. _minZ: number;
  23226. /** @hidden */
  23227. _maxZ: number;
  23228. constructor(name: string, scene: Scene);
  23229. /**
  23230. * "GroundMesh"
  23231. * @returns "GroundMesh"
  23232. */
  23233. getClassName(): string;
  23234. /**
  23235. * The minimum of x and y subdivisions
  23236. */
  23237. readonly subdivisions: number;
  23238. /**
  23239. * X subdivisions
  23240. */
  23241. readonly subdivisionsX: number;
  23242. /**
  23243. * Y subdivisions
  23244. */
  23245. readonly subdivisionsY: number;
  23246. /**
  23247. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23248. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23249. * @param chunksCount the number of subdivisions for x and y
  23250. * @param octreeBlocksSize (Default: 32)
  23251. */
  23252. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23253. /**
  23254. * Returns a height (y) value in the Worl system :
  23255. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23256. * @param x x coordinate
  23257. * @param z z coordinate
  23258. * @returns the ground y position if (x, z) are outside the ground surface.
  23259. */
  23260. getHeightAtCoordinates(x: number, z: number): number;
  23261. /**
  23262. * Returns a normalized vector (Vector3) orthogonal to the ground
  23263. * at the ground coordinates (x, z) expressed in the World system.
  23264. * @param x x coordinate
  23265. * @param z z coordinate
  23266. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23267. */
  23268. getNormalAtCoordinates(x: number, z: number): Vector3;
  23269. /**
  23270. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23271. * at the ground coordinates (x, z) expressed in the World system.
  23272. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23273. * @param x x coordinate
  23274. * @param z z coordinate
  23275. * @param ref vector to store the result
  23276. * @returns the GroundMesh.
  23277. */
  23278. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23279. /**
  23280. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23281. * if the ground has been updated.
  23282. * This can be used in the render loop.
  23283. * @returns the GroundMesh.
  23284. */
  23285. updateCoordinateHeights(): GroundMesh;
  23286. private _getFacetAt;
  23287. private _initHeightQuads;
  23288. private _computeHeightQuads;
  23289. /**
  23290. * Serializes this ground mesh
  23291. * @param serializationObject object to write serialization to
  23292. */
  23293. serialize(serializationObject: any): void;
  23294. /**
  23295. * Parses a serialized ground mesh
  23296. * @param parsedMesh the serialized mesh
  23297. * @param scene the scene to create the ground mesh in
  23298. * @returns the created ground mesh
  23299. */
  23300. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23301. }
  23302. }
  23303. declare module "babylonjs/Physics/physicsJoint" {
  23304. import { Vector3 } from "babylonjs/Maths/math.vector";
  23305. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23306. /**
  23307. * Interface for Physics-Joint data
  23308. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23309. */
  23310. export interface PhysicsJointData {
  23311. /**
  23312. * The main pivot of the joint
  23313. */
  23314. mainPivot?: Vector3;
  23315. /**
  23316. * The connected pivot of the joint
  23317. */
  23318. connectedPivot?: Vector3;
  23319. /**
  23320. * The main axis of the joint
  23321. */
  23322. mainAxis?: Vector3;
  23323. /**
  23324. * The connected axis of the joint
  23325. */
  23326. connectedAxis?: Vector3;
  23327. /**
  23328. * The collision of the joint
  23329. */
  23330. collision?: boolean;
  23331. /**
  23332. * Native Oimo/Cannon/Energy data
  23333. */
  23334. nativeParams?: any;
  23335. }
  23336. /**
  23337. * This is a holder class for the physics joint created by the physics plugin
  23338. * It holds a set of functions to control the underlying joint
  23339. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23340. */
  23341. export class PhysicsJoint {
  23342. /**
  23343. * The type of the physics joint
  23344. */
  23345. type: number;
  23346. /**
  23347. * The data for the physics joint
  23348. */
  23349. jointData: PhysicsJointData;
  23350. private _physicsJoint;
  23351. protected _physicsPlugin: IPhysicsEnginePlugin;
  23352. /**
  23353. * Initializes the physics joint
  23354. * @param type The type of the physics joint
  23355. * @param jointData The data for the physics joint
  23356. */
  23357. constructor(
  23358. /**
  23359. * The type of the physics joint
  23360. */
  23361. type: number,
  23362. /**
  23363. * The data for the physics joint
  23364. */
  23365. jointData: PhysicsJointData);
  23366. /**
  23367. * Gets the physics joint
  23368. */
  23369. /**
  23370. * Sets the physics joint
  23371. */
  23372. physicsJoint: any;
  23373. /**
  23374. * Sets the physics plugin
  23375. */
  23376. physicsPlugin: IPhysicsEnginePlugin;
  23377. /**
  23378. * Execute a function that is physics-plugin specific.
  23379. * @param {Function} func the function that will be executed.
  23380. * It accepts two parameters: the physics world and the physics joint
  23381. */
  23382. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23383. /**
  23384. * Distance-Joint type
  23385. */
  23386. static DistanceJoint: number;
  23387. /**
  23388. * Hinge-Joint type
  23389. */
  23390. static HingeJoint: number;
  23391. /**
  23392. * Ball-and-Socket joint type
  23393. */
  23394. static BallAndSocketJoint: number;
  23395. /**
  23396. * Wheel-Joint type
  23397. */
  23398. static WheelJoint: number;
  23399. /**
  23400. * Slider-Joint type
  23401. */
  23402. static SliderJoint: number;
  23403. /**
  23404. * Prismatic-Joint type
  23405. */
  23406. static PrismaticJoint: number;
  23407. /**
  23408. * Universal-Joint type
  23409. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23410. */
  23411. static UniversalJoint: number;
  23412. /**
  23413. * Hinge-Joint 2 type
  23414. */
  23415. static Hinge2Joint: number;
  23416. /**
  23417. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23418. */
  23419. static PointToPointJoint: number;
  23420. /**
  23421. * Spring-Joint type
  23422. */
  23423. static SpringJoint: number;
  23424. /**
  23425. * Lock-Joint type
  23426. */
  23427. static LockJoint: number;
  23428. }
  23429. /**
  23430. * A class representing a physics distance joint
  23431. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23432. */
  23433. export class DistanceJoint extends PhysicsJoint {
  23434. /**
  23435. *
  23436. * @param jointData The data for the Distance-Joint
  23437. */
  23438. constructor(jointData: DistanceJointData);
  23439. /**
  23440. * Update the predefined distance.
  23441. * @param maxDistance The maximum preferred distance
  23442. * @param minDistance The minimum preferred distance
  23443. */
  23444. updateDistance(maxDistance: number, minDistance?: number): void;
  23445. }
  23446. /**
  23447. * Represents a Motor-Enabled Joint
  23448. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23449. */
  23450. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23451. /**
  23452. * Initializes the Motor-Enabled Joint
  23453. * @param type The type of the joint
  23454. * @param jointData The physica joint data for the joint
  23455. */
  23456. constructor(type: number, jointData: PhysicsJointData);
  23457. /**
  23458. * Set the motor values.
  23459. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23460. * @param force the force to apply
  23461. * @param maxForce max force for this motor.
  23462. */
  23463. setMotor(force?: number, maxForce?: number): void;
  23464. /**
  23465. * Set the motor's limits.
  23466. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23467. * @param upperLimit The upper limit of the motor
  23468. * @param lowerLimit The lower limit of the motor
  23469. */
  23470. setLimit(upperLimit: number, lowerLimit?: number): void;
  23471. }
  23472. /**
  23473. * This class represents a single physics Hinge-Joint
  23474. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23475. */
  23476. export class HingeJoint extends MotorEnabledJoint {
  23477. /**
  23478. * Initializes the Hinge-Joint
  23479. * @param jointData The joint data for the Hinge-Joint
  23480. */
  23481. constructor(jointData: PhysicsJointData);
  23482. /**
  23483. * Set the motor values.
  23484. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23485. * @param {number} force the force to apply
  23486. * @param {number} maxForce max force for this motor.
  23487. */
  23488. setMotor(force?: number, maxForce?: number): void;
  23489. /**
  23490. * Set the motor's limits.
  23491. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23492. * @param upperLimit The upper limit of the motor
  23493. * @param lowerLimit The lower limit of the motor
  23494. */
  23495. setLimit(upperLimit: number, lowerLimit?: number): void;
  23496. }
  23497. /**
  23498. * This class represents a dual hinge physics joint (same as wheel joint)
  23499. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23500. */
  23501. export class Hinge2Joint extends MotorEnabledJoint {
  23502. /**
  23503. * Initializes the Hinge2-Joint
  23504. * @param jointData The joint data for the Hinge2-Joint
  23505. */
  23506. constructor(jointData: PhysicsJointData);
  23507. /**
  23508. * Set the motor values.
  23509. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23510. * @param {number} targetSpeed the speed the motor is to reach
  23511. * @param {number} maxForce max force for this motor.
  23512. * @param {motorIndex} the motor's index, 0 or 1.
  23513. */
  23514. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23515. /**
  23516. * Set the motor limits.
  23517. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23518. * @param {number} upperLimit the upper limit
  23519. * @param {number} lowerLimit lower limit
  23520. * @param {motorIndex} the motor's index, 0 or 1.
  23521. */
  23522. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23523. }
  23524. /**
  23525. * Interface for a motor enabled joint
  23526. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23527. */
  23528. export interface IMotorEnabledJoint {
  23529. /**
  23530. * Physics joint
  23531. */
  23532. physicsJoint: any;
  23533. /**
  23534. * Sets the motor of the motor-enabled joint
  23535. * @param force The force of the motor
  23536. * @param maxForce The maximum force of the motor
  23537. * @param motorIndex The index of the motor
  23538. */
  23539. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23540. /**
  23541. * Sets the limit of the motor
  23542. * @param upperLimit The upper limit of the motor
  23543. * @param lowerLimit The lower limit of the motor
  23544. * @param motorIndex The index of the motor
  23545. */
  23546. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23547. }
  23548. /**
  23549. * Joint data for a Distance-Joint
  23550. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23551. */
  23552. export interface DistanceJointData extends PhysicsJointData {
  23553. /**
  23554. * Max distance the 2 joint objects can be apart
  23555. */
  23556. maxDistance: number;
  23557. }
  23558. /**
  23559. * Joint data from a spring joint
  23560. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23561. */
  23562. export interface SpringJointData extends PhysicsJointData {
  23563. /**
  23564. * Length of the spring
  23565. */
  23566. length: number;
  23567. /**
  23568. * Stiffness of the spring
  23569. */
  23570. stiffness: number;
  23571. /**
  23572. * Damping of the spring
  23573. */
  23574. damping: number;
  23575. /** this callback will be called when applying the force to the impostors. */
  23576. forceApplicationCallback: () => void;
  23577. }
  23578. }
  23579. declare module "babylonjs/Physics/physicsRaycastResult" {
  23580. import { Vector3 } from "babylonjs/Maths/math.vector";
  23581. /**
  23582. * Holds the data for the raycast result
  23583. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23584. */
  23585. export class PhysicsRaycastResult {
  23586. private _hasHit;
  23587. private _hitDistance;
  23588. private _hitNormalWorld;
  23589. private _hitPointWorld;
  23590. private _rayFromWorld;
  23591. private _rayToWorld;
  23592. /**
  23593. * Gets if there was a hit
  23594. */
  23595. readonly hasHit: boolean;
  23596. /**
  23597. * Gets the distance from the hit
  23598. */
  23599. readonly hitDistance: number;
  23600. /**
  23601. * Gets the hit normal/direction in the world
  23602. */
  23603. readonly hitNormalWorld: Vector3;
  23604. /**
  23605. * Gets the hit point in the world
  23606. */
  23607. readonly hitPointWorld: Vector3;
  23608. /**
  23609. * Gets the ray "start point" of the ray in the world
  23610. */
  23611. readonly rayFromWorld: Vector3;
  23612. /**
  23613. * Gets the ray "end point" of the ray in the world
  23614. */
  23615. readonly rayToWorld: Vector3;
  23616. /**
  23617. * Sets the hit data (normal & point in world space)
  23618. * @param hitNormalWorld defines the normal in world space
  23619. * @param hitPointWorld defines the point in world space
  23620. */
  23621. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23622. /**
  23623. * Sets the distance from the start point to the hit point
  23624. * @param distance
  23625. */
  23626. setHitDistance(distance: number): void;
  23627. /**
  23628. * Calculates the distance manually
  23629. */
  23630. calculateHitDistance(): void;
  23631. /**
  23632. * Resets all the values to default
  23633. * @param from The from point on world space
  23634. * @param to The to point on world space
  23635. */
  23636. reset(from?: Vector3, to?: Vector3): void;
  23637. }
  23638. /**
  23639. * Interface for the size containing width and height
  23640. */
  23641. interface IXYZ {
  23642. /**
  23643. * X
  23644. */
  23645. x: number;
  23646. /**
  23647. * Y
  23648. */
  23649. y: number;
  23650. /**
  23651. * Z
  23652. */
  23653. z: number;
  23654. }
  23655. }
  23656. declare module "babylonjs/Physics/IPhysicsEngine" {
  23657. import { Nullable } from "babylonjs/types";
  23658. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23659. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23660. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23661. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23662. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23663. /**
  23664. * Interface used to describe a physics joint
  23665. */
  23666. export interface PhysicsImpostorJoint {
  23667. /** Defines the main impostor to which the joint is linked */
  23668. mainImpostor: PhysicsImpostor;
  23669. /** Defines the impostor that is connected to the main impostor using this joint */
  23670. connectedImpostor: PhysicsImpostor;
  23671. /** Defines the joint itself */
  23672. joint: PhysicsJoint;
  23673. }
  23674. /** @hidden */
  23675. export interface IPhysicsEnginePlugin {
  23676. world: any;
  23677. name: string;
  23678. setGravity(gravity: Vector3): void;
  23679. setTimeStep(timeStep: number): void;
  23680. getTimeStep(): number;
  23681. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23682. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23683. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23684. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23685. removePhysicsBody(impostor: PhysicsImpostor): void;
  23686. generateJoint(joint: PhysicsImpostorJoint): void;
  23687. removeJoint(joint: PhysicsImpostorJoint): void;
  23688. isSupported(): boolean;
  23689. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23690. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23691. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23692. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23693. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23694. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23695. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23696. getBodyMass(impostor: PhysicsImpostor): number;
  23697. getBodyFriction(impostor: PhysicsImpostor): number;
  23698. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23699. getBodyRestitution(impostor: PhysicsImpostor): number;
  23700. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23701. getBodyPressure?(impostor: PhysicsImpostor): number;
  23702. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23703. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23704. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23705. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23706. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23707. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23708. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23709. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23710. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23711. sleepBody(impostor: PhysicsImpostor): void;
  23712. wakeUpBody(impostor: PhysicsImpostor): void;
  23713. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23714. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23715. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23716. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23717. getRadius(impostor: PhysicsImpostor): number;
  23718. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23719. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23720. dispose(): void;
  23721. }
  23722. /**
  23723. * Interface used to define a physics engine
  23724. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23725. */
  23726. export interface IPhysicsEngine {
  23727. /**
  23728. * Gets the gravity vector used by the simulation
  23729. */
  23730. gravity: Vector3;
  23731. /**
  23732. * Sets the gravity vector used by the simulation
  23733. * @param gravity defines the gravity vector to use
  23734. */
  23735. setGravity(gravity: Vector3): void;
  23736. /**
  23737. * Set the time step of the physics engine.
  23738. * Default is 1/60.
  23739. * To slow it down, enter 1/600 for example.
  23740. * To speed it up, 1/30
  23741. * @param newTimeStep the new timestep to apply to this world.
  23742. */
  23743. setTimeStep(newTimeStep: number): void;
  23744. /**
  23745. * Get the time step of the physics engine.
  23746. * @returns the current time step
  23747. */
  23748. getTimeStep(): number;
  23749. /**
  23750. * Release all resources
  23751. */
  23752. dispose(): void;
  23753. /**
  23754. * Gets the name of the current physics plugin
  23755. * @returns the name of the plugin
  23756. */
  23757. getPhysicsPluginName(): string;
  23758. /**
  23759. * Adding a new impostor for the impostor tracking.
  23760. * This will be done by the impostor itself.
  23761. * @param impostor the impostor to add
  23762. */
  23763. addImpostor(impostor: PhysicsImpostor): void;
  23764. /**
  23765. * Remove an impostor from the engine.
  23766. * This impostor and its mesh will not longer be updated by the physics engine.
  23767. * @param impostor the impostor to remove
  23768. */
  23769. removeImpostor(impostor: PhysicsImpostor): void;
  23770. /**
  23771. * Add a joint to the physics engine
  23772. * @param mainImpostor defines the main impostor to which the joint is added.
  23773. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23774. * @param joint defines the joint that will connect both impostors.
  23775. */
  23776. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23777. /**
  23778. * Removes a joint from the simulation
  23779. * @param mainImpostor defines the impostor used with the joint
  23780. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23781. * @param joint defines the joint to remove
  23782. */
  23783. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23784. /**
  23785. * Gets the current plugin used to run the simulation
  23786. * @returns current plugin
  23787. */
  23788. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23789. /**
  23790. * Gets the list of physic impostors
  23791. * @returns an array of PhysicsImpostor
  23792. */
  23793. getImpostors(): Array<PhysicsImpostor>;
  23794. /**
  23795. * Gets the impostor for a physics enabled object
  23796. * @param object defines the object impersonated by the impostor
  23797. * @returns the PhysicsImpostor or null if not found
  23798. */
  23799. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23800. /**
  23801. * Gets the impostor for a physics body object
  23802. * @param body defines physics body used by the impostor
  23803. * @returns the PhysicsImpostor or null if not found
  23804. */
  23805. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23806. /**
  23807. * Does a raycast in the physics world
  23808. * @param from when should the ray start?
  23809. * @param to when should the ray end?
  23810. * @returns PhysicsRaycastResult
  23811. */
  23812. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23813. /**
  23814. * Called by the scene. No need to call it.
  23815. * @param delta defines the timespam between frames
  23816. */
  23817. _step(delta: number): void;
  23818. }
  23819. }
  23820. declare module "babylonjs/Physics/physicsImpostor" {
  23821. import { Nullable, IndicesArray } from "babylonjs/types";
  23822. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23823. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23825. import { Scene } from "babylonjs/scene";
  23826. import { Bone } from "babylonjs/Bones/bone";
  23827. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23828. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23829. import { Space } from "babylonjs/Maths/math.axis";
  23830. /**
  23831. * The interface for the physics imposter parameters
  23832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23833. */
  23834. export interface PhysicsImpostorParameters {
  23835. /**
  23836. * The mass of the physics imposter
  23837. */
  23838. mass: number;
  23839. /**
  23840. * The friction of the physics imposter
  23841. */
  23842. friction?: number;
  23843. /**
  23844. * The coefficient of restitution of the physics imposter
  23845. */
  23846. restitution?: number;
  23847. /**
  23848. * The native options of the physics imposter
  23849. */
  23850. nativeOptions?: any;
  23851. /**
  23852. * Specifies if the parent should be ignored
  23853. */
  23854. ignoreParent?: boolean;
  23855. /**
  23856. * Specifies if bi-directional transformations should be disabled
  23857. */
  23858. disableBidirectionalTransformation?: boolean;
  23859. /**
  23860. * The pressure inside the physics imposter, soft object only
  23861. */
  23862. pressure?: number;
  23863. /**
  23864. * The stiffness the physics imposter, soft object only
  23865. */
  23866. stiffness?: number;
  23867. /**
  23868. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23869. */
  23870. velocityIterations?: number;
  23871. /**
  23872. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23873. */
  23874. positionIterations?: number;
  23875. /**
  23876. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23877. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23878. * Add to fix multiple points
  23879. */
  23880. fixedPoints?: number;
  23881. /**
  23882. * The collision margin around a soft object
  23883. */
  23884. margin?: number;
  23885. /**
  23886. * The collision margin around a soft object
  23887. */
  23888. damping?: number;
  23889. /**
  23890. * The path for a rope based on an extrusion
  23891. */
  23892. path?: any;
  23893. /**
  23894. * The shape of an extrusion used for a rope based on an extrusion
  23895. */
  23896. shape?: any;
  23897. }
  23898. /**
  23899. * Interface for a physics-enabled object
  23900. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23901. */
  23902. export interface IPhysicsEnabledObject {
  23903. /**
  23904. * The position of the physics-enabled object
  23905. */
  23906. position: Vector3;
  23907. /**
  23908. * The rotation of the physics-enabled object
  23909. */
  23910. rotationQuaternion: Nullable<Quaternion>;
  23911. /**
  23912. * The scale of the physics-enabled object
  23913. */
  23914. scaling: Vector3;
  23915. /**
  23916. * The rotation of the physics-enabled object
  23917. */
  23918. rotation?: Vector3;
  23919. /**
  23920. * The parent of the physics-enabled object
  23921. */
  23922. parent?: any;
  23923. /**
  23924. * The bounding info of the physics-enabled object
  23925. * @returns The bounding info of the physics-enabled object
  23926. */
  23927. getBoundingInfo(): BoundingInfo;
  23928. /**
  23929. * Computes the world matrix
  23930. * @param force Specifies if the world matrix should be computed by force
  23931. * @returns A world matrix
  23932. */
  23933. computeWorldMatrix(force: boolean): Matrix;
  23934. /**
  23935. * Gets the world matrix
  23936. * @returns A world matrix
  23937. */
  23938. getWorldMatrix?(): Matrix;
  23939. /**
  23940. * Gets the child meshes
  23941. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23942. * @returns An array of abstract meshes
  23943. */
  23944. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23945. /**
  23946. * Gets the vertex data
  23947. * @param kind The type of vertex data
  23948. * @returns A nullable array of numbers, or a float32 array
  23949. */
  23950. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23951. /**
  23952. * Gets the indices from the mesh
  23953. * @returns A nullable array of index arrays
  23954. */
  23955. getIndices?(): Nullable<IndicesArray>;
  23956. /**
  23957. * Gets the scene from the mesh
  23958. * @returns the indices array or null
  23959. */
  23960. getScene?(): Scene;
  23961. /**
  23962. * Gets the absolute position from the mesh
  23963. * @returns the absolute position
  23964. */
  23965. getAbsolutePosition(): Vector3;
  23966. /**
  23967. * Gets the absolute pivot point from the mesh
  23968. * @returns the absolute pivot point
  23969. */
  23970. getAbsolutePivotPoint(): Vector3;
  23971. /**
  23972. * Rotates the mesh
  23973. * @param axis The axis of rotation
  23974. * @param amount The amount of rotation
  23975. * @param space The space of the rotation
  23976. * @returns The rotation transform node
  23977. */
  23978. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23979. /**
  23980. * Translates the mesh
  23981. * @param axis The axis of translation
  23982. * @param distance The distance of translation
  23983. * @param space The space of the translation
  23984. * @returns The transform node
  23985. */
  23986. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23987. /**
  23988. * Sets the absolute position of the mesh
  23989. * @param absolutePosition The absolute position of the mesh
  23990. * @returns The transform node
  23991. */
  23992. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23993. /**
  23994. * Gets the class name of the mesh
  23995. * @returns The class name
  23996. */
  23997. getClassName(): string;
  23998. }
  23999. /**
  24000. * Represents a physics imposter
  24001. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24002. */
  24003. export class PhysicsImpostor {
  24004. /**
  24005. * The physics-enabled object used as the physics imposter
  24006. */
  24007. object: IPhysicsEnabledObject;
  24008. /**
  24009. * The type of the physics imposter
  24010. */
  24011. type: number;
  24012. private _options;
  24013. private _scene?;
  24014. /**
  24015. * The default object size of the imposter
  24016. */
  24017. static DEFAULT_OBJECT_SIZE: Vector3;
  24018. /**
  24019. * The identity quaternion of the imposter
  24020. */
  24021. static IDENTITY_QUATERNION: Quaternion;
  24022. /** @hidden */
  24023. _pluginData: any;
  24024. private _physicsEngine;
  24025. private _physicsBody;
  24026. private _bodyUpdateRequired;
  24027. private _onBeforePhysicsStepCallbacks;
  24028. private _onAfterPhysicsStepCallbacks;
  24029. /** @hidden */
  24030. _onPhysicsCollideCallbacks: Array<{
  24031. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  24032. otherImpostors: Array<PhysicsImpostor>;
  24033. }>;
  24034. private _deltaPosition;
  24035. private _deltaRotation;
  24036. private _deltaRotationConjugated;
  24037. /** @hidden */
  24038. _isFromLine: boolean;
  24039. private _parent;
  24040. private _isDisposed;
  24041. private static _tmpVecs;
  24042. private static _tmpQuat;
  24043. /**
  24044. * Specifies if the physics imposter is disposed
  24045. */
  24046. readonly isDisposed: boolean;
  24047. /**
  24048. * Gets the mass of the physics imposter
  24049. */
  24050. mass: number;
  24051. /**
  24052. * Gets the coefficient of friction
  24053. */
  24054. /**
  24055. * Sets the coefficient of friction
  24056. */
  24057. friction: number;
  24058. /**
  24059. * Gets the coefficient of restitution
  24060. */
  24061. /**
  24062. * Sets the coefficient of restitution
  24063. */
  24064. restitution: number;
  24065. /**
  24066. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  24067. */
  24068. /**
  24069. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  24070. */
  24071. pressure: number;
  24072. /**
  24073. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24074. */
  24075. /**
  24076. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24077. */
  24078. stiffness: number;
  24079. /**
  24080. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24081. */
  24082. /**
  24083. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24084. */
  24085. velocityIterations: number;
  24086. /**
  24087. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24088. */
  24089. /**
  24090. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24091. */
  24092. positionIterations: number;
  24093. /**
  24094. * The unique id of the physics imposter
  24095. * set by the physics engine when adding this impostor to the array
  24096. */
  24097. uniqueId: number;
  24098. /**
  24099. * @hidden
  24100. */
  24101. soft: boolean;
  24102. /**
  24103. * @hidden
  24104. */
  24105. segments: number;
  24106. private _joints;
  24107. /**
  24108. * Initializes the physics imposter
  24109. * @param object The physics-enabled object used as the physics imposter
  24110. * @param type The type of the physics imposter
  24111. * @param _options The options for the physics imposter
  24112. * @param _scene The Babylon scene
  24113. */
  24114. constructor(
  24115. /**
  24116. * The physics-enabled object used as the physics imposter
  24117. */
  24118. object: IPhysicsEnabledObject,
  24119. /**
  24120. * The type of the physics imposter
  24121. */
  24122. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24123. /**
  24124. * This function will completly initialize this impostor.
  24125. * It will create a new body - but only if this mesh has no parent.
  24126. * If it has, this impostor will not be used other than to define the impostor
  24127. * of the child mesh.
  24128. * @hidden
  24129. */
  24130. _init(): void;
  24131. private _getPhysicsParent;
  24132. /**
  24133. * Should a new body be generated.
  24134. * @returns boolean specifying if body initialization is required
  24135. */
  24136. isBodyInitRequired(): boolean;
  24137. /**
  24138. * Sets the updated scaling
  24139. * @param updated Specifies if the scaling is updated
  24140. */
  24141. setScalingUpdated(): void;
  24142. /**
  24143. * Force a regeneration of this or the parent's impostor's body.
  24144. * Use under cautious - This will remove all joints already implemented.
  24145. */
  24146. forceUpdate(): void;
  24147. /**
  24148. * Gets the body that holds this impostor. Either its own, or its parent.
  24149. */
  24150. /**
  24151. * Set the physics body. Used mainly by the physics engine/plugin
  24152. */
  24153. physicsBody: any;
  24154. /**
  24155. * Get the parent of the physics imposter
  24156. * @returns Physics imposter or null
  24157. */
  24158. /**
  24159. * Sets the parent of the physics imposter
  24160. */
  24161. parent: Nullable<PhysicsImpostor>;
  24162. /**
  24163. * Resets the update flags
  24164. */
  24165. resetUpdateFlags(): void;
  24166. /**
  24167. * Gets the object extend size
  24168. * @returns the object extend size
  24169. */
  24170. getObjectExtendSize(): Vector3;
  24171. /**
  24172. * Gets the object center
  24173. * @returns The object center
  24174. */
  24175. getObjectCenter(): Vector3;
  24176. /**
  24177. * Get a specific parametes from the options parameter
  24178. * @param paramName The object parameter name
  24179. * @returns The object parameter
  24180. */
  24181. getParam(paramName: string): any;
  24182. /**
  24183. * Sets a specific parameter in the options given to the physics plugin
  24184. * @param paramName The parameter name
  24185. * @param value The value of the parameter
  24186. */
  24187. setParam(paramName: string, value: number): void;
  24188. /**
  24189. * Specifically change the body's mass option. Won't recreate the physics body object
  24190. * @param mass The mass of the physics imposter
  24191. */
  24192. setMass(mass: number): void;
  24193. /**
  24194. * Gets the linear velocity
  24195. * @returns linear velocity or null
  24196. */
  24197. getLinearVelocity(): Nullable<Vector3>;
  24198. /**
  24199. * Sets the linear velocity
  24200. * @param velocity linear velocity or null
  24201. */
  24202. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24203. /**
  24204. * Gets the angular velocity
  24205. * @returns angular velocity or null
  24206. */
  24207. getAngularVelocity(): Nullable<Vector3>;
  24208. /**
  24209. * Sets the angular velocity
  24210. * @param velocity The velocity or null
  24211. */
  24212. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24213. /**
  24214. * Execute a function with the physics plugin native code
  24215. * Provide a function the will have two variables - the world object and the physics body object
  24216. * @param func The function to execute with the physics plugin native code
  24217. */
  24218. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24219. /**
  24220. * Register a function that will be executed before the physics world is stepping forward
  24221. * @param func The function to execute before the physics world is stepped forward
  24222. */
  24223. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24224. /**
  24225. * Unregister a function that will be executed before the physics world is stepping forward
  24226. * @param func The function to execute before the physics world is stepped forward
  24227. */
  24228. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24229. /**
  24230. * Register a function that will be executed after the physics step
  24231. * @param func The function to execute after physics step
  24232. */
  24233. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24234. /**
  24235. * Unregisters a function that will be executed after the physics step
  24236. * @param func The function to execute after physics step
  24237. */
  24238. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24239. /**
  24240. * register a function that will be executed when this impostor collides against a different body
  24241. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24242. * @param func Callback that is executed on collision
  24243. */
  24244. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24245. /**
  24246. * Unregisters the physics imposter on contact
  24247. * @param collideAgainst The physics object to collide against
  24248. * @param func Callback to execute on collision
  24249. */
  24250. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24251. private _tmpQuat;
  24252. private _tmpQuat2;
  24253. /**
  24254. * Get the parent rotation
  24255. * @returns The parent rotation
  24256. */
  24257. getParentsRotation(): Quaternion;
  24258. /**
  24259. * this function is executed by the physics engine.
  24260. */
  24261. beforeStep: () => void;
  24262. /**
  24263. * this function is executed by the physics engine
  24264. */
  24265. afterStep: () => void;
  24266. /**
  24267. * Legacy collision detection event support
  24268. */
  24269. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24270. /**
  24271. * event and body object due to cannon's event-based architecture.
  24272. */
  24273. onCollide: (e: {
  24274. body: any;
  24275. }) => void;
  24276. /**
  24277. * Apply a force
  24278. * @param force The force to apply
  24279. * @param contactPoint The contact point for the force
  24280. * @returns The physics imposter
  24281. */
  24282. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24283. /**
  24284. * Apply an impulse
  24285. * @param force The impulse force
  24286. * @param contactPoint The contact point for the impulse force
  24287. * @returns The physics imposter
  24288. */
  24289. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24290. /**
  24291. * A help function to create a joint
  24292. * @param otherImpostor A physics imposter used to create a joint
  24293. * @param jointType The type of joint
  24294. * @param jointData The data for the joint
  24295. * @returns The physics imposter
  24296. */
  24297. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24298. /**
  24299. * Add a joint to this impostor with a different impostor
  24300. * @param otherImpostor A physics imposter used to add a joint
  24301. * @param joint The joint to add
  24302. * @returns The physics imposter
  24303. */
  24304. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24305. /**
  24306. * Add an anchor to a cloth impostor
  24307. * @param otherImpostor rigid impostor to anchor to
  24308. * @param width ratio across width from 0 to 1
  24309. * @param height ratio up height from 0 to 1
  24310. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24311. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24312. * @returns impostor the soft imposter
  24313. */
  24314. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24315. /**
  24316. * Add a hook to a rope impostor
  24317. * @param otherImpostor rigid impostor to anchor to
  24318. * @param length ratio across rope from 0 to 1
  24319. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24320. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24321. * @returns impostor the rope imposter
  24322. */
  24323. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24324. /**
  24325. * Will keep this body still, in a sleep mode.
  24326. * @returns the physics imposter
  24327. */
  24328. sleep(): PhysicsImpostor;
  24329. /**
  24330. * Wake the body up.
  24331. * @returns The physics imposter
  24332. */
  24333. wakeUp(): PhysicsImpostor;
  24334. /**
  24335. * Clones the physics imposter
  24336. * @param newObject The physics imposter clones to this physics-enabled object
  24337. * @returns A nullable physics imposter
  24338. */
  24339. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24340. /**
  24341. * Disposes the physics imposter
  24342. */
  24343. dispose(): void;
  24344. /**
  24345. * Sets the delta position
  24346. * @param position The delta position amount
  24347. */
  24348. setDeltaPosition(position: Vector3): void;
  24349. /**
  24350. * Sets the delta rotation
  24351. * @param rotation The delta rotation amount
  24352. */
  24353. setDeltaRotation(rotation: Quaternion): void;
  24354. /**
  24355. * Gets the box size of the physics imposter and stores the result in the input parameter
  24356. * @param result Stores the box size
  24357. * @returns The physics imposter
  24358. */
  24359. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24360. /**
  24361. * Gets the radius of the physics imposter
  24362. * @returns Radius of the physics imposter
  24363. */
  24364. getRadius(): number;
  24365. /**
  24366. * Sync a bone with this impostor
  24367. * @param bone The bone to sync to the impostor.
  24368. * @param boneMesh The mesh that the bone is influencing.
  24369. * @param jointPivot The pivot of the joint / bone in local space.
  24370. * @param distToJoint Optional distance from the impostor to the joint.
  24371. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24372. */
  24373. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24374. /**
  24375. * Sync impostor to a bone
  24376. * @param bone The bone that the impostor will be synced to.
  24377. * @param boneMesh The mesh that the bone is influencing.
  24378. * @param jointPivot The pivot of the joint / bone in local space.
  24379. * @param distToJoint Optional distance from the impostor to the joint.
  24380. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24381. * @param boneAxis Optional vector3 axis the bone is aligned with
  24382. */
  24383. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24384. /**
  24385. * No-Imposter type
  24386. */
  24387. static NoImpostor: number;
  24388. /**
  24389. * Sphere-Imposter type
  24390. */
  24391. static SphereImpostor: number;
  24392. /**
  24393. * Box-Imposter type
  24394. */
  24395. static BoxImpostor: number;
  24396. /**
  24397. * Plane-Imposter type
  24398. */
  24399. static PlaneImpostor: number;
  24400. /**
  24401. * Mesh-imposter type
  24402. */
  24403. static MeshImpostor: number;
  24404. /**
  24405. * Capsule-Impostor type (Ammo.js plugin only)
  24406. */
  24407. static CapsuleImpostor: number;
  24408. /**
  24409. * Cylinder-Imposter type
  24410. */
  24411. static CylinderImpostor: number;
  24412. /**
  24413. * Particle-Imposter type
  24414. */
  24415. static ParticleImpostor: number;
  24416. /**
  24417. * Heightmap-Imposter type
  24418. */
  24419. static HeightmapImpostor: number;
  24420. /**
  24421. * ConvexHull-Impostor type (Ammo.js plugin only)
  24422. */
  24423. static ConvexHullImpostor: number;
  24424. /**
  24425. * Rope-Imposter type
  24426. */
  24427. static RopeImpostor: number;
  24428. /**
  24429. * Cloth-Imposter type
  24430. */
  24431. static ClothImpostor: number;
  24432. /**
  24433. * Softbody-Imposter type
  24434. */
  24435. static SoftbodyImpostor: number;
  24436. }
  24437. }
  24438. declare module "babylonjs/Meshes/mesh" {
  24439. import { Observable } from "babylonjs/Misc/observable";
  24440. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24441. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24442. import { Camera } from "babylonjs/Cameras/camera";
  24443. import { Scene } from "babylonjs/scene";
  24444. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24445. import { Color4 } from "babylonjs/Maths/math.color";
  24446. import { Engine } from "babylonjs/Engines/engine";
  24447. import { Node } from "babylonjs/node";
  24448. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24449. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24450. import { Buffer } from "babylonjs/Meshes/buffer";
  24451. import { Geometry } from "babylonjs/Meshes/geometry";
  24452. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24453. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24454. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24455. import { Effect } from "babylonjs/Materials/effect";
  24456. import { Material } from "babylonjs/Materials/material";
  24457. import { Skeleton } from "babylonjs/Bones/skeleton";
  24458. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24459. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24460. import { Path3D } from "babylonjs/Maths/math.path";
  24461. import { Plane } from "babylonjs/Maths/math.plane";
  24462. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24463. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24464. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24465. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24466. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24467. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24468. /**
  24469. * @hidden
  24470. **/
  24471. export class _CreationDataStorage {
  24472. closePath?: boolean;
  24473. closeArray?: boolean;
  24474. idx: number[];
  24475. dashSize: number;
  24476. gapSize: number;
  24477. path3D: Path3D;
  24478. pathArray: Vector3[][];
  24479. arc: number;
  24480. radius: number;
  24481. cap: number;
  24482. tessellation: number;
  24483. }
  24484. /**
  24485. * @hidden
  24486. **/
  24487. class _InstanceDataStorage {
  24488. visibleInstances: any;
  24489. batchCache: _InstancesBatch;
  24490. instancesBufferSize: number;
  24491. instancesBuffer: Nullable<Buffer>;
  24492. instancesData: Float32Array;
  24493. overridenInstanceCount: number;
  24494. isFrozen: boolean;
  24495. previousBatch: Nullable<_InstancesBatch>;
  24496. hardwareInstancedRendering: boolean;
  24497. sideOrientation: number;
  24498. manualUpdate: boolean;
  24499. }
  24500. /**
  24501. * @hidden
  24502. **/
  24503. export class _InstancesBatch {
  24504. mustReturn: boolean;
  24505. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24506. renderSelf: boolean[];
  24507. hardwareInstancedRendering: boolean[];
  24508. }
  24509. /**
  24510. * Class used to represent renderable models
  24511. */
  24512. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24513. /**
  24514. * Mesh side orientation : usually the external or front surface
  24515. */
  24516. static readonly FRONTSIDE: number;
  24517. /**
  24518. * Mesh side orientation : usually the internal or back surface
  24519. */
  24520. static readonly BACKSIDE: number;
  24521. /**
  24522. * Mesh side orientation : both internal and external or front and back surfaces
  24523. */
  24524. static readonly DOUBLESIDE: number;
  24525. /**
  24526. * Mesh side orientation : by default, `FRONTSIDE`
  24527. */
  24528. static readonly DEFAULTSIDE: number;
  24529. /**
  24530. * Mesh cap setting : no cap
  24531. */
  24532. static readonly NO_CAP: number;
  24533. /**
  24534. * Mesh cap setting : one cap at the beginning of the mesh
  24535. */
  24536. static readonly CAP_START: number;
  24537. /**
  24538. * Mesh cap setting : one cap at the end of the mesh
  24539. */
  24540. static readonly CAP_END: number;
  24541. /**
  24542. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24543. */
  24544. static readonly CAP_ALL: number;
  24545. /**
  24546. * Mesh pattern setting : no flip or rotate
  24547. */
  24548. static readonly NO_FLIP: number;
  24549. /**
  24550. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24551. */
  24552. static readonly FLIP_TILE: number;
  24553. /**
  24554. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24555. */
  24556. static readonly ROTATE_TILE: number;
  24557. /**
  24558. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24559. */
  24560. static readonly FLIP_ROW: number;
  24561. /**
  24562. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24563. */
  24564. static readonly ROTATE_ROW: number;
  24565. /**
  24566. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24567. */
  24568. static readonly FLIP_N_ROTATE_TILE: number;
  24569. /**
  24570. * Mesh pattern setting : rotate pattern and rotate
  24571. */
  24572. static readonly FLIP_N_ROTATE_ROW: number;
  24573. /**
  24574. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24575. */
  24576. static readonly CENTER: number;
  24577. /**
  24578. * Mesh tile positioning : part tiles on left
  24579. */
  24580. static readonly LEFT: number;
  24581. /**
  24582. * Mesh tile positioning : part tiles on right
  24583. */
  24584. static readonly RIGHT: number;
  24585. /**
  24586. * Mesh tile positioning : part tiles on top
  24587. */
  24588. static readonly TOP: number;
  24589. /**
  24590. * Mesh tile positioning : part tiles on bottom
  24591. */
  24592. static readonly BOTTOM: number;
  24593. /**
  24594. * Gets the default side orientation.
  24595. * @param orientation the orientation to value to attempt to get
  24596. * @returns the default orientation
  24597. * @hidden
  24598. */
  24599. static _GetDefaultSideOrientation(orientation?: number): number;
  24600. private _internalMeshDataInfo;
  24601. /**
  24602. * An event triggered before rendering the mesh
  24603. */
  24604. readonly onBeforeRenderObservable: Observable<Mesh>;
  24605. /**
  24606. * An event triggered before binding the mesh
  24607. */
  24608. readonly onBeforeBindObservable: Observable<Mesh>;
  24609. /**
  24610. * An event triggered after rendering the mesh
  24611. */
  24612. readonly onAfterRenderObservable: Observable<Mesh>;
  24613. /**
  24614. * An event triggered before drawing the mesh
  24615. */
  24616. readonly onBeforeDrawObservable: Observable<Mesh>;
  24617. private _onBeforeDrawObserver;
  24618. /**
  24619. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24620. */
  24621. onBeforeDraw: () => void;
  24622. readonly hasInstances: boolean;
  24623. /**
  24624. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24625. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24626. */
  24627. delayLoadState: number;
  24628. /**
  24629. * Gets the list of instances created from this mesh
  24630. * it is not supposed to be modified manually.
  24631. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24632. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24633. */
  24634. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24635. /**
  24636. * Gets the file containing delay loading data for this mesh
  24637. */
  24638. delayLoadingFile: string;
  24639. /** @hidden */
  24640. _binaryInfo: any;
  24641. /**
  24642. * User defined function used to change how LOD level selection is done
  24643. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24644. */
  24645. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24646. /**
  24647. * Gets or sets the morph target manager
  24648. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24649. */
  24650. morphTargetManager: Nullable<MorphTargetManager>;
  24651. /** @hidden */
  24652. _creationDataStorage: Nullable<_CreationDataStorage>;
  24653. /** @hidden */
  24654. _geometry: Nullable<Geometry>;
  24655. /** @hidden */
  24656. _delayInfo: Array<string>;
  24657. /** @hidden */
  24658. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24659. /** @hidden */
  24660. _instanceDataStorage: _InstanceDataStorage;
  24661. private _effectiveMaterial;
  24662. /** @hidden */
  24663. _shouldGenerateFlatShading: boolean;
  24664. /** @hidden */
  24665. _originalBuilderSideOrientation: number;
  24666. /**
  24667. * Use this property to change the original side orientation defined at construction time
  24668. */
  24669. overrideMaterialSideOrientation: Nullable<number>;
  24670. /**
  24671. * Gets the source mesh (the one used to clone this one from)
  24672. */
  24673. readonly source: Nullable<Mesh>;
  24674. /**
  24675. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24676. */
  24677. isUnIndexed: boolean;
  24678. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  24679. readonly worldMatrixInstancedBuffer: Float32Array;
  24680. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  24681. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  24682. /**
  24683. * @constructor
  24684. * @param name The value used by scene.getMeshByName() to do a lookup.
  24685. * @param scene The scene to add this mesh to.
  24686. * @param parent The parent of this mesh, if it has one
  24687. * @param source An optional Mesh from which geometry is shared, cloned.
  24688. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24689. * When false, achieved by calling a clone(), also passing False.
  24690. * This will make creation of children, recursive.
  24691. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24692. */
  24693. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24694. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24695. doNotInstantiate: boolean;
  24696. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24697. /**
  24698. * Gets the class name
  24699. * @returns the string "Mesh".
  24700. */
  24701. getClassName(): string;
  24702. /** @hidden */
  24703. readonly _isMesh: boolean;
  24704. /**
  24705. * Returns a description of this mesh
  24706. * @param fullDetails define if full details about this mesh must be used
  24707. * @returns a descriptive string representing this mesh
  24708. */
  24709. toString(fullDetails?: boolean): string;
  24710. /** @hidden */
  24711. _unBindEffect(): void;
  24712. /**
  24713. * Gets a boolean indicating if this mesh has LOD
  24714. */
  24715. readonly hasLODLevels: boolean;
  24716. /**
  24717. * Gets the list of MeshLODLevel associated with the current mesh
  24718. * @returns an array of MeshLODLevel
  24719. */
  24720. getLODLevels(): MeshLODLevel[];
  24721. private _sortLODLevels;
  24722. /**
  24723. * Add a mesh as LOD level triggered at the given distance.
  24724. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24725. * @param distance The distance from the center of the object to show this level
  24726. * @param mesh The mesh to be added as LOD level (can be null)
  24727. * @return This mesh (for chaining)
  24728. */
  24729. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24730. /**
  24731. * Returns the LOD level mesh at the passed distance or null if not found.
  24732. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24733. * @param distance The distance from the center of the object to show this level
  24734. * @returns a Mesh or `null`
  24735. */
  24736. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24737. /**
  24738. * Remove a mesh from the LOD array
  24739. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24740. * @param mesh defines the mesh to be removed
  24741. * @return This mesh (for chaining)
  24742. */
  24743. removeLODLevel(mesh: Mesh): Mesh;
  24744. /**
  24745. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24746. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24747. * @param camera defines the camera to use to compute distance
  24748. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24749. * @return This mesh (for chaining)
  24750. */
  24751. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24752. /**
  24753. * Gets the mesh internal Geometry object
  24754. */
  24755. readonly geometry: Nullable<Geometry>;
  24756. /**
  24757. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24758. * @returns the total number of vertices
  24759. */
  24760. getTotalVertices(): number;
  24761. /**
  24762. * Returns the content of an associated vertex buffer
  24763. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24764. * - VertexBuffer.PositionKind
  24765. * - VertexBuffer.UVKind
  24766. * - VertexBuffer.UV2Kind
  24767. * - VertexBuffer.UV3Kind
  24768. * - VertexBuffer.UV4Kind
  24769. * - VertexBuffer.UV5Kind
  24770. * - VertexBuffer.UV6Kind
  24771. * - VertexBuffer.ColorKind
  24772. * - VertexBuffer.MatricesIndicesKind
  24773. * - VertexBuffer.MatricesIndicesExtraKind
  24774. * - VertexBuffer.MatricesWeightsKind
  24775. * - VertexBuffer.MatricesWeightsExtraKind
  24776. * @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
  24777. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24778. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24779. */
  24780. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24781. /**
  24782. * Returns the mesh VertexBuffer object from the requested `kind`
  24783. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24784. * - VertexBuffer.PositionKind
  24785. * - VertexBuffer.NormalKind
  24786. * - VertexBuffer.UVKind
  24787. * - VertexBuffer.UV2Kind
  24788. * - VertexBuffer.UV3Kind
  24789. * - VertexBuffer.UV4Kind
  24790. * - VertexBuffer.UV5Kind
  24791. * - VertexBuffer.UV6Kind
  24792. * - VertexBuffer.ColorKind
  24793. * - VertexBuffer.MatricesIndicesKind
  24794. * - VertexBuffer.MatricesIndicesExtraKind
  24795. * - VertexBuffer.MatricesWeightsKind
  24796. * - VertexBuffer.MatricesWeightsExtraKind
  24797. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24798. */
  24799. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24800. /**
  24801. * Tests if a specific vertex buffer is associated with this mesh
  24802. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24803. * - VertexBuffer.PositionKind
  24804. * - VertexBuffer.NormalKind
  24805. * - VertexBuffer.UVKind
  24806. * - VertexBuffer.UV2Kind
  24807. * - VertexBuffer.UV3Kind
  24808. * - VertexBuffer.UV4Kind
  24809. * - VertexBuffer.UV5Kind
  24810. * - VertexBuffer.UV6Kind
  24811. * - VertexBuffer.ColorKind
  24812. * - VertexBuffer.MatricesIndicesKind
  24813. * - VertexBuffer.MatricesIndicesExtraKind
  24814. * - VertexBuffer.MatricesWeightsKind
  24815. * - VertexBuffer.MatricesWeightsExtraKind
  24816. * @returns a boolean
  24817. */
  24818. isVerticesDataPresent(kind: string): boolean;
  24819. /**
  24820. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24821. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24822. * - VertexBuffer.PositionKind
  24823. * - VertexBuffer.UVKind
  24824. * - VertexBuffer.UV2Kind
  24825. * - VertexBuffer.UV3Kind
  24826. * - VertexBuffer.UV4Kind
  24827. * - VertexBuffer.UV5Kind
  24828. * - VertexBuffer.UV6Kind
  24829. * - VertexBuffer.ColorKind
  24830. * - VertexBuffer.MatricesIndicesKind
  24831. * - VertexBuffer.MatricesIndicesExtraKind
  24832. * - VertexBuffer.MatricesWeightsKind
  24833. * - VertexBuffer.MatricesWeightsExtraKind
  24834. * @returns a boolean
  24835. */
  24836. isVertexBufferUpdatable(kind: string): boolean;
  24837. /**
  24838. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24839. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24840. * - VertexBuffer.PositionKind
  24841. * - VertexBuffer.NormalKind
  24842. * - VertexBuffer.UVKind
  24843. * - VertexBuffer.UV2Kind
  24844. * - VertexBuffer.UV3Kind
  24845. * - VertexBuffer.UV4Kind
  24846. * - VertexBuffer.UV5Kind
  24847. * - VertexBuffer.UV6Kind
  24848. * - VertexBuffer.ColorKind
  24849. * - VertexBuffer.MatricesIndicesKind
  24850. * - VertexBuffer.MatricesIndicesExtraKind
  24851. * - VertexBuffer.MatricesWeightsKind
  24852. * - VertexBuffer.MatricesWeightsExtraKind
  24853. * @returns an array of strings
  24854. */
  24855. getVerticesDataKinds(): string[];
  24856. /**
  24857. * Returns a positive integer : the total number of indices in this mesh geometry.
  24858. * @returns the numner of indices or zero if the mesh has no geometry.
  24859. */
  24860. getTotalIndices(): number;
  24861. /**
  24862. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24863. * @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.
  24864. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24865. * @returns the indices array or an empty array if the mesh has no geometry
  24866. */
  24867. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24868. readonly isBlocked: boolean;
  24869. /**
  24870. * Determine if the current mesh is ready to be rendered
  24871. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24872. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24873. * @returns true if all associated assets are ready (material, textures, shaders)
  24874. */
  24875. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24876. /**
  24877. * 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.
  24878. */
  24879. readonly areNormalsFrozen: boolean;
  24880. /**
  24881. * 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.
  24882. * @returns the current mesh
  24883. */
  24884. freezeNormals(): Mesh;
  24885. /**
  24886. * 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
  24887. * @returns the current mesh
  24888. */
  24889. unfreezeNormals(): Mesh;
  24890. /**
  24891. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24892. */
  24893. overridenInstanceCount: number;
  24894. /** @hidden */
  24895. _preActivate(): Mesh;
  24896. /** @hidden */
  24897. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24898. /** @hidden */
  24899. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24900. /**
  24901. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24902. * This means the mesh underlying bounding box and sphere are recomputed.
  24903. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24904. * @returns the current mesh
  24905. */
  24906. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24907. /** @hidden */
  24908. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24909. /**
  24910. * This function will subdivide the mesh into multiple submeshes
  24911. * @param count defines the expected number of submeshes
  24912. */
  24913. subdivide(count: number): void;
  24914. /**
  24915. * Copy a FloatArray into a specific associated vertex buffer
  24916. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24917. * - VertexBuffer.PositionKind
  24918. * - VertexBuffer.UVKind
  24919. * - VertexBuffer.UV2Kind
  24920. * - VertexBuffer.UV3Kind
  24921. * - VertexBuffer.UV4Kind
  24922. * - VertexBuffer.UV5Kind
  24923. * - VertexBuffer.UV6Kind
  24924. * - VertexBuffer.ColorKind
  24925. * - VertexBuffer.MatricesIndicesKind
  24926. * - VertexBuffer.MatricesIndicesExtraKind
  24927. * - VertexBuffer.MatricesWeightsKind
  24928. * - VertexBuffer.MatricesWeightsExtraKind
  24929. * @param data defines the data source
  24930. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24931. * @param stride defines the data stride size (can be null)
  24932. * @returns the current mesh
  24933. */
  24934. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24935. /**
  24936. * Delete a vertex buffer associated with this mesh
  24937. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24938. * - VertexBuffer.PositionKind
  24939. * - VertexBuffer.UVKind
  24940. * - VertexBuffer.UV2Kind
  24941. * - VertexBuffer.UV3Kind
  24942. * - VertexBuffer.UV4Kind
  24943. * - VertexBuffer.UV5Kind
  24944. * - VertexBuffer.UV6Kind
  24945. * - VertexBuffer.ColorKind
  24946. * - VertexBuffer.MatricesIndicesKind
  24947. * - VertexBuffer.MatricesIndicesExtraKind
  24948. * - VertexBuffer.MatricesWeightsKind
  24949. * - VertexBuffer.MatricesWeightsExtraKind
  24950. */
  24951. removeVerticesData(kind: string): void;
  24952. /**
  24953. * Flags an associated vertex buffer as updatable
  24954. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24955. * - VertexBuffer.PositionKind
  24956. * - VertexBuffer.UVKind
  24957. * - VertexBuffer.UV2Kind
  24958. * - VertexBuffer.UV3Kind
  24959. * - VertexBuffer.UV4Kind
  24960. * - VertexBuffer.UV5Kind
  24961. * - VertexBuffer.UV6Kind
  24962. * - VertexBuffer.ColorKind
  24963. * - VertexBuffer.MatricesIndicesKind
  24964. * - VertexBuffer.MatricesIndicesExtraKind
  24965. * - VertexBuffer.MatricesWeightsKind
  24966. * - VertexBuffer.MatricesWeightsExtraKind
  24967. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24968. */
  24969. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24970. /**
  24971. * Sets the mesh global Vertex Buffer
  24972. * @param buffer defines the buffer to use
  24973. * @returns the current mesh
  24974. */
  24975. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24976. /**
  24977. * Update a specific associated vertex buffer
  24978. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24979. * - VertexBuffer.PositionKind
  24980. * - VertexBuffer.UVKind
  24981. * - VertexBuffer.UV2Kind
  24982. * - VertexBuffer.UV3Kind
  24983. * - VertexBuffer.UV4Kind
  24984. * - VertexBuffer.UV5Kind
  24985. * - VertexBuffer.UV6Kind
  24986. * - VertexBuffer.ColorKind
  24987. * - VertexBuffer.MatricesIndicesKind
  24988. * - VertexBuffer.MatricesIndicesExtraKind
  24989. * - VertexBuffer.MatricesWeightsKind
  24990. * - VertexBuffer.MatricesWeightsExtraKind
  24991. * @param data defines the data source
  24992. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24993. * @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)
  24994. * @returns the current mesh
  24995. */
  24996. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24997. /**
  24998. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24999. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  25000. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  25001. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  25002. * @returns the current mesh
  25003. */
  25004. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  25005. /**
  25006. * Creates a un-shared specific occurence of the geometry for the mesh.
  25007. * @returns the current mesh
  25008. */
  25009. makeGeometryUnique(): Mesh;
  25010. /**
  25011. * Set the index buffer of this mesh
  25012. * @param indices defines the source data
  25013. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  25014. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  25015. * @returns the current mesh
  25016. */
  25017. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  25018. /**
  25019. * Update the current index buffer
  25020. * @param indices defines the source data
  25021. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  25022. * @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)
  25023. * @returns the current mesh
  25024. */
  25025. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  25026. /**
  25027. * Invert the geometry to move from a right handed system to a left handed one.
  25028. * @returns the current mesh
  25029. */
  25030. toLeftHanded(): Mesh;
  25031. /** @hidden */
  25032. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  25033. /** @hidden */
  25034. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  25035. /**
  25036. * Registers for this mesh a javascript function called just before the rendering process
  25037. * @param func defines the function to call before rendering this mesh
  25038. * @returns the current mesh
  25039. */
  25040. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25041. /**
  25042. * Disposes a previously registered javascript function called before the rendering
  25043. * @param func defines the function to remove
  25044. * @returns the current mesh
  25045. */
  25046. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25047. /**
  25048. * Registers for this mesh a javascript function called just after the rendering is complete
  25049. * @param func defines the function to call after rendering this mesh
  25050. * @returns the current mesh
  25051. */
  25052. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25053. /**
  25054. * Disposes a previously registered javascript function called after the rendering.
  25055. * @param func defines the function to remove
  25056. * @returns the current mesh
  25057. */
  25058. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25059. /** @hidden */
  25060. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  25061. /** @hidden */
  25062. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  25063. /** @hidden */
  25064. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  25065. /** @hidden */
  25066. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  25067. /** @hidden */
  25068. _rebuild(): void;
  25069. /** @hidden */
  25070. _freeze(): void;
  25071. /** @hidden */
  25072. _unFreeze(): void;
  25073. /**
  25074. * 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
  25075. * @param subMesh defines the subMesh to render
  25076. * @param enableAlphaMode defines if alpha mode can be changed
  25077. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  25078. * @returns the current mesh
  25079. */
  25080. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  25081. private _onBeforeDraw;
  25082. /**
  25083. * Renormalize the mesh and patch it up if there are no weights
  25084. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  25085. * However in the case of zero weights then we set just a single influence to 1.
  25086. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  25087. */
  25088. cleanMatrixWeights(): void;
  25089. private normalizeSkinFourWeights;
  25090. private normalizeSkinWeightsAndExtra;
  25091. /**
  25092. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  25093. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  25094. * the user know there was an issue with importing the mesh
  25095. * @returns a validation object with skinned, valid and report string
  25096. */
  25097. validateSkinning(): {
  25098. skinned: boolean;
  25099. valid: boolean;
  25100. report: string;
  25101. };
  25102. /** @hidden */
  25103. _checkDelayState(): Mesh;
  25104. private _queueLoad;
  25105. /**
  25106. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  25107. * A mesh is in the frustum if its bounding box intersects the frustum
  25108. * @param frustumPlanes defines the frustum to test
  25109. * @returns true if the mesh is in the frustum planes
  25110. */
  25111. isInFrustum(frustumPlanes: Plane[]): boolean;
  25112. /**
  25113. * Sets the mesh material by the material or multiMaterial `id` property
  25114. * @param id is a string identifying the material or the multiMaterial
  25115. * @returns the current mesh
  25116. */
  25117. setMaterialByID(id: string): Mesh;
  25118. /**
  25119. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  25120. * @returns an array of IAnimatable
  25121. */
  25122. getAnimatables(): IAnimatable[];
  25123. /**
  25124. * Modifies the mesh geometry according to the passed transformation matrix.
  25125. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25126. * The mesh normals are modified using the same transformation.
  25127. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25128. * @param transform defines the transform matrix to use
  25129. * @see http://doc.babylonjs.com/resources/baking_transformations
  25130. * @returns the current mesh
  25131. */
  25132. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25133. /**
  25134. * Modifies the mesh geometry according to its own current World Matrix.
  25135. * The mesh World Matrix is then reset.
  25136. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25137. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25138. * @see http://doc.babylonjs.com/resources/baking_transformations
  25139. * @returns the current mesh
  25140. */
  25141. bakeCurrentTransformIntoVertices(): Mesh;
  25142. /** @hidden */
  25143. readonly _positions: Nullable<Vector3[]>;
  25144. /** @hidden */
  25145. _resetPointsArrayCache(): Mesh;
  25146. /** @hidden */
  25147. _generatePointsArray(): boolean;
  25148. /**
  25149. * Returns a new Mesh object generated from the current mesh properties.
  25150. * This method must not get confused with createInstance()
  25151. * @param name is a string, the name given to the new mesh
  25152. * @param newParent can be any Node object (default `null`)
  25153. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25154. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25155. * @returns a new mesh
  25156. */
  25157. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  25158. /**
  25159. * Releases resources associated with this mesh.
  25160. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25161. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25162. */
  25163. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25164. /** @hidden */
  25165. _disposeInstanceSpecificData(): void;
  25166. /**
  25167. * Modifies the mesh geometry according to a displacement map.
  25168. * 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.
  25169. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25170. * @param url is a string, the URL from the image file is to be downloaded.
  25171. * @param minHeight is the lower limit of the displacement.
  25172. * @param maxHeight is the upper limit of the displacement.
  25173. * @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.
  25174. * @param uvOffset is an optional vector2 used to offset UV.
  25175. * @param uvScale is an optional vector2 used to scale UV.
  25176. * @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.
  25177. * @returns the Mesh.
  25178. */
  25179. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25180. /**
  25181. * Modifies the mesh geometry according to a displacementMap buffer.
  25182. * 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.
  25183. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25184. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25185. * @param heightMapWidth is the width of the buffer image.
  25186. * @param heightMapHeight is the height of the buffer image.
  25187. * @param minHeight is the lower limit of the displacement.
  25188. * @param maxHeight is the upper limit of the displacement.
  25189. * @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.
  25190. * @param uvOffset is an optional vector2 used to offset UV.
  25191. * @param uvScale is an optional vector2 used to scale UV.
  25192. * @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.
  25193. * @returns the Mesh.
  25194. */
  25195. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25196. /**
  25197. * Modify the mesh to get a flat shading rendering.
  25198. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25199. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25200. * @returns current mesh
  25201. */
  25202. convertToFlatShadedMesh(): Mesh;
  25203. /**
  25204. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25205. * In other words, more vertices, no more indices and a single bigger VBO.
  25206. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25207. * @returns current mesh
  25208. */
  25209. convertToUnIndexedMesh(): Mesh;
  25210. /**
  25211. * Inverses facet orientations.
  25212. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25213. * @param flipNormals will also inverts the normals
  25214. * @returns current mesh
  25215. */
  25216. flipFaces(flipNormals?: boolean): Mesh;
  25217. /**
  25218. * Increase the number of facets and hence vertices in a mesh
  25219. * Vertex normals are interpolated from existing vertex normals
  25220. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25221. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25222. */
  25223. increaseVertices(numberPerEdge: number): void;
  25224. /**
  25225. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25226. * This will undo any application of covertToFlatShadedMesh
  25227. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25228. */
  25229. forceSharedVertices(): void;
  25230. /** @hidden */
  25231. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25232. /** @hidden */
  25233. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25234. /**
  25235. * Creates a new InstancedMesh object from the mesh model.
  25236. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25237. * @param name defines the name of the new instance
  25238. * @returns a new InstancedMesh
  25239. */
  25240. createInstance(name: string): InstancedMesh;
  25241. /**
  25242. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25243. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25244. * @returns the current mesh
  25245. */
  25246. synchronizeInstances(): Mesh;
  25247. /**
  25248. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25249. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25250. * This should be used together with the simplification to avoid disappearing triangles.
  25251. * @param successCallback an optional success callback to be called after the optimization finished.
  25252. * @returns the current mesh
  25253. */
  25254. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25255. /**
  25256. * Serialize current mesh
  25257. * @param serializationObject defines the object which will receive the serialization data
  25258. */
  25259. serialize(serializationObject: any): void;
  25260. /** @hidden */
  25261. _syncGeometryWithMorphTargetManager(): void;
  25262. /** @hidden */
  25263. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25264. /**
  25265. * Returns a new Mesh object parsed from the source provided.
  25266. * @param parsedMesh is the source
  25267. * @param scene defines the hosting scene
  25268. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25269. * @returns a new Mesh
  25270. */
  25271. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25272. /**
  25273. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25274. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25275. * @param name defines the name of the mesh to create
  25276. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25277. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25278. * @param closePath creates a seam between the first and the last points of each path of the path array
  25279. * @param offset is taken in account only if the `pathArray` is containing a single path
  25280. * @param scene defines the hosting scene
  25281. * @param updatable defines if the mesh must be flagged as updatable
  25282. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25283. * @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)
  25284. * @returns a new Mesh
  25285. */
  25286. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25287. /**
  25288. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25289. * @param name defines the name of the mesh to create
  25290. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25291. * @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
  25292. * @param scene defines the hosting scene
  25293. * @param updatable defines if the mesh must be flagged as updatable
  25294. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25295. * @returns a new Mesh
  25296. */
  25297. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25298. /**
  25299. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25300. * @param name defines the name of the mesh to create
  25301. * @param size sets the size (float) of each box side (default 1)
  25302. * @param scene defines the hosting scene
  25303. * @param updatable defines if the mesh must be flagged as updatable
  25304. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25305. * @returns a new Mesh
  25306. */
  25307. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25308. /**
  25309. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25310. * @param name defines the name of the mesh to create
  25311. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25312. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25313. * @param scene defines the hosting scene
  25314. * @param updatable defines if the mesh must be flagged as updatable
  25315. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25316. * @returns a new Mesh
  25317. */
  25318. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25319. /**
  25320. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25321. * @param name defines the name of the mesh to create
  25322. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25323. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25324. * @param scene defines the hosting scene
  25325. * @returns a new Mesh
  25326. */
  25327. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25328. /**
  25329. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25330. * @param name defines the name of the mesh to create
  25331. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25332. * @param diameterTop set the top cap diameter (floats, default 1)
  25333. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25334. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25335. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25336. * @param scene defines the hosting scene
  25337. * @param updatable defines if the mesh must be flagged as updatable
  25338. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25339. * @returns a new Mesh
  25340. */
  25341. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25342. /**
  25343. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25344. * @param name defines the name of the mesh to create
  25345. * @param diameter sets the diameter size (float) of the torus (default 1)
  25346. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25347. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25348. * @param scene defines the hosting scene
  25349. * @param updatable defines if the mesh must be flagged as updatable
  25350. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25351. * @returns a new Mesh
  25352. */
  25353. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25354. /**
  25355. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25356. * @param name defines the name of the mesh to create
  25357. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25358. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25359. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25360. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25361. * @param p the number of windings on X axis (positive integers, default 2)
  25362. * @param q the number of windings on Y axis (positive integers, default 3)
  25363. * @param scene defines the hosting scene
  25364. * @param updatable defines if the mesh must be flagged as updatable
  25365. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25366. * @returns a new Mesh
  25367. */
  25368. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25369. /**
  25370. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25371. * @param name defines the name of the mesh to create
  25372. * @param points is an array successive Vector3
  25373. * @param scene defines the hosting scene
  25374. * @param updatable defines if the mesh must be flagged as updatable
  25375. * @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).
  25376. * @returns a new Mesh
  25377. */
  25378. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25379. /**
  25380. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25381. * @param name defines the name of the mesh to create
  25382. * @param points is an array successive Vector3
  25383. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25384. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25385. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25386. * @param scene defines the hosting scene
  25387. * @param updatable defines if the mesh must be flagged as updatable
  25388. * @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)
  25389. * @returns a new Mesh
  25390. */
  25391. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25392. /**
  25393. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25394. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25395. * 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.
  25396. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25397. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25398. * Remember you can only change the shape positions, not their number when updating a polygon.
  25399. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25400. * @param name defines the name of the mesh to create
  25401. * @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
  25402. * @param scene defines the hosting scene
  25403. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25404. * @param updatable defines if the mesh must be flagged as updatable
  25405. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25406. * @param earcutInjection can be used to inject your own earcut reference
  25407. * @returns a new Mesh
  25408. */
  25409. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25410. /**
  25411. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25412. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25413. * @param name defines the name of the mesh to create
  25414. * @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
  25415. * @param depth defines the height of extrusion
  25416. * @param scene defines the hosting scene
  25417. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25418. * @param updatable defines if the mesh must be flagged as updatable
  25419. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25420. * @param earcutInjection can be used to inject your own earcut reference
  25421. * @returns a new Mesh
  25422. */
  25423. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25424. /**
  25425. * Creates an extruded shape mesh.
  25426. * 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
  25427. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25428. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25429. * @param name defines the name of the mesh to create
  25430. * @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
  25431. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25432. * @param scale is the value to scale the shape
  25433. * @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
  25434. * @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
  25435. * @param scene defines the hosting scene
  25436. * @param updatable defines if the mesh must be flagged as updatable
  25437. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25438. * @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)
  25439. * @returns a new Mesh
  25440. */
  25441. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25442. /**
  25443. * Creates an custom extruded shape mesh.
  25444. * The custom extrusion is a parametric shape.
  25445. * It has no predefined shape. Its final shape will depend on the input parameters.
  25446. * Please consider using the same method from the MeshBuilder class instead
  25447. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25448. * @param name defines the name of the mesh to create
  25449. * @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
  25450. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25451. * @param scaleFunction is a custom Javascript function called on each path point
  25452. * @param rotationFunction is a custom Javascript function called on each path point
  25453. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25454. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25455. * @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
  25456. * @param scene defines the hosting scene
  25457. * @param updatable defines if the mesh must be flagged as updatable
  25458. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25459. * @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)
  25460. * @returns a new Mesh
  25461. */
  25462. 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;
  25463. /**
  25464. * Creates lathe mesh.
  25465. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25466. * Please consider using the same method from the MeshBuilder class instead
  25467. * @param name defines the name of the mesh to create
  25468. * @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
  25469. * @param radius is the radius value of the lathe
  25470. * @param tessellation is the side number of the lathe.
  25471. * @param scene defines the hosting scene
  25472. * @param updatable defines if the mesh must be flagged as updatable
  25473. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25474. * @returns a new Mesh
  25475. */
  25476. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25477. /**
  25478. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25479. * @param name defines the name of the mesh to create
  25480. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25481. * @param scene defines the hosting scene
  25482. * @param updatable defines if the mesh must be flagged as updatable
  25483. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25484. * @returns a new Mesh
  25485. */
  25486. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25487. /**
  25488. * Creates a ground mesh.
  25489. * Please consider using the same method from the MeshBuilder class instead
  25490. * @param name defines the name of the mesh to create
  25491. * @param width set the width of the ground
  25492. * @param height set the height of the ground
  25493. * @param subdivisions sets the number of subdivisions per side
  25494. * @param scene defines the hosting scene
  25495. * @param updatable defines if the mesh must be flagged as updatable
  25496. * @returns a new Mesh
  25497. */
  25498. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25499. /**
  25500. * Creates a tiled ground mesh.
  25501. * Please consider using the same method from the MeshBuilder class instead
  25502. * @param name defines the name of the mesh to create
  25503. * @param xmin set the ground minimum X coordinate
  25504. * @param zmin set the ground minimum Y coordinate
  25505. * @param xmax set the ground maximum X coordinate
  25506. * @param zmax set the ground maximum Z coordinate
  25507. * @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
  25508. * @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
  25509. * @param scene defines the hosting scene
  25510. * @param updatable defines if the mesh must be flagged as updatable
  25511. * @returns a new Mesh
  25512. */
  25513. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25514. w: number;
  25515. h: number;
  25516. }, precision: {
  25517. w: number;
  25518. h: number;
  25519. }, scene: Scene, updatable?: boolean): Mesh;
  25520. /**
  25521. * Creates a ground mesh from a height map.
  25522. * Please consider using the same method from the MeshBuilder class instead
  25523. * @see http://doc.babylonjs.com/babylon101/height_map
  25524. * @param name defines the name of the mesh to create
  25525. * @param url sets the URL of the height map image resource
  25526. * @param width set the ground width size
  25527. * @param height set the ground height size
  25528. * @param subdivisions sets the number of subdivision per side
  25529. * @param minHeight is the minimum altitude on the ground
  25530. * @param maxHeight is the maximum altitude on the ground
  25531. * @param scene defines the hosting scene
  25532. * @param updatable defines if the mesh must be flagged as updatable
  25533. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25534. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25535. * @returns a new Mesh
  25536. */
  25537. 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;
  25538. /**
  25539. * Creates a tube mesh.
  25540. * The tube is a parametric shape.
  25541. * It has no predefined shape. Its final shape will depend on the input parameters.
  25542. * Please consider using the same method from the MeshBuilder class instead
  25543. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25544. * @param name defines the name of the mesh to create
  25545. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25546. * @param radius sets the tube radius size
  25547. * @param tessellation is the number of sides on the tubular surface
  25548. * @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
  25549. * @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
  25550. * @param scene defines the hosting scene
  25551. * @param updatable defines if the mesh must be flagged as updatable
  25552. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25553. * @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)
  25554. * @returns a new Mesh
  25555. */
  25556. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25557. (i: number, distance: number): number;
  25558. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25559. /**
  25560. * Creates a polyhedron mesh.
  25561. * Please consider using the same method from the MeshBuilder class instead.
  25562. * * 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
  25563. * * The parameter `size` (positive float, default 1) sets the polygon size
  25564. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25565. * * 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`
  25566. * * 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
  25567. * * 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)`)
  25568. * * 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
  25569. * * 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
  25570. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25571. * * 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
  25572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25573. * @param name defines the name of the mesh to create
  25574. * @param options defines the options used to create the mesh
  25575. * @param scene defines the hosting scene
  25576. * @returns a new Mesh
  25577. */
  25578. static CreatePolyhedron(name: string, options: {
  25579. type?: number;
  25580. size?: number;
  25581. sizeX?: number;
  25582. sizeY?: number;
  25583. sizeZ?: number;
  25584. custom?: any;
  25585. faceUV?: Vector4[];
  25586. faceColors?: Color4[];
  25587. updatable?: boolean;
  25588. sideOrientation?: number;
  25589. }, scene: Scene): Mesh;
  25590. /**
  25591. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25592. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25593. * * 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`)
  25594. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25595. * * 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
  25596. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25597. * * 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
  25598. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25599. * @param name defines the name of the mesh
  25600. * @param options defines the options used to create the mesh
  25601. * @param scene defines the hosting scene
  25602. * @returns a new Mesh
  25603. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25604. */
  25605. static CreateIcoSphere(name: string, options: {
  25606. radius?: number;
  25607. flat?: boolean;
  25608. subdivisions?: number;
  25609. sideOrientation?: number;
  25610. updatable?: boolean;
  25611. }, scene: Scene): Mesh;
  25612. /**
  25613. * Creates a decal mesh.
  25614. * Please consider using the same method from the MeshBuilder class instead.
  25615. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25616. * @param name defines the name of the mesh
  25617. * @param sourceMesh defines the mesh receiving the decal
  25618. * @param position sets the position of the decal in world coordinates
  25619. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25620. * @param size sets the decal scaling
  25621. * @param angle sets the angle to rotate the decal
  25622. * @returns a new Mesh
  25623. */
  25624. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25625. /**
  25626. * Prepare internal position array for software CPU skinning
  25627. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25628. */
  25629. setPositionsForCPUSkinning(): Float32Array;
  25630. /**
  25631. * Prepare internal normal array for software CPU skinning
  25632. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25633. */
  25634. setNormalsForCPUSkinning(): Float32Array;
  25635. /**
  25636. * Updates the vertex buffer by applying transformation from the bones
  25637. * @param skeleton defines the skeleton to apply to current mesh
  25638. * @returns the current mesh
  25639. */
  25640. applySkeleton(skeleton: Skeleton): Mesh;
  25641. /**
  25642. * 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
  25643. * @param meshes defines the list of meshes to scan
  25644. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25645. */
  25646. static MinMax(meshes: AbstractMesh[]): {
  25647. min: Vector3;
  25648. max: Vector3;
  25649. };
  25650. /**
  25651. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25652. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25653. * @returns a vector3
  25654. */
  25655. static Center(meshesOrMinMaxVector: {
  25656. min: Vector3;
  25657. max: Vector3;
  25658. } | AbstractMesh[]): Vector3;
  25659. /**
  25660. * Merge the array of meshes into a single mesh for performance reasons.
  25661. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25662. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25663. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25664. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25665. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25666. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25667. * @returns a new mesh
  25668. */
  25669. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25670. /** @hidden */
  25671. addInstance(instance: InstancedMesh): void;
  25672. /** @hidden */
  25673. removeInstance(instance: InstancedMesh): void;
  25674. }
  25675. }
  25676. declare module "babylonjs/Cameras/camera" {
  25677. import { SmartArray } from "babylonjs/Misc/smartArray";
  25678. import { Observable } from "babylonjs/Misc/observable";
  25679. import { Nullable } from "babylonjs/types";
  25680. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25681. import { Scene } from "babylonjs/scene";
  25682. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25683. import { Node } from "babylonjs/node";
  25684. import { Mesh } from "babylonjs/Meshes/mesh";
  25685. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25686. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25687. import { Viewport } from "babylonjs/Maths/math.viewport";
  25688. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25689. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25690. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25691. import { Ray } from "babylonjs/Culling/ray";
  25692. /**
  25693. * This is the base class of all the camera used in the application.
  25694. * @see http://doc.babylonjs.com/features/cameras
  25695. */
  25696. export class Camera extends Node {
  25697. /** @hidden */
  25698. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25699. /**
  25700. * This is the default projection mode used by the cameras.
  25701. * It helps recreating a feeling of perspective and better appreciate depth.
  25702. * This is the best way to simulate real life cameras.
  25703. */
  25704. static readonly PERSPECTIVE_CAMERA: number;
  25705. /**
  25706. * This helps creating camera with an orthographic mode.
  25707. * 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.
  25708. */
  25709. static readonly ORTHOGRAPHIC_CAMERA: number;
  25710. /**
  25711. * This is the default FOV mode for perspective cameras.
  25712. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25713. */
  25714. static readonly FOVMODE_VERTICAL_FIXED: number;
  25715. /**
  25716. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25717. */
  25718. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25719. /**
  25720. * This specifies ther is no need for a camera rig.
  25721. * Basically only one eye is rendered corresponding to the camera.
  25722. */
  25723. static readonly RIG_MODE_NONE: number;
  25724. /**
  25725. * Simulates a camera Rig with one blue eye and one red eye.
  25726. * This can be use with 3d blue and red glasses.
  25727. */
  25728. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25729. /**
  25730. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25731. */
  25732. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25733. /**
  25734. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25735. */
  25736. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25737. /**
  25738. * Defines that both eyes of the camera will be rendered over under each other.
  25739. */
  25740. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25741. /**
  25742. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25743. */
  25744. static readonly RIG_MODE_VR: number;
  25745. /**
  25746. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25747. */
  25748. static readonly RIG_MODE_WEBVR: number;
  25749. /**
  25750. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25751. */
  25752. static readonly RIG_MODE_CUSTOM: number;
  25753. /**
  25754. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25755. */
  25756. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25757. /**
  25758. * Define the input manager associated with the camera.
  25759. */
  25760. inputs: CameraInputsManager<Camera>;
  25761. /** @hidden */
  25762. _position: Vector3;
  25763. /**
  25764. * Define the current local position of the camera in the scene
  25765. */
  25766. position: Vector3;
  25767. /**
  25768. * The vector the camera should consider as up.
  25769. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25770. */
  25771. upVector: Vector3;
  25772. /**
  25773. * Define the current limit on the left side for an orthographic camera
  25774. * In scene unit
  25775. */
  25776. orthoLeft: Nullable<number>;
  25777. /**
  25778. * Define the current limit on the right side for an orthographic camera
  25779. * In scene unit
  25780. */
  25781. orthoRight: Nullable<number>;
  25782. /**
  25783. * Define the current limit on the bottom side for an orthographic camera
  25784. * In scene unit
  25785. */
  25786. orthoBottom: Nullable<number>;
  25787. /**
  25788. * Define the current limit on the top side for an orthographic camera
  25789. * In scene unit
  25790. */
  25791. orthoTop: Nullable<number>;
  25792. /**
  25793. * Field Of View is set in Radians. (default is 0.8)
  25794. */
  25795. fov: number;
  25796. /**
  25797. * Define the minimum distance the camera can see from.
  25798. * This is important to note that the depth buffer are not infinite and the closer it starts
  25799. * the more your scene might encounter depth fighting issue.
  25800. */
  25801. minZ: number;
  25802. /**
  25803. * Define the maximum distance the camera can see to.
  25804. * This is important to note that the depth buffer are not infinite and the further it end
  25805. * the more your scene might encounter depth fighting issue.
  25806. */
  25807. maxZ: number;
  25808. /**
  25809. * Define the default inertia of the camera.
  25810. * This helps giving a smooth feeling to the camera movement.
  25811. */
  25812. inertia: number;
  25813. /**
  25814. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25815. */
  25816. mode: number;
  25817. /**
  25818. * Define wether the camera is intermediate.
  25819. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25820. */
  25821. isIntermediate: boolean;
  25822. /**
  25823. * Define the viewport of the camera.
  25824. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25825. */
  25826. viewport: Viewport;
  25827. /**
  25828. * Restricts the camera to viewing objects with the same layerMask.
  25829. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25830. */
  25831. layerMask: number;
  25832. /**
  25833. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25834. */
  25835. fovMode: number;
  25836. /**
  25837. * Rig mode of the camera.
  25838. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25839. * This is normally controlled byt the camera themselves as internal use.
  25840. */
  25841. cameraRigMode: number;
  25842. /**
  25843. * Defines the distance between both "eyes" in case of a RIG
  25844. */
  25845. interaxialDistance: number;
  25846. /**
  25847. * Defines if stereoscopic rendering is done side by side or over under.
  25848. */
  25849. isStereoscopicSideBySide: boolean;
  25850. /**
  25851. * 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
  25852. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25853. * else in the scene. (Eg. security camera)
  25854. *
  25855. * 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)
  25856. */
  25857. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25858. /**
  25859. * When set, the camera will render to this render target instead of the default canvas
  25860. *
  25861. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25862. */
  25863. outputRenderTarget: Nullable<RenderTargetTexture>;
  25864. /**
  25865. * Observable triggered when the camera view matrix has changed.
  25866. */
  25867. onViewMatrixChangedObservable: Observable<Camera>;
  25868. /**
  25869. * Observable triggered when the camera Projection matrix has changed.
  25870. */
  25871. onProjectionMatrixChangedObservable: Observable<Camera>;
  25872. /**
  25873. * Observable triggered when the inputs have been processed.
  25874. */
  25875. onAfterCheckInputsObservable: Observable<Camera>;
  25876. /**
  25877. * Observable triggered when reset has been called and applied to the camera.
  25878. */
  25879. onRestoreStateObservable: Observable<Camera>;
  25880. /** @hidden */
  25881. _cameraRigParams: any;
  25882. /** @hidden */
  25883. _rigCameras: Camera[];
  25884. /** @hidden */
  25885. _rigPostProcess: Nullable<PostProcess>;
  25886. protected _webvrViewMatrix: Matrix;
  25887. /** @hidden */
  25888. _skipRendering: boolean;
  25889. /** @hidden */
  25890. _projectionMatrix: Matrix;
  25891. /** @hidden */
  25892. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25893. /** @hidden */
  25894. _activeMeshes: SmartArray<AbstractMesh>;
  25895. protected _globalPosition: Vector3;
  25896. /** @hidden */
  25897. _computedViewMatrix: Matrix;
  25898. private _doNotComputeProjectionMatrix;
  25899. private _transformMatrix;
  25900. private _frustumPlanes;
  25901. private _refreshFrustumPlanes;
  25902. private _storedFov;
  25903. private _stateStored;
  25904. /**
  25905. * Instantiates a new camera object.
  25906. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25907. * @see http://doc.babylonjs.com/features/cameras
  25908. * @param name Defines the name of the camera in the scene
  25909. * @param position Defines the position of the camera
  25910. * @param scene Defines the scene the camera belongs too
  25911. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25912. */
  25913. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25914. /**
  25915. * Store current camera state (fov, position, etc..)
  25916. * @returns the camera
  25917. */
  25918. storeState(): Camera;
  25919. /**
  25920. * Restores the camera state values if it has been stored. You must call storeState() first
  25921. */
  25922. protected _restoreStateValues(): boolean;
  25923. /**
  25924. * Restored camera state. You must call storeState() first.
  25925. * @returns true if restored and false otherwise
  25926. */
  25927. restoreState(): boolean;
  25928. /**
  25929. * Gets the class name of the camera.
  25930. * @returns the class name
  25931. */
  25932. getClassName(): string;
  25933. /** @hidden */
  25934. readonly _isCamera: boolean;
  25935. /**
  25936. * Gets a string representation of the camera useful for debug purpose.
  25937. * @param fullDetails Defines that a more verboe level of logging is required
  25938. * @returns the string representation
  25939. */
  25940. toString(fullDetails?: boolean): string;
  25941. /**
  25942. * Gets the current world space position of the camera.
  25943. */
  25944. readonly globalPosition: Vector3;
  25945. /**
  25946. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25947. * @returns the active meshe list
  25948. */
  25949. getActiveMeshes(): SmartArray<AbstractMesh>;
  25950. /**
  25951. * Check wether a mesh is part of the current active mesh list of the camera
  25952. * @param mesh Defines the mesh to check
  25953. * @returns true if active, false otherwise
  25954. */
  25955. isActiveMesh(mesh: Mesh): boolean;
  25956. /**
  25957. * Is this camera ready to be used/rendered
  25958. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25959. * @return true if the camera is ready
  25960. */
  25961. isReady(completeCheck?: boolean): boolean;
  25962. /** @hidden */
  25963. _initCache(): void;
  25964. /** @hidden */
  25965. _updateCache(ignoreParentClass?: boolean): void;
  25966. /** @hidden */
  25967. _isSynchronized(): boolean;
  25968. /** @hidden */
  25969. _isSynchronizedViewMatrix(): boolean;
  25970. /** @hidden */
  25971. _isSynchronizedProjectionMatrix(): boolean;
  25972. /**
  25973. * Attach the input controls to a specific dom element to get the input from.
  25974. * @param element Defines the element the controls should be listened from
  25975. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25976. */
  25977. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25978. /**
  25979. * Detach the current controls from the specified dom element.
  25980. * @param element Defines the element to stop listening the inputs from
  25981. */
  25982. detachControl(element: HTMLElement): void;
  25983. /**
  25984. * Update the camera state according to the different inputs gathered during the frame.
  25985. */
  25986. update(): void;
  25987. /** @hidden */
  25988. _checkInputs(): void;
  25989. /** @hidden */
  25990. readonly rigCameras: Camera[];
  25991. /**
  25992. * Gets the post process used by the rig cameras
  25993. */
  25994. readonly rigPostProcess: Nullable<PostProcess>;
  25995. /**
  25996. * Internal, gets the first post proces.
  25997. * @returns the first post process to be run on this camera.
  25998. */
  25999. _getFirstPostProcess(): Nullable<PostProcess>;
  26000. private _cascadePostProcessesToRigCams;
  26001. /**
  26002. * Attach a post process to the camera.
  26003. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26004. * @param postProcess The post process to attach to the camera
  26005. * @param insertAt The position of the post process in case several of them are in use in the scene
  26006. * @returns the position the post process has been inserted at
  26007. */
  26008. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  26009. /**
  26010. * Detach a post process to the camera.
  26011. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26012. * @param postProcess The post process to detach from the camera
  26013. */
  26014. detachPostProcess(postProcess: PostProcess): void;
  26015. /**
  26016. * Gets the current world matrix of the camera
  26017. */
  26018. getWorldMatrix(): Matrix;
  26019. /** @hidden */
  26020. _getViewMatrix(): Matrix;
  26021. /**
  26022. * Gets the current view matrix of the camera.
  26023. * @param force forces the camera to recompute the matrix without looking at the cached state
  26024. * @returns the view matrix
  26025. */
  26026. getViewMatrix(force?: boolean): Matrix;
  26027. /**
  26028. * Freeze the projection matrix.
  26029. * It will prevent the cache check of the camera projection compute and can speed up perf
  26030. * if no parameter of the camera are meant to change
  26031. * @param projection Defines manually a projection if necessary
  26032. */
  26033. freezeProjectionMatrix(projection?: Matrix): void;
  26034. /**
  26035. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  26036. */
  26037. unfreezeProjectionMatrix(): void;
  26038. /**
  26039. * Gets the current projection matrix of the camera.
  26040. * @param force forces the camera to recompute the matrix without looking at the cached state
  26041. * @returns the projection matrix
  26042. */
  26043. getProjectionMatrix(force?: boolean): Matrix;
  26044. /**
  26045. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  26046. * @returns a Matrix
  26047. */
  26048. getTransformationMatrix(): Matrix;
  26049. private _updateFrustumPlanes;
  26050. /**
  26051. * Checks if a cullable object (mesh...) is in the camera frustum
  26052. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  26053. * @param target The object to check
  26054. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  26055. * @returns true if the object is in frustum otherwise false
  26056. */
  26057. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  26058. /**
  26059. * Checks if a cullable object (mesh...) is in the camera frustum
  26060. * Unlike isInFrustum this cheks the full bounding box
  26061. * @param target The object to check
  26062. * @returns true if the object is in frustum otherwise false
  26063. */
  26064. isCompletelyInFrustum(target: ICullable): boolean;
  26065. /**
  26066. * Gets a ray in the forward direction from the camera.
  26067. * @param length Defines the length of the ray to create
  26068. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  26069. * @param origin Defines the start point of the ray which defaults to the camera position
  26070. * @returns the forward ray
  26071. */
  26072. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  26073. /**
  26074. * Releases resources associated with this node.
  26075. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26076. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26077. */
  26078. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26079. /** @hidden */
  26080. _isLeftCamera: boolean;
  26081. /**
  26082. * Gets the left camera of a rig setup in case of Rigged Camera
  26083. */
  26084. readonly isLeftCamera: boolean;
  26085. /** @hidden */
  26086. _isRightCamera: boolean;
  26087. /**
  26088. * Gets the right camera of a rig setup in case of Rigged Camera
  26089. */
  26090. readonly isRightCamera: boolean;
  26091. /**
  26092. * Gets the left camera of a rig setup in case of Rigged Camera
  26093. */
  26094. readonly leftCamera: Nullable<FreeCamera>;
  26095. /**
  26096. * Gets the right camera of a rig setup in case of Rigged Camera
  26097. */
  26098. readonly rightCamera: Nullable<FreeCamera>;
  26099. /**
  26100. * Gets the left camera target of a rig setup in case of Rigged Camera
  26101. * @returns the target position
  26102. */
  26103. getLeftTarget(): Nullable<Vector3>;
  26104. /**
  26105. * Gets the right camera target of a rig setup in case of Rigged Camera
  26106. * @returns the target position
  26107. */
  26108. getRightTarget(): Nullable<Vector3>;
  26109. /**
  26110. * @hidden
  26111. */
  26112. setCameraRigMode(mode: number, rigParams: any): void;
  26113. /** @hidden */
  26114. static _setStereoscopicRigMode(camera: Camera): void;
  26115. /** @hidden */
  26116. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  26117. /** @hidden */
  26118. static _setVRRigMode(camera: Camera, rigParams: any): void;
  26119. /** @hidden */
  26120. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  26121. /** @hidden */
  26122. _getVRProjectionMatrix(): Matrix;
  26123. protected _updateCameraRotationMatrix(): void;
  26124. protected _updateWebVRCameraRotationMatrix(): void;
  26125. /**
  26126. * This function MUST be overwritten by the different WebVR cameras available.
  26127. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26128. * @hidden
  26129. */
  26130. _getWebVRProjectionMatrix(): Matrix;
  26131. /**
  26132. * This function MUST be overwritten by the different WebVR cameras available.
  26133. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26134. * @hidden
  26135. */
  26136. _getWebVRViewMatrix(): Matrix;
  26137. /** @hidden */
  26138. setCameraRigParameter(name: string, value: any): void;
  26139. /**
  26140. * needs to be overridden by children so sub has required properties to be copied
  26141. * @hidden
  26142. */
  26143. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26144. /**
  26145. * May need to be overridden by children
  26146. * @hidden
  26147. */
  26148. _updateRigCameras(): void;
  26149. /** @hidden */
  26150. _setupInputs(): void;
  26151. /**
  26152. * Serialiaze the camera setup to a json represention
  26153. * @returns the JSON representation
  26154. */
  26155. serialize(): any;
  26156. /**
  26157. * Clones the current camera.
  26158. * @param name The cloned camera name
  26159. * @returns the cloned camera
  26160. */
  26161. clone(name: string): Camera;
  26162. /**
  26163. * Gets the direction of the camera relative to a given local axis.
  26164. * @param localAxis Defines the reference axis to provide a relative direction.
  26165. * @return the direction
  26166. */
  26167. getDirection(localAxis: Vector3): Vector3;
  26168. /**
  26169. * Returns the current camera absolute rotation
  26170. */
  26171. readonly absoluteRotation: Quaternion;
  26172. /**
  26173. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26174. * @param localAxis Defines the reference axis to provide a relative direction.
  26175. * @param result Defines the vector to store the result in
  26176. */
  26177. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26178. /**
  26179. * Gets a camera constructor for a given camera type
  26180. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26181. * @param name The name of the camera the result will be able to instantiate
  26182. * @param scene The scene the result will construct the camera in
  26183. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26184. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26185. * @returns a factory method to construc the camera
  26186. */
  26187. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26188. /**
  26189. * Compute the world matrix of the camera.
  26190. * @returns the camera world matrix
  26191. */
  26192. computeWorldMatrix(): Matrix;
  26193. /**
  26194. * Parse a JSON and creates the camera from the parsed information
  26195. * @param parsedCamera The JSON to parse
  26196. * @param scene The scene to instantiate the camera in
  26197. * @returns the newly constructed camera
  26198. */
  26199. static Parse(parsedCamera: any, scene: Scene): Camera;
  26200. }
  26201. }
  26202. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26203. import { Nullable } from "babylonjs/types";
  26204. import { Scene } from "babylonjs/scene";
  26205. import { Vector4 } from "babylonjs/Maths/math.vector";
  26206. import { Mesh } from "babylonjs/Meshes/mesh";
  26207. /**
  26208. * Class containing static functions to help procedurally build meshes
  26209. */
  26210. export class DiscBuilder {
  26211. /**
  26212. * Creates a plane polygonal mesh. By default, this is a disc
  26213. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26214. * * 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
  26215. * * 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
  26216. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26217. * * 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
  26218. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26219. * @param name defines the name of the mesh
  26220. * @param options defines the options used to create the mesh
  26221. * @param scene defines the hosting scene
  26222. * @returns the plane polygonal mesh
  26223. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26224. */
  26225. static CreateDisc(name: string, options: {
  26226. radius?: number;
  26227. tessellation?: number;
  26228. arc?: number;
  26229. updatable?: boolean;
  26230. sideOrientation?: number;
  26231. frontUVs?: Vector4;
  26232. backUVs?: Vector4;
  26233. }, scene?: Nullable<Scene>): Mesh;
  26234. }
  26235. }
  26236. declare module "babylonjs/Particles/solidParticleSystem" {
  26237. import { Nullable } from "babylonjs/types";
  26238. import { Vector3 } from "babylonjs/Maths/math.vector";
  26239. import { Mesh } from "babylonjs/Meshes/mesh";
  26240. import { Scene, IDisposable } from "babylonjs/scene";
  26241. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26242. /**
  26243. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26244. *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.
  26245. * The SPS is also a particle system. It provides some methods to manage the particles.
  26246. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26247. *
  26248. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26249. */
  26250. export class SolidParticleSystem implements IDisposable {
  26251. /**
  26252. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26253. * Example : var p = SPS.particles[i];
  26254. */
  26255. particles: SolidParticle[];
  26256. /**
  26257. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26258. */
  26259. nbParticles: number;
  26260. /**
  26261. * If the particles must ever face the camera (default false). Useful for planar particles.
  26262. */
  26263. billboard: boolean;
  26264. /**
  26265. * Recompute normals when adding a shape
  26266. */
  26267. recomputeNormals: boolean;
  26268. /**
  26269. * This a counter ofr your own usage. It's not set by any SPS functions.
  26270. */
  26271. counter: number;
  26272. /**
  26273. * The SPS name. This name is also given to the underlying mesh.
  26274. */
  26275. name: string;
  26276. /**
  26277. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26278. */
  26279. mesh: Mesh;
  26280. /**
  26281. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26282. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26283. */
  26284. vars: any;
  26285. /**
  26286. * This array is populated when the SPS is set as 'pickable'.
  26287. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26288. * Each element of this array is an object `{idx: int, faceId: int}`.
  26289. * `idx` is the picked particle index in the `SPS.particles` array
  26290. * `faceId` is the picked face index counted within this particle.
  26291. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26292. */
  26293. pickedParticles: {
  26294. idx: number;
  26295. faceId: number;
  26296. }[];
  26297. /**
  26298. * This array is populated when `enableDepthSort` is set to true.
  26299. * Each element of this array is an instance of the class DepthSortedParticle.
  26300. */
  26301. depthSortedParticles: DepthSortedParticle[];
  26302. /**
  26303. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26304. * @hidden
  26305. */
  26306. _bSphereOnly: boolean;
  26307. /**
  26308. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26309. * @hidden
  26310. */
  26311. _bSphereRadiusFactor: number;
  26312. private _scene;
  26313. private _positions;
  26314. private _indices;
  26315. private _normals;
  26316. private _colors;
  26317. private _uvs;
  26318. private _indices32;
  26319. private _positions32;
  26320. private _normals32;
  26321. private _fixedNormal32;
  26322. private _colors32;
  26323. private _uvs32;
  26324. private _index;
  26325. private _updatable;
  26326. private _pickable;
  26327. private _isVisibilityBoxLocked;
  26328. private _alwaysVisible;
  26329. private _depthSort;
  26330. private _expandable;
  26331. private _shapeCounter;
  26332. private _copy;
  26333. private _color;
  26334. private _computeParticleColor;
  26335. private _computeParticleTexture;
  26336. private _computeParticleRotation;
  26337. private _computeParticleVertex;
  26338. private _computeBoundingBox;
  26339. private _depthSortParticles;
  26340. private _camera;
  26341. private _mustUnrotateFixedNormals;
  26342. private _particlesIntersect;
  26343. private _needs32Bits;
  26344. private _isNotBuilt;
  26345. private _lastParticleId;
  26346. private _idxOfId;
  26347. private _multimaterialEnabled;
  26348. private _indicesByMaterial;
  26349. private _materialIndexes;
  26350. private _depthSortFunction;
  26351. private _materialSortFunction;
  26352. /**
  26353. * Creates a SPS (Solid Particle System) object.
  26354. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26355. * @param scene (Scene) is the scene in which the SPS is added.
  26356. * @param options defines the options of the sps e.g.
  26357. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26358. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26359. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26360. * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.
  26361. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26362. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26363. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26364. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26365. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26366. */
  26367. constructor(name: string, scene: Scene, options?: {
  26368. updatable?: boolean;
  26369. isPickable?: boolean;
  26370. enableDepthSort?: boolean;
  26371. particleIntersection?: boolean;
  26372. boundingSphereOnly?: boolean;
  26373. bSphereRadiusFactor?: number;
  26374. expandable?: boolean;
  26375. enableMultiMaterial?: boolean;
  26376. });
  26377. /**
  26378. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26379. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26380. * @returns the created mesh
  26381. */
  26382. buildMesh(): Mesh;
  26383. /**
  26384. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26385. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26386. * Thus the particles generated from `digest()` have their property `position` set yet.
  26387. * @param mesh ( Mesh ) is the mesh to be digested
  26388. * @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
  26389. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26390. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26391. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26392. * @returns the current SPS
  26393. */
  26394. digest(mesh: Mesh, options?: {
  26395. facetNb?: number;
  26396. number?: number;
  26397. delta?: number;
  26398. storage?: [];
  26399. }): SolidParticleSystem;
  26400. /**
  26401. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  26402. * @hidden
  26403. */
  26404. private _unrotateFixedNormals;
  26405. /**
  26406. * Resets the temporary working copy particle
  26407. * @hidden
  26408. */
  26409. private _resetCopy;
  26410. /**
  26411. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  26412. * @param p the current index in the positions array to be updated
  26413. * @param ind the current index in the indices array
  26414. * @param shape a Vector3 array, the shape geometry
  26415. * @param positions the positions array to be updated
  26416. * @param meshInd the shape indices array
  26417. * @param indices the indices array to be updated
  26418. * @param meshUV the shape uv array
  26419. * @param uvs the uv array to be updated
  26420. * @param meshCol the shape color array
  26421. * @param colors the color array to be updated
  26422. * @param meshNor the shape normals array
  26423. * @param normals the normals array to be updated
  26424. * @param idx the particle index
  26425. * @param idxInShape the particle index in its shape
  26426. * @param options the addShape() method passed options
  26427. * @hidden
  26428. */
  26429. private _meshBuilder;
  26430. /**
  26431. * Returns a shape Vector3 array from positions float array
  26432. * @param positions float array
  26433. * @returns a vector3 array
  26434. * @hidden
  26435. */
  26436. private _posToShape;
  26437. /**
  26438. * Returns a shapeUV array from a float uvs (array deep copy)
  26439. * @param uvs as a float array
  26440. * @returns a shapeUV array
  26441. * @hidden
  26442. */
  26443. private _uvsToShapeUV;
  26444. /**
  26445. * Adds a new particle object in the particles array
  26446. * @param idx particle index in particles array
  26447. * @param id particle id
  26448. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  26449. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  26450. * @param model particle ModelShape object
  26451. * @param shapeId model shape identifier
  26452. * @param idxInShape index of the particle in the current model
  26453. * @param bInfo model bounding info object
  26454. * @param storage target storage array, if any
  26455. * @hidden
  26456. */
  26457. private _addParticle;
  26458. /**
  26459. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26460. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26461. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26462. * @param nb (positive integer) the number of particles to be created from this model
  26463. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26464. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26465. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26466. * @returns the number of shapes in the system
  26467. */
  26468. addShape(mesh: Mesh, nb: number, options?: {
  26469. positionFunction?: any;
  26470. vertexFunction?: any;
  26471. storage?: [];
  26472. }): number;
  26473. /**
  26474. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  26475. * @hidden
  26476. */
  26477. private _rebuildParticle;
  26478. /**
  26479. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26480. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26481. * @returns the SPS.
  26482. */
  26483. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26484. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26485. * Returns an array with the removed particles.
  26486. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26487. * The SPS can't be empty so at least one particle needs to remain in place.
  26488. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26489. * @param start index of the first particle to remove
  26490. * @param end index of the last particle to remove (included)
  26491. * @returns an array populated with the removed particles
  26492. */
  26493. removeParticles(start: number, end: number): SolidParticle[];
  26494. /**
  26495. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  26496. * @param solidParticleArray an array populated with Solid Particles objects
  26497. * @returns the SPS
  26498. */
  26499. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  26500. /**
  26501. * Creates a new particle and modifies the SPS mesh geometry :
  26502. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  26503. * - calls _addParticle() to populate the particle array
  26504. * factorized code from addShape() and insertParticlesFromArray()
  26505. * @param idx particle index in the particles array
  26506. * @param i particle index in its shape
  26507. * @param modelShape particle ModelShape object
  26508. * @param shape shape vertex array
  26509. * @param meshInd shape indices array
  26510. * @param meshUV shape uv array
  26511. * @param meshCol shape color array
  26512. * @param meshNor shape normals array
  26513. * @param bbInfo shape bounding info
  26514. * @param storage target particle storage
  26515. * @options addShape() passed options
  26516. * @hidden
  26517. */
  26518. private _insertNewParticle;
  26519. /**
  26520. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26521. * This method calls `updateParticle()` for each particle of the SPS.
  26522. * For an animated SPS, it is usually called within the render loop.
  26523. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26524. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26525. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26526. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26527. * @returns the SPS.
  26528. */
  26529. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26530. /**
  26531. * Disposes the SPS.
  26532. */
  26533. dispose(): void;
  26534. /**
  26535. * Returns a SolidParticle object from its identifier : particle.id
  26536. * @param id (integer) the particle Id
  26537. * @returns the searched particle or null if not found in the SPS.
  26538. */
  26539. getParticleById(id: number): Nullable<SolidParticle>;
  26540. /**
  26541. * Returns a new array populated with the particles having the passed shapeId.
  26542. * @param shapeId (integer) the shape identifier
  26543. * @returns a new solid particle array
  26544. */
  26545. getParticlesByShapeId(shapeId: number): SolidParticle[];
  26546. /**
  26547. * Populates the passed array "ref" with the particles having the passed shapeId.
  26548. * @param shapeId the shape identifier
  26549. * @returns the SPS
  26550. * @param ref
  26551. */
  26552. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  26553. /**
  26554. * Computes the required SubMeshes according the materials assigned to the particles.
  26555. * @returns the solid particle system.
  26556. * Does nothing if called before the SPS mesh is built.
  26557. */
  26558. computeSubMeshes(): SolidParticleSystem;
  26559. /**
  26560. * Sorts the solid particles by material when MultiMaterial is enabled.
  26561. * Updates the indices32 array.
  26562. * Updates the indicesByMaterial array.
  26563. * Updates the mesh indices array.
  26564. * @returns the SPS
  26565. * @hidden
  26566. */
  26567. private _sortParticlesByMaterial;
  26568. /**
  26569. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26570. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26571. * @returns the SPS.
  26572. */
  26573. refreshVisibleSize(): SolidParticleSystem;
  26574. /**
  26575. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26576. * @param size the size (float) of the visibility box
  26577. * note : this doesn't lock the SPS mesh bounding box.
  26578. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26579. */
  26580. setVisibilityBox(size: number): void;
  26581. /**
  26582. * Gets whether the SPS as always visible or not
  26583. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26584. */
  26585. /**
  26586. * Sets the SPS as always visible or not
  26587. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26588. */
  26589. isAlwaysVisible: boolean;
  26590. /**
  26591. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26592. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26593. */
  26594. /**
  26595. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26596. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26597. */
  26598. isVisibilityBoxLocked: boolean;
  26599. /**
  26600. * Tells to `setParticles()` to compute the particle rotations or not.
  26601. * Default value : true. The SPS is faster when it's set to false.
  26602. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26603. */
  26604. /**
  26605. * Gets if `setParticles()` computes the particle rotations or not.
  26606. * Default value : true. The SPS is faster when it's set to false.
  26607. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26608. */
  26609. computeParticleRotation: boolean;
  26610. /**
  26611. * Tells to `setParticles()` to compute the particle colors or not.
  26612. * Default value : true. The SPS is faster when it's set to false.
  26613. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26614. */
  26615. /**
  26616. * Gets if `setParticles()` computes the particle colors or not.
  26617. * Default value : true. The SPS is faster when it's set to false.
  26618. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26619. */
  26620. computeParticleColor: boolean;
  26621. /**
  26622. * Gets if `setParticles()` computes the particle textures or not.
  26623. * Default value : true. The SPS is faster when it's set to false.
  26624. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26625. */
  26626. computeParticleTexture: boolean;
  26627. /**
  26628. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26629. * Default value : false. The SPS is faster when it's set to false.
  26630. * Note : the particle custom vertex positions aren't stored values.
  26631. */
  26632. /**
  26633. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26634. * Default value : false. The SPS is faster when it's set to false.
  26635. * Note : the particle custom vertex positions aren't stored values.
  26636. */
  26637. computeParticleVertex: boolean;
  26638. /**
  26639. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26640. */
  26641. /**
  26642. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26643. */
  26644. computeBoundingBox: boolean;
  26645. /**
  26646. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26647. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26648. * Default : `true`
  26649. */
  26650. /**
  26651. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26652. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26653. * Default : `true`
  26654. */
  26655. depthSortParticles: boolean;
  26656. /**
  26657. * Gets if the SPS is created as expandable at construction time.
  26658. * Default : `false`
  26659. */
  26660. readonly expandable: boolean;
  26661. /**
  26662. * Gets if the SPS supports the Multi Materials
  26663. */
  26664. readonly multimaterialEnabled: boolean;
  26665. /**
  26666. * This function does nothing. It may be overwritten to set all the particle first values.
  26667. * The SPS doesn't call this function, you may have to call it by your own.
  26668. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26669. */
  26670. initParticles(): void;
  26671. /**
  26672. * This function does nothing. It may be overwritten to recycle a particle.
  26673. * The SPS doesn't call this function, you may have to call it by your own.
  26674. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26675. * @param particle The particle to recycle
  26676. * @returns the recycled particle
  26677. */
  26678. recycleParticle(particle: SolidParticle): SolidParticle;
  26679. /**
  26680. * Updates a particle : this function should be overwritten by the user.
  26681. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26682. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26683. * @example : just set a particle position or velocity and recycle conditions
  26684. * @param particle The particle to update
  26685. * @returns the updated particle
  26686. */
  26687. updateParticle(particle: SolidParticle): SolidParticle;
  26688. /**
  26689. * Updates a vertex of a particle : it can be overwritten by the user.
  26690. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26691. * @param particle the current particle
  26692. * @param vertex the current index of the current particle
  26693. * @param pt the index of the current vertex in the particle shape
  26694. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26695. * @example : just set a vertex particle position
  26696. * @returns the updated vertex
  26697. */
  26698. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26699. /**
  26700. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26701. * This does nothing and may be overwritten by the user.
  26702. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26703. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26704. * @param update the boolean update value actually passed to setParticles()
  26705. */
  26706. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26707. /**
  26708. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26709. * This will be passed three parameters.
  26710. * This does nothing and may be overwritten by the user.
  26711. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26712. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26713. * @param update the boolean update value actually passed to setParticles()
  26714. */
  26715. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26716. }
  26717. }
  26718. declare module "babylonjs/Particles/solidParticle" {
  26719. import { Nullable } from "babylonjs/types";
  26720. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26721. import { Color4 } from "babylonjs/Maths/math.color";
  26722. import { Mesh } from "babylonjs/Meshes/mesh";
  26723. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26724. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26725. import { Plane } from "babylonjs/Maths/math.plane";
  26726. /**
  26727. * Represents one particle of a solid particle system.
  26728. */
  26729. export class SolidParticle {
  26730. /**
  26731. * particle global index
  26732. */
  26733. idx: number;
  26734. /**
  26735. * particle identifier
  26736. */
  26737. id: number;
  26738. /**
  26739. * The color of the particle
  26740. */
  26741. color: Nullable<Color4>;
  26742. /**
  26743. * The world space position of the particle.
  26744. */
  26745. position: Vector3;
  26746. /**
  26747. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26748. */
  26749. rotation: Vector3;
  26750. /**
  26751. * The world space rotation quaternion of the particle.
  26752. */
  26753. rotationQuaternion: Nullable<Quaternion>;
  26754. /**
  26755. * The scaling of the particle.
  26756. */
  26757. scaling: Vector3;
  26758. /**
  26759. * The uvs of the particle.
  26760. */
  26761. uvs: Vector4;
  26762. /**
  26763. * The current speed of the particle.
  26764. */
  26765. velocity: Vector3;
  26766. /**
  26767. * The pivot point in the particle local space.
  26768. */
  26769. pivot: Vector3;
  26770. /**
  26771. * Must the particle be translated from its pivot point in its local space ?
  26772. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26773. * Default : false
  26774. */
  26775. translateFromPivot: boolean;
  26776. /**
  26777. * Is the particle active or not ?
  26778. */
  26779. alive: boolean;
  26780. /**
  26781. * Is the particle visible or not ?
  26782. */
  26783. isVisible: boolean;
  26784. /**
  26785. * Index of this particle in the global "positions" array (Internal use)
  26786. * @hidden
  26787. */
  26788. _pos: number;
  26789. /**
  26790. * @hidden Index of this particle in the global "indices" array (Internal use)
  26791. */
  26792. _ind: number;
  26793. /**
  26794. * @hidden ModelShape of this particle (Internal use)
  26795. */
  26796. _model: ModelShape;
  26797. /**
  26798. * ModelShape id of this particle
  26799. */
  26800. shapeId: number;
  26801. /**
  26802. * Index of the particle in its shape id
  26803. */
  26804. idxInShape: number;
  26805. /**
  26806. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26807. */
  26808. _modelBoundingInfo: BoundingInfo;
  26809. /**
  26810. * @hidden Particle BoundingInfo object (Internal use)
  26811. */
  26812. _boundingInfo: BoundingInfo;
  26813. /**
  26814. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26815. */
  26816. _sps: SolidParticleSystem;
  26817. /**
  26818. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26819. */
  26820. _stillInvisible: boolean;
  26821. /**
  26822. * @hidden Last computed particle rotation matrix
  26823. */
  26824. _rotationMatrix: number[];
  26825. /**
  26826. * Parent particle Id, if any.
  26827. * Default null.
  26828. */
  26829. parentId: Nullable<number>;
  26830. /**
  26831. * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.
  26832. */
  26833. materialIndex: Nullable<number>;
  26834. /**
  26835. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26836. * The possible values are :
  26837. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26838. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26839. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26840. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26841. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26842. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26843. * */
  26844. cullingStrategy: number;
  26845. /**
  26846. * @hidden Internal global position in the SPS.
  26847. */
  26848. _globalPosition: Vector3;
  26849. /**
  26850. * Creates a Solid Particle object.
  26851. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26852. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  26853. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  26854. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26855. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26856. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26857. * @param shapeId (integer) is the model shape identifier in the SPS.
  26858. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26859. * @param sps defines the sps it is associated to
  26860. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26861. * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.
  26862. */
  26863. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>, materialIndex?: Nullable<number>);
  26864. /**
  26865. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  26866. * @param target the particle target
  26867. * @returns the current particle
  26868. */
  26869. copyToRef(target: SolidParticle): SolidParticle;
  26870. /**
  26871. * Legacy support, changed scale to scaling
  26872. */
  26873. /**
  26874. * Legacy support, changed scale to scaling
  26875. */
  26876. scale: Vector3;
  26877. /**
  26878. * Legacy support, changed quaternion to rotationQuaternion
  26879. */
  26880. /**
  26881. * Legacy support, changed quaternion to rotationQuaternion
  26882. */
  26883. quaternion: Nullable<Quaternion>;
  26884. /**
  26885. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26886. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26887. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26888. * @returns true if it intersects
  26889. */
  26890. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26891. /**
  26892. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26893. * A particle is in the frustum if its bounding box intersects the frustum
  26894. * @param frustumPlanes defines the frustum to test
  26895. * @returns true if the particle is in the frustum planes
  26896. */
  26897. isInFrustum(frustumPlanes: Plane[]): boolean;
  26898. /**
  26899. * get the rotation matrix of the particle
  26900. * @hidden
  26901. */
  26902. getRotationMatrix(m: Matrix): void;
  26903. }
  26904. /**
  26905. * Represents the shape of the model used by one particle of a solid particle system.
  26906. * SPS internal tool, don't use it manually.
  26907. */
  26908. export class ModelShape {
  26909. /**
  26910. * The shape id
  26911. * @hidden
  26912. */
  26913. shapeID: number;
  26914. /**
  26915. * flat array of model positions (internal use)
  26916. * @hidden
  26917. */
  26918. _shape: Vector3[];
  26919. /**
  26920. * flat array of model UVs (internal use)
  26921. * @hidden
  26922. */
  26923. _shapeUV: number[];
  26924. /**
  26925. * color array of the model
  26926. * @hidden
  26927. */
  26928. _shapeColors: number[];
  26929. /**
  26930. * indices array of the model
  26931. * @hidden
  26932. */
  26933. _indices: number[];
  26934. /**
  26935. * normals array of the model
  26936. * @hidden
  26937. */
  26938. _normals: number[];
  26939. /**
  26940. * length of the shape in the model indices array (internal use)
  26941. * @hidden
  26942. */
  26943. _indicesLength: number;
  26944. /**
  26945. * Custom position function (internal use)
  26946. * @hidden
  26947. */
  26948. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26949. /**
  26950. * Custom vertex function (internal use)
  26951. * @hidden
  26952. */
  26953. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26954. /**
  26955. * 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.
  26956. * SPS internal tool, don't use it manually.
  26957. * @hidden
  26958. */
  26959. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26960. }
  26961. /**
  26962. * Represents a Depth Sorted Particle in the solid particle system.
  26963. * @hidden
  26964. */
  26965. export class DepthSortedParticle {
  26966. /**
  26967. * Index of the particle in the "indices" array
  26968. */
  26969. ind: number;
  26970. /**
  26971. * Length of the particle shape in the "indices" array
  26972. */
  26973. indicesLength: number;
  26974. /**
  26975. * Squared distance from the particle to the camera
  26976. */
  26977. sqDistance: number;
  26978. /**
  26979. * Material index when used with MultiMaterials
  26980. */
  26981. materialIndex: number;
  26982. /**
  26983. * Creates a new sorted particle
  26984. * @param materialIndex
  26985. */
  26986. constructor(ind: number, indLength: number, materialIndex: number);
  26987. }
  26988. }
  26989. declare module "babylonjs/Collisions/meshCollisionData" {
  26990. import { Collider } from "babylonjs/Collisions/collider";
  26991. import { Vector3 } from "babylonjs/Maths/math.vector";
  26992. import { Nullable } from "babylonjs/types";
  26993. import { Observer } from "babylonjs/Misc/observable";
  26994. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26995. /**
  26996. * @hidden
  26997. */
  26998. export class _MeshCollisionData {
  26999. _checkCollisions: boolean;
  27000. _collisionMask: number;
  27001. _collisionGroup: number;
  27002. _collider: Nullable<Collider>;
  27003. _oldPositionForCollisions: Vector3;
  27004. _diffPositionForCollisions: Vector3;
  27005. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  27006. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  27007. }
  27008. }
  27009. declare module "babylonjs/Meshes/abstractMesh" {
  27010. import { Observable } from "babylonjs/Misc/observable";
  27011. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  27012. import { Camera } from "babylonjs/Cameras/camera";
  27013. import { Scene, IDisposable } from "babylonjs/scene";
  27014. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  27015. import { Node } from "babylonjs/node";
  27016. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  27017. import { TransformNode } from "babylonjs/Meshes/transformNode";
  27018. import { SubMesh } from "babylonjs/Meshes/subMesh";
  27019. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  27020. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  27021. import { Material } from "babylonjs/Materials/material";
  27022. import { Light } from "babylonjs/Lights/light";
  27023. import { Skeleton } from "babylonjs/Bones/skeleton";
  27024. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  27025. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  27026. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27027. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  27028. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  27029. import { Plane } from "babylonjs/Maths/math.plane";
  27030. import { Ray } from "babylonjs/Culling/ray";
  27031. import { Collider } from "babylonjs/Collisions/collider";
  27032. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  27033. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  27034. /** @hidden */
  27035. class _FacetDataStorage {
  27036. facetPositions: Vector3[];
  27037. facetNormals: Vector3[];
  27038. facetPartitioning: number[][];
  27039. facetNb: number;
  27040. partitioningSubdivisions: number;
  27041. partitioningBBoxRatio: number;
  27042. facetDataEnabled: boolean;
  27043. facetParameters: any;
  27044. bbSize: Vector3;
  27045. subDiv: {
  27046. max: number;
  27047. X: number;
  27048. Y: number;
  27049. Z: number;
  27050. };
  27051. facetDepthSort: boolean;
  27052. facetDepthSortEnabled: boolean;
  27053. depthSortedIndices: IndicesArray;
  27054. depthSortedFacets: {
  27055. ind: number;
  27056. sqDistance: number;
  27057. }[];
  27058. facetDepthSortFunction: (f1: {
  27059. ind: number;
  27060. sqDistance: number;
  27061. }, f2: {
  27062. ind: number;
  27063. sqDistance: number;
  27064. }) => number;
  27065. facetDepthSortFrom: Vector3;
  27066. facetDepthSortOrigin: Vector3;
  27067. invertedMatrix: Matrix;
  27068. }
  27069. /**
  27070. * @hidden
  27071. **/
  27072. class _InternalAbstractMeshDataInfo {
  27073. _hasVertexAlpha: boolean;
  27074. _useVertexColors: boolean;
  27075. _numBoneInfluencers: number;
  27076. _applyFog: boolean;
  27077. _receiveShadows: boolean;
  27078. _facetData: _FacetDataStorage;
  27079. _visibility: number;
  27080. _skeleton: Nullable<Skeleton>;
  27081. _layerMask: number;
  27082. _computeBonesUsingShaders: boolean;
  27083. _isActive: boolean;
  27084. _onlyForInstances: boolean;
  27085. _isActiveIntermediate: boolean;
  27086. _onlyForInstancesIntermediate: boolean;
  27087. _actAsRegularMesh: boolean;
  27088. }
  27089. /**
  27090. * Class used to store all common mesh properties
  27091. */
  27092. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  27093. /** No occlusion */
  27094. static OCCLUSION_TYPE_NONE: number;
  27095. /** Occlusion set to optimisitic */
  27096. static OCCLUSION_TYPE_OPTIMISTIC: number;
  27097. /** Occlusion set to strict */
  27098. static OCCLUSION_TYPE_STRICT: number;
  27099. /** Use an accurante occlusion algorithm */
  27100. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  27101. /** Use a conservative occlusion algorithm */
  27102. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  27103. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  27104. * Test order :
  27105. * Is the bounding sphere outside the frustum ?
  27106. * If not, are the bounding box vertices outside the frustum ?
  27107. * It not, then the cullable object is in the frustum.
  27108. */
  27109. static readonly CULLINGSTRATEGY_STANDARD: number;
  27110. /** Culling strategy : Bounding Sphere Only.
  27111. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  27112. * It's also less accurate than the standard because some not visible objects can still be selected.
  27113. * Test : is the bounding sphere outside the frustum ?
  27114. * If not, then the cullable object is in the frustum.
  27115. */
  27116. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  27117. /** Culling strategy : Optimistic Inclusion.
  27118. * This in an inclusion test first, then the standard exclusion test.
  27119. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  27120. * 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.
  27121. * Anyway, it's as accurate as the standard strategy.
  27122. * Test :
  27123. * Is the cullable object bounding sphere center in the frustum ?
  27124. * If not, apply the default culling strategy.
  27125. */
  27126. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  27127. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  27128. * This in an inclusion test first, then the bounding sphere only exclusion test.
  27129. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  27130. * 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.
  27131. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  27132. * Test :
  27133. * Is the cullable object bounding sphere center in the frustum ?
  27134. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  27135. */
  27136. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  27137. /**
  27138. * No billboard
  27139. */
  27140. static readonly BILLBOARDMODE_NONE: number;
  27141. /** Billboard on X axis */
  27142. static readonly BILLBOARDMODE_X: number;
  27143. /** Billboard on Y axis */
  27144. static readonly BILLBOARDMODE_Y: number;
  27145. /** Billboard on Z axis */
  27146. static readonly BILLBOARDMODE_Z: number;
  27147. /** Billboard on all axes */
  27148. static readonly BILLBOARDMODE_ALL: number;
  27149. /** Billboard on using position instead of orientation */
  27150. static readonly BILLBOARDMODE_USE_POSITION: number;
  27151. /** @hidden */
  27152. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  27153. /**
  27154. * The culling strategy to use to check whether the mesh must be rendered or not.
  27155. * This value can be changed at any time and will be used on the next render mesh selection.
  27156. * The possible values are :
  27157. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  27158. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  27159. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  27160. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  27161. * Please read each static variable documentation to get details about the culling process.
  27162. * */
  27163. cullingStrategy: number;
  27164. /**
  27165. * Gets the number of facets in the mesh
  27166. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27167. */
  27168. readonly facetNb: number;
  27169. /**
  27170. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  27171. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27172. */
  27173. partitioningSubdivisions: number;
  27174. /**
  27175. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  27176. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  27177. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27178. */
  27179. partitioningBBoxRatio: number;
  27180. /**
  27181. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  27182. * Works only for updatable meshes.
  27183. * Doesn't work with multi-materials
  27184. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27185. */
  27186. mustDepthSortFacets: boolean;
  27187. /**
  27188. * The location (Vector3) where the facet depth sort must be computed from.
  27189. * By default, the active camera position.
  27190. * Used only when facet depth sort is enabled
  27191. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27192. */
  27193. facetDepthSortFrom: Vector3;
  27194. /**
  27195. * gets a boolean indicating if facetData is enabled
  27196. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27197. */
  27198. readonly isFacetDataEnabled: boolean;
  27199. /** @hidden */
  27200. _updateNonUniformScalingState(value: boolean): boolean;
  27201. /**
  27202. * An event triggered when this mesh collides with another one
  27203. */
  27204. onCollideObservable: Observable<AbstractMesh>;
  27205. /** Set a function to call when this mesh collides with another one */
  27206. onCollide: () => void;
  27207. /**
  27208. * An event triggered when the collision's position changes
  27209. */
  27210. onCollisionPositionChangeObservable: Observable<Vector3>;
  27211. /** Set a function to call when the collision's position changes */
  27212. onCollisionPositionChange: () => void;
  27213. /**
  27214. * An event triggered when material is changed
  27215. */
  27216. onMaterialChangedObservable: Observable<AbstractMesh>;
  27217. /**
  27218. * Gets or sets the orientation for POV movement & rotation
  27219. */
  27220. definedFacingForward: boolean;
  27221. /** @hidden */
  27222. _occlusionQuery: Nullable<WebGLQuery>;
  27223. /** @hidden */
  27224. _renderingGroup: Nullable<RenderingGroup>;
  27225. /**
  27226. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27227. */
  27228. /**
  27229. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27230. */
  27231. visibility: number;
  27232. /** Gets or sets the alpha index used to sort transparent meshes
  27233. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  27234. */
  27235. alphaIndex: number;
  27236. /**
  27237. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  27238. */
  27239. isVisible: boolean;
  27240. /**
  27241. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  27242. */
  27243. isPickable: boolean;
  27244. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  27245. showSubMeshesBoundingBox: boolean;
  27246. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  27247. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  27248. */
  27249. isBlocker: boolean;
  27250. /**
  27251. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  27252. */
  27253. enablePointerMoveEvents: boolean;
  27254. /**
  27255. * Specifies the rendering group id for this mesh (0 by default)
  27256. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  27257. */
  27258. renderingGroupId: number;
  27259. private _material;
  27260. /** Gets or sets current material */
  27261. material: Nullable<Material>;
  27262. /**
  27263. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  27264. * @see http://doc.babylonjs.com/babylon101/shadows
  27265. */
  27266. receiveShadows: boolean;
  27267. /** Defines color to use when rendering outline */
  27268. outlineColor: Color3;
  27269. /** Define width to use when rendering outline */
  27270. outlineWidth: number;
  27271. /** Defines color to use when rendering overlay */
  27272. overlayColor: Color3;
  27273. /** Defines alpha to use when rendering overlay */
  27274. overlayAlpha: number;
  27275. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  27276. hasVertexAlpha: boolean;
  27277. /** 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) */
  27278. useVertexColors: boolean;
  27279. /**
  27280. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  27281. */
  27282. computeBonesUsingShaders: boolean;
  27283. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  27284. numBoneInfluencers: number;
  27285. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  27286. applyFog: boolean;
  27287. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  27288. useOctreeForRenderingSelection: boolean;
  27289. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  27290. useOctreeForPicking: boolean;
  27291. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  27292. useOctreeForCollisions: boolean;
  27293. /**
  27294. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  27295. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  27296. */
  27297. layerMask: number;
  27298. /**
  27299. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  27300. */
  27301. alwaysSelectAsActiveMesh: boolean;
  27302. /**
  27303. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  27304. */
  27305. doNotSyncBoundingInfo: boolean;
  27306. /**
  27307. * Gets or sets the current action manager
  27308. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27309. */
  27310. actionManager: Nullable<AbstractActionManager>;
  27311. private _meshCollisionData;
  27312. /**
  27313. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  27314. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27315. */
  27316. ellipsoid: Vector3;
  27317. /**
  27318. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  27319. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27320. */
  27321. ellipsoidOffset: Vector3;
  27322. /**
  27323. * Gets or sets a collision mask used to mask collisions (default is -1).
  27324. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27325. */
  27326. collisionMask: number;
  27327. /**
  27328. * Gets or sets the current collision group mask (-1 by default).
  27329. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27330. */
  27331. collisionGroup: number;
  27332. /**
  27333. * Defines edge width used when edgesRenderer is enabled
  27334. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27335. */
  27336. edgesWidth: number;
  27337. /**
  27338. * Defines edge color used when edgesRenderer is enabled
  27339. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27340. */
  27341. edgesColor: Color4;
  27342. /** @hidden */
  27343. _edgesRenderer: Nullable<IEdgesRenderer>;
  27344. /** @hidden */
  27345. _masterMesh: Nullable<AbstractMesh>;
  27346. /** @hidden */
  27347. _boundingInfo: Nullable<BoundingInfo>;
  27348. /** @hidden */
  27349. _renderId: number;
  27350. /**
  27351. * Gets or sets the list of subMeshes
  27352. * @see http://doc.babylonjs.com/how_to/multi_materials
  27353. */
  27354. subMeshes: SubMesh[];
  27355. /** @hidden */
  27356. _intersectionsInProgress: AbstractMesh[];
  27357. /** @hidden */
  27358. _unIndexed: boolean;
  27359. /** @hidden */
  27360. _lightSources: Light[];
  27361. /** Gets the list of lights affecting that mesh */
  27362. readonly lightSources: Light[];
  27363. /** @hidden */
  27364. readonly _positions: Nullable<Vector3[]>;
  27365. /** @hidden */
  27366. _waitingData: {
  27367. lods: Nullable<any>;
  27368. actions: Nullable<any>;
  27369. freezeWorldMatrix: Nullable<boolean>;
  27370. };
  27371. /** @hidden */
  27372. _bonesTransformMatrices: Nullable<Float32Array>;
  27373. /** @hidden */
  27374. _transformMatrixTexture: Nullable<RawTexture>;
  27375. /**
  27376. * Gets or sets a skeleton to apply skining transformations
  27377. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27378. */
  27379. skeleton: Nullable<Skeleton>;
  27380. /**
  27381. * An event triggered when the mesh is rebuilt.
  27382. */
  27383. onRebuildObservable: Observable<AbstractMesh>;
  27384. /**
  27385. * Creates a new AbstractMesh
  27386. * @param name defines the name of the mesh
  27387. * @param scene defines the hosting scene
  27388. */
  27389. constructor(name: string, scene?: Nullable<Scene>);
  27390. /**
  27391. * Returns the string "AbstractMesh"
  27392. * @returns "AbstractMesh"
  27393. */
  27394. getClassName(): string;
  27395. /**
  27396. * Gets a string representation of the current mesh
  27397. * @param fullDetails defines a boolean indicating if full details must be included
  27398. * @returns a string representation of the current mesh
  27399. */
  27400. toString(fullDetails?: boolean): string;
  27401. /**
  27402. * @hidden
  27403. */
  27404. protected _getEffectiveParent(): Nullable<Node>;
  27405. /** @hidden */
  27406. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27407. /** @hidden */
  27408. _rebuild(): void;
  27409. /** @hidden */
  27410. _resyncLightSources(): void;
  27411. /** @hidden */
  27412. _resyncLightSource(light: Light): void;
  27413. /** @hidden */
  27414. _unBindEffect(): void;
  27415. /** @hidden */
  27416. _removeLightSource(light: Light, dispose: boolean): void;
  27417. private _markSubMeshesAsDirty;
  27418. /** @hidden */
  27419. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27420. /** @hidden */
  27421. _markSubMeshesAsAttributesDirty(): void;
  27422. /** @hidden */
  27423. _markSubMeshesAsMiscDirty(): void;
  27424. /**
  27425. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27426. */
  27427. scaling: Vector3;
  27428. /**
  27429. * Returns true if the mesh is blocked. Implemented by child classes
  27430. */
  27431. readonly isBlocked: boolean;
  27432. /**
  27433. * Returns the mesh itself by default. Implemented by child classes
  27434. * @param camera defines the camera to use to pick the right LOD level
  27435. * @returns the currentAbstractMesh
  27436. */
  27437. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27438. /**
  27439. * Returns 0 by default. Implemented by child classes
  27440. * @returns an integer
  27441. */
  27442. getTotalVertices(): number;
  27443. /**
  27444. * Returns a positive integer : the total number of indices in this mesh geometry.
  27445. * @returns the numner of indices or zero if the mesh has no geometry.
  27446. */
  27447. getTotalIndices(): number;
  27448. /**
  27449. * Returns null by default. Implemented by child classes
  27450. * @returns null
  27451. */
  27452. getIndices(): Nullable<IndicesArray>;
  27453. /**
  27454. * Returns the array of the requested vertex data kind. Implemented by child classes
  27455. * @param kind defines the vertex data kind to use
  27456. * @returns null
  27457. */
  27458. getVerticesData(kind: string): Nullable<FloatArray>;
  27459. /**
  27460. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27461. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27462. * Note that a new underlying VertexBuffer object is created each call.
  27463. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27464. * @param kind defines vertex data kind:
  27465. * * VertexBuffer.PositionKind
  27466. * * VertexBuffer.UVKind
  27467. * * VertexBuffer.UV2Kind
  27468. * * VertexBuffer.UV3Kind
  27469. * * VertexBuffer.UV4Kind
  27470. * * VertexBuffer.UV5Kind
  27471. * * VertexBuffer.UV6Kind
  27472. * * VertexBuffer.ColorKind
  27473. * * VertexBuffer.MatricesIndicesKind
  27474. * * VertexBuffer.MatricesIndicesExtraKind
  27475. * * VertexBuffer.MatricesWeightsKind
  27476. * * VertexBuffer.MatricesWeightsExtraKind
  27477. * @param data defines the data source
  27478. * @param updatable defines if the data must be flagged as updatable (or static)
  27479. * @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
  27480. * @returns the current mesh
  27481. */
  27482. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27483. /**
  27484. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27485. * If the mesh has no geometry, it is simply returned as it is.
  27486. * @param kind defines vertex data kind:
  27487. * * VertexBuffer.PositionKind
  27488. * * VertexBuffer.UVKind
  27489. * * VertexBuffer.UV2Kind
  27490. * * VertexBuffer.UV3Kind
  27491. * * VertexBuffer.UV4Kind
  27492. * * VertexBuffer.UV5Kind
  27493. * * VertexBuffer.UV6Kind
  27494. * * VertexBuffer.ColorKind
  27495. * * VertexBuffer.MatricesIndicesKind
  27496. * * VertexBuffer.MatricesIndicesExtraKind
  27497. * * VertexBuffer.MatricesWeightsKind
  27498. * * VertexBuffer.MatricesWeightsExtraKind
  27499. * @param data defines the data source
  27500. * @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
  27501. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27502. * @returns the current mesh
  27503. */
  27504. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27505. /**
  27506. * Sets the mesh indices,
  27507. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27508. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27509. * @param totalVertices Defines the total number of vertices
  27510. * @returns the current mesh
  27511. */
  27512. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27513. /**
  27514. * Gets a boolean indicating if specific vertex data is present
  27515. * @param kind defines the vertex data kind to use
  27516. * @returns true is data kind is present
  27517. */
  27518. isVerticesDataPresent(kind: string): boolean;
  27519. /**
  27520. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27521. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27522. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27523. * @returns a BoundingInfo
  27524. */
  27525. getBoundingInfo(): BoundingInfo;
  27526. /**
  27527. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27528. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27529. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27530. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27531. * @returns the current mesh
  27532. */
  27533. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27534. /**
  27535. * Overwrite the current bounding info
  27536. * @param boundingInfo defines the new bounding info
  27537. * @returns the current mesh
  27538. */
  27539. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27540. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27541. readonly useBones: boolean;
  27542. /** @hidden */
  27543. _preActivate(): void;
  27544. /** @hidden */
  27545. _preActivateForIntermediateRendering(renderId: number): void;
  27546. /** @hidden */
  27547. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27548. /** @hidden */
  27549. _postActivate(): void;
  27550. /** @hidden */
  27551. _freeze(): void;
  27552. /** @hidden */
  27553. _unFreeze(): void;
  27554. /**
  27555. * Gets the current world matrix
  27556. * @returns a Matrix
  27557. */
  27558. getWorldMatrix(): Matrix;
  27559. /** @hidden */
  27560. _getWorldMatrixDeterminant(): number;
  27561. /**
  27562. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27563. */
  27564. readonly isAnInstance: boolean;
  27565. /**
  27566. * Gets a boolean indicating if this mesh has instances
  27567. */
  27568. readonly hasInstances: boolean;
  27569. /**
  27570. * Perform relative position change from the point of view of behind the front of the mesh.
  27571. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27572. * Supports definition of mesh facing forward or backward
  27573. * @param amountRight defines the distance on the right axis
  27574. * @param amountUp defines the distance on the up axis
  27575. * @param amountForward defines the distance on the forward axis
  27576. * @returns the current mesh
  27577. */
  27578. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27579. /**
  27580. * Calculate relative position change from the point of view of behind the front of the mesh.
  27581. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27582. * Supports definition of mesh facing forward or backward
  27583. * @param amountRight defines the distance on the right axis
  27584. * @param amountUp defines the distance on the up axis
  27585. * @param amountForward defines the distance on the forward axis
  27586. * @returns the new displacement vector
  27587. */
  27588. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27589. /**
  27590. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27591. * Supports definition of mesh facing forward or backward
  27592. * @param flipBack defines the flip
  27593. * @param twirlClockwise defines the twirl
  27594. * @param tiltRight defines the tilt
  27595. * @returns the current mesh
  27596. */
  27597. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27598. /**
  27599. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27600. * Supports definition of mesh facing forward or backward.
  27601. * @param flipBack defines the flip
  27602. * @param twirlClockwise defines the twirl
  27603. * @param tiltRight defines the tilt
  27604. * @returns the new rotation vector
  27605. */
  27606. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27607. /**
  27608. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27609. * This means the mesh underlying bounding box and sphere are recomputed.
  27610. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27611. * @returns the current mesh
  27612. */
  27613. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27614. /** @hidden */
  27615. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27616. /** @hidden */
  27617. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27618. /** @hidden */
  27619. _updateBoundingInfo(): AbstractMesh;
  27620. /** @hidden */
  27621. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27622. /** @hidden */
  27623. protected _afterComputeWorldMatrix(): void;
  27624. /** @hidden */
  27625. readonly _effectiveMesh: AbstractMesh;
  27626. /**
  27627. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27628. * A mesh is in the frustum if its bounding box intersects the frustum
  27629. * @param frustumPlanes defines the frustum to test
  27630. * @returns true if the mesh is in the frustum planes
  27631. */
  27632. isInFrustum(frustumPlanes: Plane[]): boolean;
  27633. /**
  27634. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27635. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27636. * @param frustumPlanes defines the frustum to test
  27637. * @returns true if the mesh is completely in the frustum planes
  27638. */
  27639. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27640. /**
  27641. * True if the mesh intersects another mesh or a SolidParticle object
  27642. * @param mesh defines a target mesh or SolidParticle to test
  27643. * @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)
  27644. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27645. * @returns true if there is an intersection
  27646. */
  27647. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27648. /**
  27649. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27650. * @param point defines the point to test
  27651. * @returns true if there is an intersection
  27652. */
  27653. intersectsPoint(point: Vector3): boolean;
  27654. /**
  27655. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27656. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27657. */
  27658. checkCollisions: boolean;
  27659. /**
  27660. * Gets Collider object used to compute collisions (not physics)
  27661. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27662. */
  27663. readonly collider: Nullable<Collider>;
  27664. /**
  27665. * Move the mesh using collision engine
  27666. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27667. * @param displacement defines the requested displacement vector
  27668. * @returns the current mesh
  27669. */
  27670. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27671. private _onCollisionPositionChange;
  27672. /** @hidden */
  27673. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27674. /** @hidden */
  27675. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27676. /** @hidden */
  27677. _checkCollision(collider: Collider): AbstractMesh;
  27678. /** @hidden */
  27679. _generatePointsArray(): boolean;
  27680. /**
  27681. * Checks if the passed Ray intersects with the mesh
  27682. * @param ray defines the ray to use
  27683. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27684. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27685. * @returns the picking info
  27686. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27687. */
  27688. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27689. /**
  27690. * Clones the current mesh
  27691. * @param name defines the mesh name
  27692. * @param newParent defines the new mesh parent
  27693. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27694. * @returns the new mesh
  27695. */
  27696. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27697. /**
  27698. * Disposes all the submeshes of the current meshnp
  27699. * @returns the current mesh
  27700. */
  27701. releaseSubMeshes(): AbstractMesh;
  27702. /**
  27703. * Releases resources associated with this abstract mesh.
  27704. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27705. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27706. */
  27707. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27708. /**
  27709. * Adds the passed mesh as a child to the current mesh
  27710. * @param mesh defines the child mesh
  27711. * @returns the current mesh
  27712. */
  27713. addChild(mesh: AbstractMesh): AbstractMesh;
  27714. /**
  27715. * Removes the passed mesh from the current mesh children list
  27716. * @param mesh defines the child mesh
  27717. * @returns the current mesh
  27718. */
  27719. removeChild(mesh: AbstractMesh): AbstractMesh;
  27720. /** @hidden */
  27721. private _initFacetData;
  27722. /**
  27723. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27724. * This method can be called within the render loop.
  27725. * 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
  27726. * @returns the current mesh
  27727. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27728. */
  27729. updateFacetData(): AbstractMesh;
  27730. /**
  27731. * Returns the facetLocalNormals array.
  27732. * The normals are expressed in the mesh local spac
  27733. * @returns an array of Vector3
  27734. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27735. */
  27736. getFacetLocalNormals(): Vector3[];
  27737. /**
  27738. * Returns the facetLocalPositions array.
  27739. * The facet positions are expressed in the mesh local space
  27740. * @returns an array of Vector3
  27741. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27742. */
  27743. getFacetLocalPositions(): Vector3[];
  27744. /**
  27745. * Returns the facetLocalPartioning array
  27746. * @returns an array of array of numbers
  27747. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27748. */
  27749. getFacetLocalPartitioning(): number[][];
  27750. /**
  27751. * Returns the i-th facet position in the world system.
  27752. * This method allocates a new Vector3 per call
  27753. * @param i defines the facet index
  27754. * @returns a new Vector3
  27755. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27756. */
  27757. getFacetPosition(i: number): Vector3;
  27758. /**
  27759. * Sets the reference Vector3 with the i-th facet position in the world system
  27760. * @param i defines the facet index
  27761. * @param ref defines the target vector
  27762. * @returns the current mesh
  27763. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27764. */
  27765. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27766. /**
  27767. * Returns the i-th facet normal in the world system.
  27768. * This method allocates a new Vector3 per call
  27769. * @param i defines the facet index
  27770. * @returns a new Vector3
  27771. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27772. */
  27773. getFacetNormal(i: number): Vector3;
  27774. /**
  27775. * Sets the reference Vector3 with the i-th facet normal in the world system
  27776. * @param i defines the facet index
  27777. * @param ref defines the target vector
  27778. * @returns the current mesh
  27779. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27780. */
  27781. getFacetNormalToRef(i: number, ref: Vector3): this;
  27782. /**
  27783. * 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)
  27784. * @param x defines x coordinate
  27785. * @param y defines y coordinate
  27786. * @param z defines z coordinate
  27787. * @returns the array of facet indexes
  27788. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27789. */
  27790. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27791. /**
  27792. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27793. * @param projected sets as the (x,y,z) world projection on the facet
  27794. * @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
  27795. * @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
  27796. * @param x defines x coordinate
  27797. * @param y defines y coordinate
  27798. * @param z defines z coordinate
  27799. * @returns the face index if found (or null instead)
  27800. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27801. */
  27802. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27803. /**
  27804. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27805. * @param projected sets as the (x,y,z) local projection on the facet
  27806. * @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
  27807. * @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
  27808. * @param x defines x coordinate
  27809. * @param y defines y coordinate
  27810. * @param z defines z coordinate
  27811. * @returns the face index if found (or null instead)
  27812. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27813. */
  27814. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27815. /**
  27816. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27817. * @returns the parameters
  27818. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27819. */
  27820. getFacetDataParameters(): any;
  27821. /**
  27822. * Disables the feature FacetData and frees the related memory
  27823. * @returns the current mesh
  27824. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27825. */
  27826. disableFacetData(): AbstractMesh;
  27827. /**
  27828. * Updates the AbstractMesh indices array
  27829. * @param indices defines the data source
  27830. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27831. * @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)
  27832. * @returns the current mesh
  27833. */
  27834. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27835. /**
  27836. * Creates new normals data for the mesh
  27837. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27838. * @returns the current mesh
  27839. */
  27840. createNormals(updatable: boolean): AbstractMesh;
  27841. /**
  27842. * Align the mesh with a normal
  27843. * @param normal defines the normal to use
  27844. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27845. * @returns the current mesh
  27846. */
  27847. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27848. /** @hidden */
  27849. _checkOcclusionQuery(): boolean;
  27850. /**
  27851. * Disables the mesh edge rendering mode
  27852. * @returns the currentAbstractMesh
  27853. */
  27854. disableEdgesRendering(): AbstractMesh;
  27855. /**
  27856. * Enables the edge rendering mode on the mesh.
  27857. * This mode makes the mesh edges visible
  27858. * @param epsilon defines the maximal distance between two angles to detect a face
  27859. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27860. * @returns the currentAbstractMesh
  27861. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27862. */
  27863. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27864. }
  27865. }
  27866. declare module "babylonjs/Actions/actionEvent" {
  27867. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27868. import { Nullable } from "babylonjs/types";
  27869. import { Sprite } from "babylonjs/Sprites/sprite";
  27870. import { Scene } from "babylonjs/scene";
  27871. import { Vector2 } from "babylonjs/Maths/math.vector";
  27872. /**
  27873. * Interface used to define ActionEvent
  27874. */
  27875. export interface IActionEvent {
  27876. /** The mesh or sprite that triggered the action */
  27877. source: any;
  27878. /** The X mouse cursor position at the time of the event */
  27879. pointerX: number;
  27880. /** The Y mouse cursor position at the time of the event */
  27881. pointerY: number;
  27882. /** The mesh that is currently pointed at (can be null) */
  27883. meshUnderPointer: Nullable<AbstractMesh>;
  27884. /** the original (browser) event that triggered the ActionEvent */
  27885. sourceEvent?: any;
  27886. /** additional data for the event */
  27887. additionalData?: any;
  27888. }
  27889. /**
  27890. * ActionEvent is the event being sent when an action is triggered.
  27891. */
  27892. export class ActionEvent implements IActionEvent {
  27893. /** The mesh or sprite that triggered the action */
  27894. source: any;
  27895. /** The X mouse cursor position at the time of the event */
  27896. pointerX: number;
  27897. /** The Y mouse cursor position at the time of the event */
  27898. pointerY: number;
  27899. /** The mesh that is currently pointed at (can be null) */
  27900. meshUnderPointer: Nullable<AbstractMesh>;
  27901. /** the original (browser) event that triggered the ActionEvent */
  27902. sourceEvent?: any;
  27903. /** additional data for the event */
  27904. additionalData?: any;
  27905. /**
  27906. * Creates a new ActionEvent
  27907. * @param source The mesh or sprite that triggered the action
  27908. * @param pointerX The X mouse cursor position at the time of the event
  27909. * @param pointerY The Y mouse cursor position at the time of the event
  27910. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27911. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27912. * @param additionalData additional data for the event
  27913. */
  27914. constructor(
  27915. /** The mesh or sprite that triggered the action */
  27916. source: any,
  27917. /** The X mouse cursor position at the time of the event */
  27918. pointerX: number,
  27919. /** The Y mouse cursor position at the time of the event */
  27920. pointerY: number,
  27921. /** The mesh that is currently pointed at (can be null) */
  27922. meshUnderPointer: Nullable<AbstractMesh>,
  27923. /** the original (browser) event that triggered the ActionEvent */
  27924. sourceEvent?: any,
  27925. /** additional data for the event */
  27926. additionalData?: any);
  27927. /**
  27928. * Helper function to auto-create an ActionEvent from a source mesh.
  27929. * @param source The source mesh that triggered the event
  27930. * @param evt The original (browser) event
  27931. * @param additionalData additional data for the event
  27932. * @returns the new ActionEvent
  27933. */
  27934. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27935. /**
  27936. * Helper function to auto-create an ActionEvent from a source sprite
  27937. * @param source The source sprite that triggered the event
  27938. * @param scene Scene associated with the sprite
  27939. * @param evt The original (browser) event
  27940. * @param additionalData additional data for the event
  27941. * @returns the new ActionEvent
  27942. */
  27943. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27944. /**
  27945. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27946. * @param scene the scene where the event occurred
  27947. * @param evt The original (browser) event
  27948. * @returns the new ActionEvent
  27949. */
  27950. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27951. /**
  27952. * Helper function to auto-create an ActionEvent from a primitive
  27953. * @param prim defines the target primitive
  27954. * @param pointerPos defines the pointer position
  27955. * @param evt The original (browser) event
  27956. * @param additionalData additional data for the event
  27957. * @returns the new ActionEvent
  27958. */
  27959. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27960. }
  27961. }
  27962. declare module "babylonjs/Actions/abstractActionManager" {
  27963. import { IDisposable } from "babylonjs/scene";
  27964. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27965. import { IAction } from "babylonjs/Actions/action";
  27966. import { Nullable } from "babylonjs/types";
  27967. /**
  27968. * Abstract class used to decouple action Manager from scene and meshes.
  27969. * Do not instantiate.
  27970. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27971. */
  27972. export abstract class AbstractActionManager implements IDisposable {
  27973. /** Gets the list of active triggers */
  27974. static Triggers: {
  27975. [key: string]: number;
  27976. };
  27977. /** Gets the cursor to use when hovering items */
  27978. hoverCursor: string;
  27979. /** Gets the list of actions */
  27980. actions: IAction[];
  27981. /**
  27982. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27983. */
  27984. isRecursive: boolean;
  27985. /**
  27986. * Releases all associated resources
  27987. */
  27988. abstract dispose(): void;
  27989. /**
  27990. * Does this action manager has pointer triggers
  27991. */
  27992. abstract readonly hasPointerTriggers: boolean;
  27993. /**
  27994. * Does this action manager has pick triggers
  27995. */
  27996. abstract readonly hasPickTriggers: boolean;
  27997. /**
  27998. * Process a specific trigger
  27999. * @param trigger defines the trigger to process
  28000. * @param evt defines the event details to be processed
  28001. */
  28002. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  28003. /**
  28004. * Does this action manager handles actions of any of the given triggers
  28005. * @param triggers defines the triggers to be tested
  28006. * @return a boolean indicating whether one (or more) of the triggers is handled
  28007. */
  28008. abstract hasSpecificTriggers(triggers: number[]): boolean;
  28009. /**
  28010. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  28011. * speed.
  28012. * @param triggerA defines the trigger to be tested
  28013. * @param triggerB defines the trigger to be tested
  28014. * @return a boolean indicating whether one (or more) of the triggers is handled
  28015. */
  28016. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  28017. /**
  28018. * Does this action manager handles actions of a given trigger
  28019. * @param trigger defines the trigger to be tested
  28020. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  28021. * @return whether the trigger is handled
  28022. */
  28023. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  28024. /**
  28025. * Serialize this manager to a JSON object
  28026. * @param name defines the property name to store this manager
  28027. * @returns a JSON representation of this manager
  28028. */
  28029. abstract serialize(name: string): any;
  28030. /**
  28031. * Registers an action to this action manager
  28032. * @param action defines the action to be registered
  28033. * @return the action amended (prepared) after registration
  28034. */
  28035. abstract registerAction(action: IAction): Nullable<IAction>;
  28036. /**
  28037. * Unregisters an action to this action manager
  28038. * @param action defines the action to be unregistered
  28039. * @return a boolean indicating whether the action has been unregistered
  28040. */
  28041. abstract unregisterAction(action: IAction): Boolean;
  28042. /**
  28043. * Does exist one action manager with at least one trigger
  28044. **/
  28045. static readonly HasTriggers: boolean;
  28046. /**
  28047. * Does exist one action manager with at least one pick trigger
  28048. **/
  28049. static readonly HasPickTriggers: boolean;
  28050. /**
  28051. * Does exist one action manager that handles actions of a given trigger
  28052. * @param trigger defines the trigger to be tested
  28053. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  28054. **/
  28055. static HasSpecificTrigger(trigger: number): boolean;
  28056. }
  28057. }
  28058. declare module "babylonjs/node" {
  28059. import { Scene } from "babylonjs/scene";
  28060. import { Nullable } from "babylonjs/types";
  28061. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  28062. import { Engine } from "babylonjs/Engines/engine";
  28063. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  28064. import { Observable } from "babylonjs/Misc/observable";
  28065. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  28066. import { IInspectable } from "babylonjs/Misc/iInspectable";
  28067. import { Animatable } from "babylonjs/Animations/animatable";
  28068. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  28069. import { Animation } from "babylonjs/Animations/animation";
  28070. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28071. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28072. /**
  28073. * Defines how a node can be built from a string name.
  28074. */
  28075. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  28076. /**
  28077. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  28078. */
  28079. export class Node implements IBehaviorAware<Node> {
  28080. /** @hidden */
  28081. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  28082. private static _NodeConstructors;
  28083. /**
  28084. * Add a new node constructor
  28085. * @param type defines the type name of the node to construct
  28086. * @param constructorFunc defines the constructor function
  28087. */
  28088. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  28089. /**
  28090. * Returns a node constructor based on type name
  28091. * @param type defines the type name
  28092. * @param name defines the new node name
  28093. * @param scene defines the hosting scene
  28094. * @param options defines optional options to transmit to constructors
  28095. * @returns the new constructor or null
  28096. */
  28097. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  28098. /**
  28099. * Gets or sets the name of the node
  28100. */
  28101. name: string;
  28102. /**
  28103. * Gets or sets the id of the node
  28104. */
  28105. id: string;
  28106. /**
  28107. * Gets or sets the unique id of the node
  28108. */
  28109. uniqueId: number;
  28110. /**
  28111. * Gets or sets a string used to store user defined state for the node
  28112. */
  28113. state: string;
  28114. /**
  28115. * Gets or sets an object used to store user defined information for the node
  28116. */
  28117. metadata: any;
  28118. /**
  28119. * For internal use only. Please do not use.
  28120. */
  28121. reservedDataStore: any;
  28122. /**
  28123. * List of inspectable custom properties (used by the Inspector)
  28124. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  28125. */
  28126. inspectableCustomProperties: IInspectable[];
  28127. private _doNotSerialize;
  28128. /**
  28129. * Gets or sets a boolean used to define if the node must be serialized
  28130. */
  28131. doNotSerialize: boolean;
  28132. /** @hidden */
  28133. _isDisposed: boolean;
  28134. /**
  28135. * Gets a list of Animations associated with the node
  28136. */
  28137. animations: import("babylonjs/Animations/animation").Animation[];
  28138. protected _ranges: {
  28139. [name: string]: Nullable<AnimationRange>;
  28140. };
  28141. /**
  28142. * Callback raised when the node is ready to be used
  28143. */
  28144. onReady: Nullable<(node: Node) => void>;
  28145. private _isEnabled;
  28146. private _isParentEnabled;
  28147. private _isReady;
  28148. /** @hidden */
  28149. _currentRenderId: number;
  28150. private _parentUpdateId;
  28151. /** @hidden */
  28152. _childUpdateId: number;
  28153. /** @hidden */
  28154. _waitingParentId: Nullable<string>;
  28155. /** @hidden */
  28156. _scene: Scene;
  28157. /** @hidden */
  28158. _cache: any;
  28159. private _parentNode;
  28160. private _children;
  28161. /** @hidden */
  28162. _worldMatrix: Matrix;
  28163. /** @hidden */
  28164. _worldMatrixDeterminant: number;
  28165. /** @hidden */
  28166. _worldMatrixDeterminantIsDirty: boolean;
  28167. /** @hidden */
  28168. private _sceneRootNodesIndex;
  28169. /**
  28170. * Gets a boolean indicating if the node has been disposed
  28171. * @returns true if the node was disposed
  28172. */
  28173. isDisposed(): boolean;
  28174. /**
  28175. * Gets or sets the parent of the node (without keeping the current position in the scene)
  28176. * @see https://doc.babylonjs.com/how_to/parenting
  28177. */
  28178. parent: Nullable<Node>;
  28179. /** @hidden */
  28180. _addToSceneRootNodes(): void;
  28181. /** @hidden */
  28182. _removeFromSceneRootNodes(): void;
  28183. private _animationPropertiesOverride;
  28184. /**
  28185. * Gets or sets the animation properties override
  28186. */
  28187. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  28188. /**
  28189. * Gets a string idenfifying the name of the class
  28190. * @returns "Node" string
  28191. */
  28192. getClassName(): string;
  28193. /** @hidden */
  28194. readonly _isNode: boolean;
  28195. /**
  28196. * An event triggered when the mesh is disposed
  28197. */
  28198. onDisposeObservable: Observable<Node>;
  28199. private _onDisposeObserver;
  28200. /**
  28201. * Sets a callback that will be raised when the node will be disposed
  28202. */
  28203. onDispose: () => void;
  28204. /**
  28205. * Creates a new Node
  28206. * @param name the name and id to be given to this node
  28207. * @param scene the scene this node will be added to
  28208. */
  28209. constructor(name: string, scene?: Nullable<Scene>);
  28210. /**
  28211. * Gets the scene of the node
  28212. * @returns a scene
  28213. */
  28214. getScene(): Scene;
  28215. /**
  28216. * Gets the engine of the node
  28217. * @returns a Engine
  28218. */
  28219. getEngine(): Engine;
  28220. private _behaviors;
  28221. /**
  28222. * Attach a behavior to the node
  28223. * @see http://doc.babylonjs.com/features/behaviour
  28224. * @param behavior defines the behavior to attach
  28225. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  28226. * @returns the current Node
  28227. */
  28228. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  28229. /**
  28230. * Remove an attached behavior
  28231. * @see http://doc.babylonjs.com/features/behaviour
  28232. * @param behavior defines the behavior to attach
  28233. * @returns the current Node
  28234. */
  28235. removeBehavior(behavior: Behavior<Node>): Node;
  28236. /**
  28237. * Gets the list of attached behaviors
  28238. * @see http://doc.babylonjs.com/features/behaviour
  28239. */
  28240. readonly behaviors: Behavior<Node>[];
  28241. /**
  28242. * Gets an attached behavior by name
  28243. * @param name defines the name of the behavior to look for
  28244. * @see http://doc.babylonjs.com/features/behaviour
  28245. * @returns null if behavior was not found else the requested behavior
  28246. */
  28247. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  28248. /**
  28249. * Returns the latest update of the World matrix
  28250. * @returns a Matrix
  28251. */
  28252. getWorldMatrix(): Matrix;
  28253. /** @hidden */
  28254. _getWorldMatrixDeterminant(): number;
  28255. /**
  28256. * Returns directly the latest state of the mesh World matrix.
  28257. * A Matrix is returned.
  28258. */
  28259. readonly worldMatrixFromCache: Matrix;
  28260. /** @hidden */
  28261. _initCache(): void;
  28262. /** @hidden */
  28263. updateCache(force?: boolean): void;
  28264. /** @hidden */
  28265. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28266. /** @hidden */
  28267. _updateCache(ignoreParentClass?: boolean): void;
  28268. /** @hidden */
  28269. _isSynchronized(): boolean;
  28270. /** @hidden */
  28271. _markSyncedWithParent(): void;
  28272. /** @hidden */
  28273. isSynchronizedWithParent(): boolean;
  28274. /** @hidden */
  28275. isSynchronized(): boolean;
  28276. /**
  28277. * Is this node ready to be used/rendered
  28278. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  28279. * @return true if the node is ready
  28280. */
  28281. isReady(completeCheck?: boolean): boolean;
  28282. /**
  28283. * Is this node enabled?
  28284. * 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
  28285. * @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
  28286. * @return whether this node (and its parent) is enabled
  28287. */
  28288. isEnabled(checkAncestors?: boolean): boolean;
  28289. /** @hidden */
  28290. protected _syncParentEnabledState(): void;
  28291. /**
  28292. * Set the enabled state of this node
  28293. * @param value defines the new enabled state
  28294. */
  28295. setEnabled(value: boolean): void;
  28296. /**
  28297. * Is this node a descendant of the given node?
  28298. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  28299. * @param ancestor defines the parent node to inspect
  28300. * @returns a boolean indicating if this node is a descendant of the given node
  28301. */
  28302. isDescendantOf(ancestor: Node): boolean;
  28303. /** @hidden */
  28304. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  28305. /**
  28306. * Will return all nodes that have this node as ascendant
  28307. * @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
  28308. * @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
  28309. * @return all children nodes of all types
  28310. */
  28311. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  28312. /**
  28313. * Get all child-meshes of this node
  28314. * @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)
  28315. * @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
  28316. * @returns an array of AbstractMesh
  28317. */
  28318. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  28319. /**
  28320. * Get all direct children of this node
  28321. * @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
  28322. * @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)
  28323. * @returns an array of Node
  28324. */
  28325. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  28326. /** @hidden */
  28327. _setReady(state: boolean): void;
  28328. /**
  28329. * Get an animation by name
  28330. * @param name defines the name of the animation to look for
  28331. * @returns null if not found else the requested animation
  28332. */
  28333. getAnimationByName(name: string): Nullable<Animation>;
  28334. /**
  28335. * Creates an animation range for this node
  28336. * @param name defines the name of the range
  28337. * @param from defines the starting key
  28338. * @param to defines the end key
  28339. */
  28340. createAnimationRange(name: string, from: number, to: number): void;
  28341. /**
  28342. * Delete a specific animation range
  28343. * @param name defines the name of the range to delete
  28344. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28345. */
  28346. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28347. /**
  28348. * Get an animation range by name
  28349. * @param name defines the name of the animation range to look for
  28350. * @returns null if not found else the requested animation range
  28351. */
  28352. getAnimationRange(name: string): Nullable<AnimationRange>;
  28353. /**
  28354. * Gets the list of all animation ranges defined on this node
  28355. * @returns an array
  28356. */
  28357. getAnimationRanges(): Nullable<AnimationRange>[];
  28358. /**
  28359. * Will start the animation sequence
  28360. * @param name defines the range frames for animation sequence
  28361. * @param loop defines if the animation should loop (false by default)
  28362. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28363. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28364. * @returns the object created for this animation. If range does not exist, it will return null
  28365. */
  28366. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28367. /**
  28368. * Serialize animation ranges into a JSON compatible object
  28369. * @returns serialization object
  28370. */
  28371. serializeAnimationRanges(): any;
  28372. /**
  28373. * Computes the world matrix of the node
  28374. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28375. * @returns the world matrix
  28376. */
  28377. computeWorldMatrix(force?: boolean): Matrix;
  28378. /**
  28379. * Releases resources associated with this node.
  28380. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28381. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28382. */
  28383. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28384. /**
  28385. * Parse animation range data from a serialization object and store them into a given node
  28386. * @param node defines where to store the animation ranges
  28387. * @param parsedNode defines the serialization object to read data from
  28388. * @param scene defines the hosting scene
  28389. */
  28390. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28391. /**
  28392. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28393. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28394. * @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
  28395. * @returns the new bounding vectors
  28396. */
  28397. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28398. min: Vector3;
  28399. max: Vector3;
  28400. };
  28401. }
  28402. }
  28403. declare module "babylonjs/Animations/animation" {
  28404. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28405. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28406. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28407. import { Nullable } from "babylonjs/types";
  28408. import { Scene } from "babylonjs/scene";
  28409. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28410. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28411. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28412. import { Node } from "babylonjs/node";
  28413. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28414. import { Size } from "babylonjs/Maths/math.size";
  28415. import { Animatable } from "babylonjs/Animations/animatable";
  28416. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28417. /**
  28418. * @hidden
  28419. */
  28420. export class _IAnimationState {
  28421. key: number;
  28422. repeatCount: number;
  28423. workValue?: any;
  28424. loopMode?: number;
  28425. offsetValue?: any;
  28426. highLimitValue?: any;
  28427. }
  28428. /**
  28429. * Class used to store any kind of animation
  28430. */
  28431. export class Animation {
  28432. /**Name of the animation */
  28433. name: string;
  28434. /**Property to animate */
  28435. targetProperty: string;
  28436. /**The frames per second of the animation */
  28437. framePerSecond: number;
  28438. /**The data type of the animation */
  28439. dataType: number;
  28440. /**The loop mode of the animation */
  28441. loopMode?: number | undefined;
  28442. /**Specifies if blending should be enabled */
  28443. enableBlending?: boolean | undefined;
  28444. /**
  28445. * Use matrix interpolation instead of using direct key value when animating matrices
  28446. */
  28447. static AllowMatricesInterpolation: boolean;
  28448. /**
  28449. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28450. */
  28451. static AllowMatrixDecomposeForInterpolation: boolean;
  28452. /**
  28453. * Stores the key frames of the animation
  28454. */
  28455. private _keys;
  28456. /**
  28457. * Stores the easing function of the animation
  28458. */
  28459. private _easingFunction;
  28460. /**
  28461. * @hidden Internal use only
  28462. */
  28463. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28464. /**
  28465. * The set of event that will be linked to this animation
  28466. */
  28467. private _events;
  28468. /**
  28469. * Stores an array of target property paths
  28470. */
  28471. targetPropertyPath: string[];
  28472. /**
  28473. * Stores the blending speed of the animation
  28474. */
  28475. blendingSpeed: number;
  28476. /**
  28477. * Stores the animation ranges for the animation
  28478. */
  28479. private _ranges;
  28480. /**
  28481. * @hidden Internal use
  28482. */
  28483. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28484. /**
  28485. * Sets up an animation
  28486. * @param property The property to animate
  28487. * @param animationType The animation type to apply
  28488. * @param framePerSecond The frames per second of the animation
  28489. * @param easingFunction The easing function used in the animation
  28490. * @returns The created animation
  28491. */
  28492. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28493. /**
  28494. * Create and start an animation on a node
  28495. * @param name defines the name of the global animation that will be run on all nodes
  28496. * @param node defines the root node where the animation will take place
  28497. * @param targetProperty defines property to animate
  28498. * @param framePerSecond defines the number of frame per second yo use
  28499. * @param totalFrame defines the number of frames in total
  28500. * @param from defines the initial value
  28501. * @param to defines the final value
  28502. * @param loopMode defines which loop mode you want to use (off by default)
  28503. * @param easingFunction defines the easing function to use (linear by default)
  28504. * @param onAnimationEnd defines the callback to call when animation end
  28505. * @returns the animatable created for this animation
  28506. */
  28507. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28508. /**
  28509. * Create and start an animation on a node and its descendants
  28510. * @param name defines the name of the global animation that will be run on all nodes
  28511. * @param node defines the root node where the animation will take place
  28512. * @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
  28513. * @param targetProperty defines property to animate
  28514. * @param framePerSecond defines the number of frame per second to use
  28515. * @param totalFrame defines the number of frames in total
  28516. * @param from defines the initial value
  28517. * @param to defines the final value
  28518. * @param loopMode defines which loop mode you want to use (off by default)
  28519. * @param easingFunction defines the easing function to use (linear by default)
  28520. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28521. * @returns the list of animatables created for all nodes
  28522. * @example https://www.babylonjs-playground.com/#MH0VLI
  28523. */
  28524. 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[]>;
  28525. /**
  28526. * Creates a new animation, merges it with the existing animations and starts it
  28527. * @param name Name of the animation
  28528. * @param node Node which contains the scene that begins the animations
  28529. * @param targetProperty Specifies which property to animate
  28530. * @param framePerSecond The frames per second of the animation
  28531. * @param totalFrame The total number of frames
  28532. * @param from The frame at the beginning of the animation
  28533. * @param to The frame at the end of the animation
  28534. * @param loopMode Specifies the loop mode of the animation
  28535. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28536. * @param onAnimationEnd Callback to run once the animation is complete
  28537. * @returns Nullable animation
  28538. */
  28539. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28540. /**
  28541. * Transition property of an host to the target Value
  28542. * @param property The property to transition
  28543. * @param targetValue The target Value of the property
  28544. * @param host The object where the property to animate belongs
  28545. * @param scene Scene used to run the animation
  28546. * @param frameRate Framerate (in frame/s) to use
  28547. * @param transition The transition type we want to use
  28548. * @param duration The duration of the animation, in milliseconds
  28549. * @param onAnimationEnd Callback trigger at the end of the animation
  28550. * @returns Nullable animation
  28551. */
  28552. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28553. /**
  28554. * Return the array of runtime animations currently using this animation
  28555. */
  28556. readonly runtimeAnimations: RuntimeAnimation[];
  28557. /**
  28558. * Specifies if any of the runtime animations are currently running
  28559. */
  28560. readonly hasRunningRuntimeAnimations: boolean;
  28561. /**
  28562. * Initializes the animation
  28563. * @param name Name of the animation
  28564. * @param targetProperty Property to animate
  28565. * @param framePerSecond The frames per second of the animation
  28566. * @param dataType The data type of the animation
  28567. * @param loopMode The loop mode of the animation
  28568. * @param enableBlending Specifies if blending should be enabled
  28569. */
  28570. constructor(
  28571. /**Name of the animation */
  28572. name: string,
  28573. /**Property to animate */
  28574. targetProperty: string,
  28575. /**The frames per second of the animation */
  28576. framePerSecond: number,
  28577. /**The data type of the animation */
  28578. dataType: number,
  28579. /**The loop mode of the animation */
  28580. loopMode?: number | undefined,
  28581. /**Specifies if blending should be enabled */
  28582. enableBlending?: boolean | undefined);
  28583. /**
  28584. * Converts the animation to a string
  28585. * @param fullDetails support for multiple levels of logging within scene loading
  28586. * @returns String form of the animation
  28587. */
  28588. toString(fullDetails?: boolean): string;
  28589. /**
  28590. * Add an event to this animation
  28591. * @param event Event to add
  28592. */
  28593. addEvent(event: AnimationEvent): void;
  28594. /**
  28595. * Remove all events found at the given frame
  28596. * @param frame The frame to remove events from
  28597. */
  28598. removeEvents(frame: number): void;
  28599. /**
  28600. * Retrieves all the events from the animation
  28601. * @returns Events from the animation
  28602. */
  28603. getEvents(): AnimationEvent[];
  28604. /**
  28605. * Creates an animation range
  28606. * @param name Name of the animation range
  28607. * @param from Starting frame of the animation range
  28608. * @param to Ending frame of the animation
  28609. */
  28610. createRange(name: string, from: number, to: number): void;
  28611. /**
  28612. * Deletes an animation range by name
  28613. * @param name Name of the animation range to delete
  28614. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28615. */
  28616. deleteRange(name: string, deleteFrames?: boolean): void;
  28617. /**
  28618. * Gets the animation range by name, or null if not defined
  28619. * @param name Name of the animation range
  28620. * @returns Nullable animation range
  28621. */
  28622. getRange(name: string): Nullable<AnimationRange>;
  28623. /**
  28624. * Gets the key frames from the animation
  28625. * @returns The key frames of the animation
  28626. */
  28627. getKeys(): Array<IAnimationKey>;
  28628. /**
  28629. * Gets the highest frame rate of the animation
  28630. * @returns Highest frame rate of the animation
  28631. */
  28632. getHighestFrame(): number;
  28633. /**
  28634. * Gets the easing function of the animation
  28635. * @returns Easing function of the animation
  28636. */
  28637. getEasingFunction(): IEasingFunction;
  28638. /**
  28639. * Sets the easing function of the animation
  28640. * @param easingFunction A custom mathematical formula for animation
  28641. */
  28642. setEasingFunction(easingFunction: EasingFunction): void;
  28643. /**
  28644. * Interpolates a scalar linearly
  28645. * @param startValue Start value of the animation curve
  28646. * @param endValue End value of the animation curve
  28647. * @param gradient Scalar amount to interpolate
  28648. * @returns Interpolated scalar value
  28649. */
  28650. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28651. /**
  28652. * Interpolates a scalar cubically
  28653. * @param startValue Start value of the animation curve
  28654. * @param outTangent End tangent of the animation
  28655. * @param endValue End value of the animation curve
  28656. * @param inTangent Start tangent of the animation curve
  28657. * @param gradient Scalar amount to interpolate
  28658. * @returns Interpolated scalar value
  28659. */
  28660. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28661. /**
  28662. * Interpolates a quaternion using a spherical linear interpolation
  28663. * @param startValue Start value of the animation curve
  28664. * @param endValue End value of the animation curve
  28665. * @param gradient Scalar amount to interpolate
  28666. * @returns Interpolated quaternion value
  28667. */
  28668. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28669. /**
  28670. * Interpolates a quaternion cubically
  28671. * @param startValue Start value of the animation curve
  28672. * @param outTangent End tangent of the animation curve
  28673. * @param endValue End value of the animation curve
  28674. * @param inTangent Start tangent of the animation curve
  28675. * @param gradient Scalar amount to interpolate
  28676. * @returns Interpolated quaternion value
  28677. */
  28678. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28679. /**
  28680. * Interpolates a Vector3 linearl
  28681. * @param startValue Start value of the animation curve
  28682. * @param endValue End value of the animation curve
  28683. * @param gradient Scalar amount to interpolate
  28684. * @returns Interpolated scalar value
  28685. */
  28686. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28687. /**
  28688. * Interpolates a Vector3 cubically
  28689. * @param startValue Start value of the animation curve
  28690. * @param outTangent End tangent of the animation
  28691. * @param endValue End value of the animation curve
  28692. * @param inTangent Start tangent of the animation curve
  28693. * @param gradient Scalar amount to interpolate
  28694. * @returns InterpolatedVector3 value
  28695. */
  28696. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28697. /**
  28698. * Interpolates a Vector2 linearly
  28699. * @param startValue Start value of the animation curve
  28700. * @param endValue End value of the animation curve
  28701. * @param gradient Scalar amount to interpolate
  28702. * @returns Interpolated Vector2 value
  28703. */
  28704. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28705. /**
  28706. * Interpolates a Vector2 cubically
  28707. * @param startValue Start value of the animation curve
  28708. * @param outTangent End tangent of the animation
  28709. * @param endValue End value of the animation curve
  28710. * @param inTangent Start tangent of the animation curve
  28711. * @param gradient Scalar amount to interpolate
  28712. * @returns Interpolated Vector2 value
  28713. */
  28714. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28715. /**
  28716. * Interpolates a size linearly
  28717. * @param startValue Start value of the animation curve
  28718. * @param endValue End value of the animation curve
  28719. * @param gradient Scalar amount to interpolate
  28720. * @returns Interpolated Size value
  28721. */
  28722. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28723. /**
  28724. * Interpolates a Color3 linearly
  28725. * @param startValue Start value of the animation curve
  28726. * @param endValue End value of the animation curve
  28727. * @param gradient Scalar amount to interpolate
  28728. * @returns Interpolated Color3 value
  28729. */
  28730. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28731. /**
  28732. * Interpolates a Color4 linearly
  28733. * @param startValue Start value of the animation curve
  28734. * @param endValue End value of the animation curve
  28735. * @param gradient Scalar amount to interpolate
  28736. * @returns Interpolated Color3 value
  28737. */
  28738. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28739. /**
  28740. * @hidden Internal use only
  28741. */
  28742. _getKeyValue(value: any): any;
  28743. /**
  28744. * @hidden Internal use only
  28745. */
  28746. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28747. /**
  28748. * Defines the function to use to interpolate matrices
  28749. * @param startValue defines the start matrix
  28750. * @param endValue defines the end matrix
  28751. * @param gradient defines the gradient between both matrices
  28752. * @param result defines an optional target matrix where to store the interpolation
  28753. * @returns the interpolated matrix
  28754. */
  28755. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28756. /**
  28757. * Makes a copy of the animation
  28758. * @returns Cloned animation
  28759. */
  28760. clone(): Animation;
  28761. /**
  28762. * Sets the key frames of the animation
  28763. * @param values The animation key frames to set
  28764. */
  28765. setKeys(values: Array<IAnimationKey>): void;
  28766. /**
  28767. * Serializes the animation to an object
  28768. * @returns Serialized object
  28769. */
  28770. serialize(): any;
  28771. /**
  28772. * Float animation type
  28773. */
  28774. static readonly ANIMATIONTYPE_FLOAT: number;
  28775. /**
  28776. * Vector3 animation type
  28777. */
  28778. static readonly ANIMATIONTYPE_VECTOR3: number;
  28779. /**
  28780. * Quaternion animation type
  28781. */
  28782. static readonly ANIMATIONTYPE_QUATERNION: number;
  28783. /**
  28784. * Matrix animation type
  28785. */
  28786. static readonly ANIMATIONTYPE_MATRIX: number;
  28787. /**
  28788. * Color3 animation type
  28789. */
  28790. static readonly ANIMATIONTYPE_COLOR3: number;
  28791. /**
  28792. * Color3 animation type
  28793. */
  28794. static readonly ANIMATIONTYPE_COLOR4: number;
  28795. /**
  28796. * Vector2 animation type
  28797. */
  28798. static readonly ANIMATIONTYPE_VECTOR2: number;
  28799. /**
  28800. * Size animation type
  28801. */
  28802. static readonly ANIMATIONTYPE_SIZE: number;
  28803. /**
  28804. * Relative Loop Mode
  28805. */
  28806. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28807. /**
  28808. * Cycle Loop Mode
  28809. */
  28810. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28811. /**
  28812. * Constant Loop Mode
  28813. */
  28814. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28815. /** @hidden */
  28816. static _UniversalLerp(left: any, right: any, amount: number): any;
  28817. /**
  28818. * Parses an animation object and creates an animation
  28819. * @param parsedAnimation Parsed animation object
  28820. * @returns Animation object
  28821. */
  28822. static Parse(parsedAnimation: any): Animation;
  28823. /**
  28824. * Appends the serialized animations from the source animations
  28825. * @param source Source containing the animations
  28826. * @param destination Target to store the animations
  28827. */
  28828. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28829. }
  28830. }
  28831. declare module "babylonjs/Animations/animatable.interface" {
  28832. import { Nullable } from "babylonjs/types";
  28833. import { Animation } from "babylonjs/Animations/animation";
  28834. /**
  28835. * Interface containing an array of animations
  28836. */
  28837. export interface IAnimatable {
  28838. /**
  28839. * Array of animations
  28840. */
  28841. animations: Nullable<Array<Animation>>;
  28842. }
  28843. }
  28844. declare module "babylonjs/Materials/fresnelParameters" {
  28845. import { Color3 } from "babylonjs/Maths/math.color";
  28846. /**
  28847. * This represents all the required information to add a fresnel effect on a material:
  28848. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28849. */
  28850. export class FresnelParameters {
  28851. private _isEnabled;
  28852. /**
  28853. * Define if the fresnel effect is enable or not.
  28854. */
  28855. isEnabled: boolean;
  28856. /**
  28857. * Define the color used on edges (grazing angle)
  28858. */
  28859. leftColor: Color3;
  28860. /**
  28861. * Define the color used on center
  28862. */
  28863. rightColor: Color3;
  28864. /**
  28865. * Define bias applied to computed fresnel term
  28866. */
  28867. bias: number;
  28868. /**
  28869. * Defined the power exponent applied to fresnel term
  28870. */
  28871. power: number;
  28872. /**
  28873. * Clones the current fresnel and its valuues
  28874. * @returns a clone fresnel configuration
  28875. */
  28876. clone(): FresnelParameters;
  28877. /**
  28878. * Serializes the current fresnel parameters to a JSON representation.
  28879. * @return the JSON serialization
  28880. */
  28881. serialize(): any;
  28882. /**
  28883. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28884. * @param parsedFresnelParameters Define the JSON representation
  28885. * @returns the parsed parameters
  28886. */
  28887. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28888. }
  28889. }
  28890. declare module "babylonjs/Misc/decorators" {
  28891. import { Nullable } from "babylonjs/types";
  28892. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28893. import { Scene } from "babylonjs/scene";
  28894. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28895. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28896. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28897. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28898. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28899. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28900. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28901. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28902. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28903. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28904. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28905. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28906. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28907. /**
  28908. * Decorator used to define property that can be serialized as reference to a camera
  28909. * @param sourceName defines the name of the property to decorate
  28910. */
  28911. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28912. /**
  28913. * Class used to help serialization objects
  28914. */
  28915. export class SerializationHelper {
  28916. /** @hidden */
  28917. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28918. /** @hidden */
  28919. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28920. /** @hidden */
  28921. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28922. /** @hidden */
  28923. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28924. /**
  28925. * Appends the serialized animations from the source animations
  28926. * @param source Source containing the animations
  28927. * @param destination Target to store the animations
  28928. */
  28929. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28930. /**
  28931. * Static function used to serialized a specific entity
  28932. * @param entity defines the entity to serialize
  28933. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28934. * @returns a JSON compatible object representing the serialization of the entity
  28935. */
  28936. static Serialize<T>(entity: T, serializationObject?: any): any;
  28937. /**
  28938. * Creates a new entity from a serialization data object
  28939. * @param creationFunction defines a function used to instanciated the new entity
  28940. * @param source defines the source serialization data
  28941. * @param scene defines the hosting scene
  28942. * @param rootUrl defines the root url for resources
  28943. * @returns a new entity
  28944. */
  28945. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28946. /**
  28947. * Clones an object
  28948. * @param creationFunction defines the function used to instanciate the new object
  28949. * @param source defines the source object
  28950. * @returns the cloned object
  28951. */
  28952. static Clone<T>(creationFunction: () => T, source: T): T;
  28953. /**
  28954. * Instanciates a new object based on a source one (some data will be shared between both object)
  28955. * @param creationFunction defines the function used to instanciate the new object
  28956. * @param source defines the source object
  28957. * @returns the new object
  28958. */
  28959. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28960. }
  28961. }
  28962. declare module "babylonjs/Misc/guid" {
  28963. /**
  28964. * Class used to manipulate GUIDs
  28965. */
  28966. export class GUID {
  28967. /**
  28968. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28969. * Be aware Math.random() could cause collisions, but:
  28970. * "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"
  28971. * @returns a pseudo random id
  28972. */
  28973. static RandomId(): string;
  28974. }
  28975. }
  28976. declare module "babylonjs/Materials/Textures/baseTexture" {
  28977. import { Observable } from "babylonjs/Misc/observable";
  28978. import { Nullable } from "babylonjs/types";
  28979. import { Scene } from "babylonjs/scene";
  28980. import { Matrix } from "babylonjs/Maths/math.vector";
  28981. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28982. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28983. import { ISize } from "babylonjs/Maths/math.size";
  28984. /**
  28985. * Base class of all the textures in babylon.
  28986. * It groups all the common properties the materials, post process, lights... might need
  28987. * in order to make a correct use of the texture.
  28988. */
  28989. export class BaseTexture implements IAnimatable {
  28990. /**
  28991. * Default anisotropic filtering level for the application.
  28992. * It is set to 4 as a good tradeoff between perf and quality.
  28993. */
  28994. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28995. /**
  28996. * Gets or sets the unique id of the texture
  28997. */
  28998. uniqueId: number;
  28999. /**
  29000. * Define the name of the texture.
  29001. */
  29002. name: string;
  29003. /**
  29004. * Gets or sets an object used to store user defined information.
  29005. */
  29006. metadata: any;
  29007. /**
  29008. * For internal use only. Please do not use.
  29009. */
  29010. reservedDataStore: any;
  29011. private _hasAlpha;
  29012. /**
  29013. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  29014. */
  29015. hasAlpha: boolean;
  29016. /**
  29017. * Defines if the alpha value should be determined via the rgb values.
  29018. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  29019. */
  29020. getAlphaFromRGB: boolean;
  29021. /**
  29022. * Intensity or strength of the texture.
  29023. * It is commonly used by materials to fine tune the intensity of the texture
  29024. */
  29025. level: number;
  29026. /**
  29027. * Define the UV chanel to use starting from 0 and defaulting to 0.
  29028. * This is part of the texture as textures usually maps to one uv set.
  29029. */
  29030. coordinatesIndex: number;
  29031. private _coordinatesMode;
  29032. /**
  29033. * How a texture is mapped.
  29034. *
  29035. * | Value | Type | Description |
  29036. * | ----- | ----------------------------------- | ----------- |
  29037. * | 0 | EXPLICIT_MODE | |
  29038. * | 1 | SPHERICAL_MODE | |
  29039. * | 2 | PLANAR_MODE | |
  29040. * | 3 | CUBIC_MODE | |
  29041. * | 4 | PROJECTION_MODE | |
  29042. * | 5 | SKYBOX_MODE | |
  29043. * | 6 | INVCUBIC_MODE | |
  29044. * | 7 | EQUIRECTANGULAR_MODE | |
  29045. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  29046. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  29047. */
  29048. coordinatesMode: number;
  29049. /**
  29050. * | Value | Type | Description |
  29051. * | ----- | ------------------ | ----------- |
  29052. * | 0 | CLAMP_ADDRESSMODE | |
  29053. * | 1 | WRAP_ADDRESSMODE | |
  29054. * | 2 | MIRROR_ADDRESSMODE | |
  29055. */
  29056. wrapU: number;
  29057. /**
  29058. * | Value | Type | Description |
  29059. * | ----- | ------------------ | ----------- |
  29060. * | 0 | CLAMP_ADDRESSMODE | |
  29061. * | 1 | WRAP_ADDRESSMODE | |
  29062. * | 2 | MIRROR_ADDRESSMODE | |
  29063. */
  29064. wrapV: number;
  29065. /**
  29066. * | Value | Type | Description |
  29067. * | ----- | ------------------ | ----------- |
  29068. * | 0 | CLAMP_ADDRESSMODE | |
  29069. * | 1 | WRAP_ADDRESSMODE | |
  29070. * | 2 | MIRROR_ADDRESSMODE | |
  29071. */
  29072. wrapR: number;
  29073. /**
  29074. * With compliant hardware and browser (supporting anisotropic filtering)
  29075. * this defines the level of anisotropic filtering in the texture.
  29076. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  29077. */
  29078. anisotropicFilteringLevel: number;
  29079. /**
  29080. * Define if the texture is a cube texture or if false a 2d texture.
  29081. */
  29082. isCube: boolean;
  29083. /**
  29084. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  29085. */
  29086. is3D: boolean;
  29087. /**
  29088. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  29089. */
  29090. is2DArray: boolean;
  29091. /**
  29092. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  29093. * HDR texture are usually stored in linear space.
  29094. * This only impacts the PBR and Background materials
  29095. */
  29096. gammaSpace: boolean;
  29097. /**
  29098. * Gets or sets whether or not the texture contains RGBD data.
  29099. */
  29100. isRGBD: boolean;
  29101. /**
  29102. * Is Z inverted in the texture (useful in a cube texture).
  29103. */
  29104. invertZ: boolean;
  29105. /**
  29106. * Are mip maps generated for this texture or not.
  29107. */
  29108. readonly noMipmap: boolean;
  29109. /**
  29110. * @hidden
  29111. */
  29112. lodLevelInAlpha: boolean;
  29113. /**
  29114. * With prefiltered texture, defined the offset used during the prefiltering steps.
  29115. */
  29116. lodGenerationOffset: number;
  29117. /**
  29118. * With prefiltered texture, defined the scale used during the prefiltering steps.
  29119. */
  29120. lodGenerationScale: number;
  29121. /**
  29122. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  29123. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  29124. * average roughness values.
  29125. */
  29126. linearSpecularLOD: boolean;
  29127. /**
  29128. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  29129. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  29130. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  29131. */
  29132. irradianceTexture: Nullable<BaseTexture>;
  29133. /**
  29134. * Define if the texture is a render target.
  29135. */
  29136. isRenderTarget: boolean;
  29137. /**
  29138. * Define the unique id of the texture in the scene.
  29139. */
  29140. readonly uid: string;
  29141. /**
  29142. * Return a string representation of the texture.
  29143. * @returns the texture as a string
  29144. */
  29145. toString(): string;
  29146. /**
  29147. * Get the class name of the texture.
  29148. * @returns "BaseTexture"
  29149. */
  29150. getClassName(): string;
  29151. /**
  29152. * Define the list of animation attached to the texture.
  29153. */
  29154. animations: import("babylonjs/Animations/animation").Animation[];
  29155. /**
  29156. * An event triggered when the texture is disposed.
  29157. */
  29158. onDisposeObservable: Observable<BaseTexture>;
  29159. private _onDisposeObserver;
  29160. /**
  29161. * Callback triggered when the texture has been disposed.
  29162. * Kept for back compatibility, you can use the onDisposeObservable instead.
  29163. */
  29164. onDispose: () => void;
  29165. /**
  29166. * Define the current state of the loading sequence when in delayed load mode.
  29167. */
  29168. delayLoadState: number;
  29169. private _scene;
  29170. /** @hidden */
  29171. _texture: Nullable<InternalTexture>;
  29172. private _uid;
  29173. /**
  29174. * Define if the texture is preventinga material to render or not.
  29175. * If not and the texture is not ready, the engine will use a default black texture instead.
  29176. */
  29177. readonly isBlocking: boolean;
  29178. /**
  29179. * Instantiates a new BaseTexture.
  29180. * Base class of all the textures in babylon.
  29181. * It groups all the common properties the materials, post process, lights... might need
  29182. * in order to make a correct use of the texture.
  29183. * @param scene Define the scene the texture blongs to
  29184. */
  29185. constructor(scene: Nullable<Scene>);
  29186. /**
  29187. * Get the scene the texture belongs to.
  29188. * @returns the scene or null if undefined
  29189. */
  29190. getScene(): Nullable<Scene>;
  29191. /**
  29192. * Get the texture transform matrix used to offset tile the texture for istance.
  29193. * @returns the transformation matrix
  29194. */
  29195. getTextureMatrix(): Matrix;
  29196. /**
  29197. * Get the texture reflection matrix used to rotate/transform the reflection.
  29198. * @returns the reflection matrix
  29199. */
  29200. getReflectionTextureMatrix(): Matrix;
  29201. /**
  29202. * Get the underlying lower level texture from Babylon.
  29203. * @returns the insternal texture
  29204. */
  29205. getInternalTexture(): Nullable<InternalTexture>;
  29206. /**
  29207. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  29208. * @returns true if ready or not blocking
  29209. */
  29210. isReadyOrNotBlocking(): boolean;
  29211. /**
  29212. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  29213. * @returns true if fully ready
  29214. */
  29215. isReady(): boolean;
  29216. private _cachedSize;
  29217. /**
  29218. * Get the size of the texture.
  29219. * @returns the texture size.
  29220. */
  29221. getSize(): ISize;
  29222. /**
  29223. * Get the base size of the texture.
  29224. * It can be different from the size if the texture has been resized for POT for instance
  29225. * @returns the base size
  29226. */
  29227. getBaseSize(): ISize;
  29228. /**
  29229. * Update the sampling mode of the texture.
  29230. * Default is Trilinear mode.
  29231. *
  29232. * | Value | Type | Description |
  29233. * | ----- | ------------------ | ----------- |
  29234. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  29235. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  29236. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  29237. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  29238. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  29239. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  29240. * | 7 | NEAREST_LINEAR | |
  29241. * | 8 | NEAREST_NEAREST | |
  29242. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  29243. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  29244. * | 11 | LINEAR_LINEAR | |
  29245. * | 12 | LINEAR_NEAREST | |
  29246. *
  29247. * > _mag_: magnification filter (close to the viewer)
  29248. * > _min_: minification filter (far from the viewer)
  29249. * > _mip_: filter used between mip map levels
  29250. *@param samplingMode Define the new sampling mode of the texture
  29251. */
  29252. updateSamplingMode(samplingMode: number): void;
  29253. /**
  29254. * Scales the texture if is `canRescale()`
  29255. * @param ratio the resize factor we want to use to rescale
  29256. */
  29257. scale(ratio: number): void;
  29258. /**
  29259. * Get if the texture can rescale.
  29260. */
  29261. readonly canRescale: boolean;
  29262. /** @hidden */
  29263. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  29264. /** @hidden */
  29265. _rebuild(): void;
  29266. /**
  29267. * Triggers the load sequence in delayed load mode.
  29268. */
  29269. delayLoad(): void;
  29270. /**
  29271. * Clones the texture.
  29272. * @returns the cloned texture
  29273. */
  29274. clone(): Nullable<BaseTexture>;
  29275. /**
  29276. * Get the texture underlying type (INT, FLOAT...)
  29277. */
  29278. readonly textureType: number;
  29279. /**
  29280. * Get the texture underlying format (RGB, RGBA...)
  29281. */
  29282. readonly textureFormat: number;
  29283. /**
  29284. * Indicates that textures need to be re-calculated for all materials
  29285. */
  29286. protected _markAllSubMeshesAsTexturesDirty(): void;
  29287. /**
  29288. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  29289. * This will returns an RGBA array buffer containing either in values (0-255) or
  29290. * float values (0-1) depending of the underlying buffer type.
  29291. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  29292. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  29293. * @param buffer defines a user defined buffer to fill with data (can be null)
  29294. * @returns The Array buffer containing the pixels data.
  29295. */
  29296. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  29297. /**
  29298. * Release and destroy the underlying lower level texture aka internalTexture.
  29299. */
  29300. releaseInternalTexture(): void;
  29301. /** @hidden */
  29302. readonly _lodTextureHigh: Nullable<BaseTexture>;
  29303. /** @hidden */
  29304. readonly _lodTextureMid: Nullable<BaseTexture>;
  29305. /** @hidden */
  29306. readonly _lodTextureLow: Nullable<BaseTexture>;
  29307. /**
  29308. * Dispose the texture and release its associated resources.
  29309. */
  29310. dispose(): void;
  29311. /**
  29312. * Serialize the texture into a JSON representation that can be parsed later on.
  29313. * @returns the JSON representation of the texture
  29314. */
  29315. serialize(): any;
  29316. /**
  29317. * Helper function to be called back once a list of texture contains only ready textures.
  29318. * @param textures Define the list of textures to wait for
  29319. * @param callback Define the callback triggered once the entire list will be ready
  29320. */
  29321. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  29322. }
  29323. }
  29324. declare module "babylonjs/Materials/effect" {
  29325. import { Observable } from "babylonjs/Misc/observable";
  29326. import { Nullable } from "babylonjs/types";
  29327. import { IDisposable } from "babylonjs/scene";
  29328. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29329. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29330. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  29331. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  29332. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29333. import { Engine } from "babylonjs/Engines/engine";
  29334. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29335. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29336. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  29337. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29338. /**
  29339. * Options to be used when creating an effect.
  29340. */
  29341. export interface IEffectCreationOptions {
  29342. /**
  29343. * Atrributes that will be used in the shader.
  29344. */
  29345. attributes: string[];
  29346. /**
  29347. * Uniform varible names that will be set in the shader.
  29348. */
  29349. uniformsNames: string[];
  29350. /**
  29351. * Uniform buffer variable names that will be set in the shader.
  29352. */
  29353. uniformBuffersNames: string[];
  29354. /**
  29355. * Sampler texture variable names that will be set in the shader.
  29356. */
  29357. samplers: string[];
  29358. /**
  29359. * Define statements that will be set in the shader.
  29360. */
  29361. defines: any;
  29362. /**
  29363. * Possible fallbacks for this effect to improve performance when needed.
  29364. */
  29365. fallbacks: Nullable<IEffectFallbacks>;
  29366. /**
  29367. * Callback that will be called when the shader is compiled.
  29368. */
  29369. onCompiled: Nullable<(effect: Effect) => void>;
  29370. /**
  29371. * Callback that will be called if an error occurs during shader compilation.
  29372. */
  29373. onError: Nullable<(effect: Effect, errors: string) => void>;
  29374. /**
  29375. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29376. */
  29377. indexParameters?: any;
  29378. /**
  29379. * Max number of lights that can be used in the shader.
  29380. */
  29381. maxSimultaneousLights?: number;
  29382. /**
  29383. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29384. */
  29385. transformFeedbackVaryings?: Nullable<string[]>;
  29386. }
  29387. /**
  29388. * Effect containing vertex and fragment shader that can be executed on an object.
  29389. */
  29390. export class Effect implements IDisposable {
  29391. /**
  29392. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29393. */
  29394. static ShadersRepository: string;
  29395. /**
  29396. * Name of the effect.
  29397. */
  29398. name: any;
  29399. /**
  29400. * String container all the define statements that should be set on the shader.
  29401. */
  29402. defines: string;
  29403. /**
  29404. * Callback that will be called when the shader is compiled.
  29405. */
  29406. onCompiled: Nullable<(effect: Effect) => void>;
  29407. /**
  29408. * Callback that will be called if an error occurs during shader compilation.
  29409. */
  29410. onError: Nullable<(effect: Effect, errors: string) => void>;
  29411. /**
  29412. * Callback that will be called when effect is bound.
  29413. */
  29414. onBind: Nullable<(effect: Effect) => void>;
  29415. /**
  29416. * Unique ID of the effect.
  29417. */
  29418. uniqueId: number;
  29419. /**
  29420. * Observable that will be called when the shader is compiled.
  29421. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29422. */
  29423. onCompileObservable: Observable<Effect>;
  29424. /**
  29425. * Observable that will be called if an error occurs during shader compilation.
  29426. */
  29427. onErrorObservable: Observable<Effect>;
  29428. /** @hidden */
  29429. _onBindObservable: Nullable<Observable<Effect>>;
  29430. /**
  29431. * Observable that will be called when effect is bound.
  29432. */
  29433. readonly onBindObservable: Observable<Effect>;
  29434. /** @hidden */
  29435. _bonesComputationForcedToCPU: boolean;
  29436. private static _uniqueIdSeed;
  29437. private _engine;
  29438. private _uniformBuffersNames;
  29439. private _uniformsNames;
  29440. private _samplerList;
  29441. private _samplers;
  29442. private _isReady;
  29443. private _compilationError;
  29444. private _allFallbacksProcessed;
  29445. private _attributesNames;
  29446. private _attributes;
  29447. private _uniforms;
  29448. /**
  29449. * Key for the effect.
  29450. * @hidden
  29451. */
  29452. _key: string;
  29453. private _indexParameters;
  29454. private _fallbacks;
  29455. private _vertexSourceCode;
  29456. private _fragmentSourceCode;
  29457. private _vertexSourceCodeOverride;
  29458. private _fragmentSourceCodeOverride;
  29459. private _transformFeedbackVaryings;
  29460. /**
  29461. * Compiled shader to webGL program.
  29462. * @hidden
  29463. */
  29464. _pipelineContext: Nullable<IPipelineContext>;
  29465. private _valueCache;
  29466. private static _baseCache;
  29467. /**
  29468. * Instantiates an effect.
  29469. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29470. * @param baseName Name of the effect.
  29471. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29472. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29473. * @param samplers List of sampler variables that will be passed to the shader.
  29474. * @param engine Engine to be used to render the effect
  29475. * @param defines Define statements to be added to the shader.
  29476. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29477. * @param onCompiled Callback that will be called when the shader is compiled.
  29478. * @param onError Callback that will be called if an error occurs during shader compilation.
  29479. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29480. */
  29481. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29482. private _useFinalCode;
  29483. /**
  29484. * Unique key for this effect
  29485. */
  29486. readonly key: string;
  29487. /**
  29488. * If the effect has been compiled and prepared.
  29489. * @returns if the effect is compiled and prepared.
  29490. */
  29491. isReady(): boolean;
  29492. private _isReadyInternal;
  29493. /**
  29494. * The engine the effect was initialized with.
  29495. * @returns the engine.
  29496. */
  29497. getEngine(): Engine;
  29498. /**
  29499. * The pipeline context for this effect
  29500. * @returns the associated pipeline context
  29501. */
  29502. getPipelineContext(): Nullable<IPipelineContext>;
  29503. /**
  29504. * The set of names of attribute variables for the shader.
  29505. * @returns An array of attribute names.
  29506. */
  29507. getAttributesNames(): string[];
  29508. /**
  29509. * Returns the attribute at the given index.
  29510. * @param index The index of the attribute.
  29511. * @returns The location of the attribute.
  29512. */
  29513. getAttributeLocation(index: number): number;
  29514. /**
  29515. * Returns the attribute based on the name of the variable.
  29516. * @param name of the attribute to look up.
  29517. * @returns the attribute location.
  29518. */
  29519. getAttributeLocationByName(name: string): number;
  29520. /**
  29521. * The number of attributes.
  29522. * @returns the numnber of attributes.
  29523. */
  29524. getAttributesCount(): number;
  29525. /**
  29526. * Gets the index of a uniform variable.
  29527. * @param uniformName of the uniform to look up.
  29528. * @returns the index.
  29529. */
  29530. getUniformIndex(uniformName: string): number;
  29531. /**
  29532. * Returns the attribute based on the name of the variable.
  29533. * @param uniformName of the uniform to look up.
  29534. * @returns the location of the uniform.
  29535. */
  29536. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29537. /**
  29538. * Returns an array of sampler variable names
  29539. * @returns The array of sampler variable neames.
  29540. */
  29541. getSamplers(): string[];
  29542. /**
  29543. * The error from the last compilation.
  29544. * @returns the error string.
  29545. */
  29546. getCompilationError(): string;
  29547. /**
  29548. * Gets a boolean indicating that all fallbacks were used during compilation
  29549. * @returns true if all fallbacks were used
  29550. */
  29551. allFallbacksProcessed(): boolean;
  29552. /**
  29553. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29554. * @param func The callback to be used.
  29555. */
  29556. executeWhenCompiled(func: (effect: Effect) => void): void;
  29557. private _checkIsReady;
  29558. private _loadShader;
  29559. /**
  29560. * Recompiles the webGL program
  29561. * @param vertexSourceCode The source code for the vertex shader.
  29562. * @param fragmentSourceCode The source code for the fragment shader.
  29563. * @param onCompiled Callback called when completed.
  29564. * @param onError Callback called on error.
  29565. * @hidden
  29566. */
  29567. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29568. /**
  29569. * Prepares the effect
  29570. * @hidden
  29571. */
  29572. _prepareEffect(): void;
  29573. private _processCompilationErrors;
  29574. /**
  29575. * Checks if the effect is supported. (Must be called after compilation)
  29576. */
  29577. readonly isSupported: boolean;
  29578. /**
  29579. * Binds a texture to the engine to be used as output of the shader.
  29580. * @param channel Name of the output variable.
  29581. * @param texture Texture to bind.
  29582. * @hidden
  29583. */
  29584. _bindTexture(channel: string, texture: InternalTexture): void;
  29585. /**
  29586. * Sets a texture on the engine to be used in the shader.
  29587. * @param channel Name of the sampler variable.
  29588. * @param texture Texture to set.
  29589. */
  29590. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29591. /**
  29592. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29593. * @param channel Name of the sampler variable.
  29594. * @param texture Texture to set.
  29595. */
  29596. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29597. /**
  29598. * Sets an array of textures on the engine to be used in the shader.
  29599. * @param channel Name of the variable.
  29600. * @param textures Textures to set.
  29601. */
  29602. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29603. /**
  29604. * 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)
  29605. * @param channel Name of the sampler variable.
  29606. * @param postProcess Post process to get the input texture from.
  29607. */
  29608. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29609. /**
  29610. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29611. * 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)
  29612. * @param channel Name of the sampler variable.
  29613. * @param postProcess Post process to get the output texture from.
  29614. */
  29615. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29616. /** @hidden */
  29617. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29618. /** @hidden */
  29619. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29620. /** @hidden */
  29621. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29622. /** @hidden */
  29623. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29624. /**
  29625. * Binds a buffer to a uniform.
  29626. * @param buffer Buffer to bind.
  29627. * @param name Name of the uniform variable to bind to.
  29628. */
  29629. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29630. /**
  29631. * Binds block to a uniform.
  29632. * @param blockName Name of the block to bind.
  29633. * @param index Index to bind.
  29634. */
  29635. bindUniformBlock(blockName: string, index: number): void;
  29636. /**
  29637. * Sets an interger value on a uniform variable.
  29638. * @param uniformName Name of the variable.
  29639. * @param value Value to be set.
  29640. * @returns this effect.
  29641. */
  29642. setInt(uniformName: string, value: number): Effect;
  29643. /**
  29644. * Sets an int array on a uniform variable.
  29645. * @param uniformName Name of the variable.
  29646. * @param array array to be set.
  29647. * @returns this effect.
  29648. */
  29649. setIntArray(uniformName: string, array: Int32Array): Effect;
  29650. /**
  29651. * 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)
  29652. * @param uniformName Name of the variable.
  29653. * @param array array to be set.
  29654. * @returns this effect.
  29655. */
  29656. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29657. /**
  29658. * 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)
  29659. * @param uniformName Name of the variable.
  29660. * @param array array to be set.
  29661. * @returns this effect.
  29662. */
  29663. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29664. /**
  29665. * 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)
  29666. * @param uniformName Name of the variable.
  29667. * @param array array to be set.
  29668. * @returns this effect.
  29669. */
  29670. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29671. /**
  29672. * Sets an float array on a uniform variable.
  29673. * @param uniformName Name of the variable.
  29674. * @param array array to be set.
  29675. * @returns this effect.
  29676. */
  29677. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29678. /**
  29679. * 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)
  29680. * @param uniformName Name of the variable.
  29681. * @param array array to be set.
  29682. * @returns this effect.
  29683. */
  29684. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29685. /**
  29686. * 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)
  29687. * @param uniformName Name of the variable.
  29688. * @param array array to be set.
  29689. * @returns this effect.
  29690. */
  29691. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29692. /**
  29693. * 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)
  29694. * @param uniformName Name of the variable.
  29695. * @param array array to be set.
  29696. * @returns this effect.
  29697. */
  29698. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29699. /**
  29700. * Sets an array on a uniform variable.
  29701. * @param uniformName Name of the variable.
  29702. * @param array array to be set.
  29703. * @returns this effect.
  29704. */
  29705. setArray(uniformName: string, array: number[]): Effect;
  29706. /**
  29707. * 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)
  29708. * @param uniformName Name of the variable.
  29709. * @param array array to be set.
  29710. * @returns this effect.
  29711. */
  29712. setArray2(uniformName: string, array: number[]): Effect;
  29713. /**
  29714. * 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)
  29715. * @param uniformName Name of the variable.
  29716. * @param array array to be set.
  29717. * @returns this effect.
  29718. */
  29719. setArray3(uniformName: string, array: number[]): Effect;
  29720. /**
  29721. * 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)
  29722. * @param uniformName Name of the variable.
  29723. * @param array array to be set.
  29724. * @returns this effect.
  29725. */
  29726. setArray4(uniformName: string, array: number[]): Effect;
  29727. /**
  29728. * Sets matrices on a uniform variable.
  29729. * @param uniformName Name of the variable.
  29730. * @param matrices matrices to be set.
  29731. * @returns this effect.
  29732. */
  29733. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29734. /**
  29735. * Sets matrix on a uniform variable.
  29736. * @param uniformName Name of the variable.
  29737. * @param matrix matrix to be set.
  29738. * @returns this effect.
  29739. */
  29740. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29741. /**
  29742. * 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)
  29743. * @param uniformName Name of the variable.
  29744. * @param matrix matrix to be set.
  29745. * @returns this effect.
  29746. */
  29747. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29748. /**
  29749. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29750. * @param uniformName Name of the variable.
  29751. * @param matrix matrix to be set.
  29752. * @returns this effect.
  29753. */
  29754. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29755. /**
  29756. * Sets a float on a uniform variable.
  29757. * @param uniformName Name of the variable.
  29758. * @param value value to be set.
  29759. * @returns this effect.
  29760. */
  29761. setFloat(uniformName: string, value: number): Effect;
  29762. /**
  29763. * Sets a boolean on a uniform variable.
  29764. * @param uniformName Name of the variable.
  29765. * @param bool value to be set.
  29766. * @returns this effect.
  29767. */
  29768. setBool(uniformName: string, bool: boolean): Effect;
  29769. /**
  29770. * Sets a Vector2 on a uniform variable.
  29771. * @param uniformName Name of the variable.
  29772. * @param vector2 vector2 to be set.
  29773. * @returns this effect.
  29774. */
  29775. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29776. /**
  29777. * Sets a float2 on a uniform variable.
  29778. * @param uniformName Name of the variable.
  29779. * @param x First float in float2.
  29780. * @param y Second float in float2.
  29781. * @returns this effect.
  29782. */
  29783. setFloat2(uniformName: string, x: number, y: number): Effect;
  29784. /**
  29785. * Sets a Vector3 on a uniform variable.
  29786. * @param uniformName Name of the variable.
  29787. * @param vector3 Value to be set.
  29788. * @returns this effect.
  29789. */
  29790. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29791. /**
  29792. * Sets a float3 on a uniform variable.
  29793. * @param uniformName Name of the variable.
  29794. * @param x First float in float3.
  29795. * @param y Second float in float3.
  29796. * @param z Third float in float3.
  29797. * @returns this effect.
  29798. */
  29799. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29800. /**
  29801. * Sets a Vector4 on a uniform variable.
  29802. * @param uniformName Name of the variable.
  29803. * @param vector4 Value to be set.
  29804. * @returns this effect.
  29805. */
  29806. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29807. /**
  29808. * Sets a float4 on a uniform variable.
  29809. * @param uniformName Name of the variable.
  29810. * @param x First float in float4.
  29811. * @param y Second float in float4.
  29812. * @param z Third float in float4.
  29813. * @param w Fourth float in float4.
  29814. * @returns this effect.
  29815. */
  29816. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29817. /**
  29818. * Sets a Color3 on a uniform variable.
  29819. * @param uniformName Name of the variable.
  29820. * @param color3 Value to be set.
  29821. * @returns this effect.
  29822. */
  29823. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29824. /**
  29825. * Sets a Color4 on a uniform variable.
  29826. * @param uniformName Name of the variable.
  29827. * @param color3 Value to be set.
  29828. * @param alpha Alpha value to be set.
  29829. * @returns this effect.
  29830. */
  29831. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29832. /**
  29833. * Sets a Color4 on a uniform variable
  29834. * @param uniformName defines the name of the variable
  29835. * @param color4 defines the value to be set
  29836. * @returns this effect.
  29837. */
  29838. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29839. /** Release all associated resources */
  29840. dispose(): void;
  29841. /**
  29842. * This function will add a new shader to the shader store
  29843. * @param name the name of the shader
  29844. * @param pixelShader optional pixel shader content
  29845. * @param vertexShader optional vertex shader content
  29846. */
  29847. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29848. /**
  29849. * Store of each shader (The can be looked up using effect.key)
  29850. */
  29851. static ShadersStore: {
  29852. [key: string]: string;
  29853. };
  29854. /**
  29855. * Store of each included file for a shader (The can be looked up using effect.key)
  29856. */
  29857. static IncludesShadersStore: {
  29858. [key: string]: string;
  29859. };
  29860. /**
  29861. * Resets the cache of effects.
  29862. */
  29863. static ResetCache(): void;
  29864. }
  29865. }
  29866. declare module "babylonjs/Engines/engineCapabilities" {
  29867. /**
  29868. * Interface used to describe the capabilities of the engine relatively to the current browser
  29869. */
  29870. export interface EngineCapabilities {
  29871. /** Maximum textures units per fragment shader */
  29872. maxTexturesImageUnits: number;
  29873. /** Maximum texture units per vertex shader */
  29874. maxVertexTextureImageUnits: number;
  29875. /** Maximum textures units in the entire pipeline */
  29876. maxCombinedTexturesImageUnits: number;
  29877. /** Maximum texture size */
  29878. maxTextureSize: number;
  29879. /** Maximum texture samples */
  29880. maxSamples?: number;
  29881. /** Maximum cube texture size */
  29882. maxCubemapTextureSize: number;
  29883. /** Maximum render texture size */
  29884. maxRenderTextureSize: number;
  29885. /** Maximum number of vertex attributes */
  29886. maxVertexAttribs: number;
  29887. /** Maximum number of varyings */
  29888. maxVaryingVectors: number;
  29889. /** Maximum number of uniforms per vertex shader */
  29890. maxVertexUniformVectors: number;
  29891. /** Maximum number of uniforms per fragment shader */
  29892. maxFragmentUniformVectors: number;
  29893. /** Defines if standard derivates (dx/dy) are supported */
  29894. standardDerivatives: boolean;
  29895. /** Defines if s3tc texture compression is supported */
  29896. s3tc?: WEBGL_compressed_texture_s3tc;
  29897. /** Defines if pvrtc texture compression is supported */
  29898. pvrtc: any;
  29899. /** Defines if etc1 texture compression is supported */
  29900. etc1: any;
  29901. /** Defines if etc2 texture compression is supported */
  29902. etc2: any;
  29903. /** Defines if astc texture compression is supported */
  29904. astc: any;
  29905. /** Defines if float textures are supported */
  29906. textureFloat: boolean;
  29907. /** Defines if vertex array objects are supported */
  29908. vertexArrayObject: boolean;
  29909. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29910. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29911. /** Gets the maximum level of anisotropy supported */
  29912. maxAnisotropy: number;
  29913. /** Defines if instancing is supported */
  29914. instancedArrays: boolean;
  29915. /** Defines if 32 bits indices are supported */
  29916. uintIndices: boolean;
  29917. /** Defines if high precision shaders are supported */
  29918. highPrecisionShaderSupported: boolean;
  29919. /** Defines if depth reading in the fragment shader is supported */
  29920. fragmentDepthSupported: boolean;
  29921. /** Defines if float texture linear filtering is supported*/
  29922. textureFloatLinearFiltering: boolean;
  29923. /** Defines if rendering to float textures is supported */
  29924. textureFloatRender: boolean;
  29925. /** Defines if half float textures are supported*/
  29926. textureHalfFloat: boolean;
  29927. /** Defines if half float texture linear filtering is supported*/
  29928. textureHalfFloatLinearFiltering: boolean;
  29929. /** Defines if rendering to half float textures is supported */
  29930. textureHalfFloatRender: boolean;
  29931. /** Defines if textureLOD shader command is supported */
  29932. textureLOD: boolean;
  29933. /** Defines if draw buffers extension is supported */
  29934. drawBuffersExtension: boolean;
  29935. /** Defines if depth textures are supported */
  29936. depthTextureExtension: boolean;
  29937. /** Defines if float color buffer are supported */
  29938. colorBufferFloat: boolean;
  29939. /** Gets disjoint timer query extension (null if not supported) */
  29940. timerQuery?: EXT_disjoint_timer_query;
  29941. /** Defines if timestamp can be used with timer query */
  29942. canUseTimestampForTimerQuery: boolean;
  29943. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29944. multiview?: any;
  29945. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  29946. oculusMultiview?: any;
  29947. /** Function used to let the system compiles shaders in background */
  29948. parallelShaderCompile?: {
  29949. COMPLETION_STATUS_KHR: number;
  29950. };
  29951. /** Max number of texture samples for MSAA */
  29952. maxMSAASamples: number;
  29953. /** Defines if the blend min max extension is supported */
  29954. blendMinMax: boolean;
  29955. }
  29956. }
  29957. declare module "babylonjs/States/depthCullingState" {
  29958. import { Nullable } from "babylonjs/types";
  29959. /**
  29960. * @hidden
  29961. **/
  29962. export class DepthCullingState {
  29963. private _isDepthTestDirty;
  29964. private _isDepthMaskDirty;
  29965. private _isDepthFuncDirty;
  29966. private _isCullFaceDirty;
  29967. private _isCullDirty;
  29968. private _isZOffsetDirty;
  29969. private _isFrontFaceDirty;
  29970. private _depthTest;
  29971. private _depthMask;
  29972. private _depthFunc;
  29973. private _cull;
  29974. private _cullFace;
  29975. private _zOffset;
  29976. private _frontFace;
  29977. /**
  29978. * Initializes the state.
  29979. */
  29980. constructor();
  29981. readonly isDirty: boolean;
  29982. zOffset: number;
  29983. cullFace: Nullable<number>;
  29984. cull: Nullable<boolean>;
  29985. depthFunc: Nullable<number>;
  29986. depthMask: boolean;
  29987. depthTest: boolean;
  29988. frontFace: Nullable<number>;
  29989. reset(): void;
  29990. apply(gl: WebGLRenderingContext): void;
  29991. }
  29992. }
  29993. declare module "babylonjs/States/stencilState" {
  29994. /**
  29995. * @hidden
  29996. **/
  29997. export class StencilState {
  29998. /** 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 */
  29999. static readonly ALWAYS: number;
  30000. /** Passed to stencilOperation to specify that stencil value must be kept */
  30001. static readonly KEEP: number;
  30002. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30003. static readonly REPLACE: number;
  30004. private _isStencilTestDirty;
  30005. private _isStencilMaskDirty;
  30006. private _isStencilFuncDirty;
  30007. private _isStencilOpDirty;
  30008. private _stencilTest;
  30009. private _stencilMask;
  30010. private _stencilFunc;
  30011. private _stencilFuncRef;
  30012. private _stencilFuncMask;
  30013. private _stencilOpStencilFail;
  30014. private _stencilOpDepthFail;
  30015. private _stencilOpStencilDepthPass;
  30016. readonly isDirty: boolean;
  30017. stencilFunc: number;
  30018. stencilFuncRef: number;
  30019. stencilFuncMask: number;
  30020. stencilOpStencilFail: number;
  30021. stencilOpDepthFail: number;
  30022. stencilOpStencilDepthPass: number;
  30023. stencilMask: number;
  30024. stencilTest: boolean;
  30025. constructor();
  30026. reset(): void;
  30027. apply(gl: WebGLRenderingContext): void;
  30028. }
  30029. }
  30030. declare module "babylonjs/States/alphaCullingState" {
  30031. /**
  30032. * @hidden
  30033. **/
  30034. export class AlphaState {
  30035. private _isAlphaBlendDirty;
  30036. private _isBlendFunctionParametersDirty;
  30037. private _isBlendEquationParametersDirty;
  30038. private _isBlendConstantsDirty;
  30039. private _alphaBlend;
  30040. private _blendFunctionParameters;
  30041. private _blendEquationParameters;
  30042. private _blendConstants;
  30043. /**
  30044. * Initializes the state.
  30045. */
  30046. constructor();
  30047. readonly isDirty: boolean;
  30048. alphaBlend: boolean;
  30049. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  30050. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30051. setAlphaEquationParameters(rgb: number, alpha: number): void;
  30052. reset(): void;
  30053. apply(gl: WebGLRenderingContext): void;
  30054. }
  30055. }
  30056. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30057. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30058. /** @hidden */
  30059. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30060. attributeProcessor(attribute: string): string;
  30061. varyingProcessor(varying: string, isFragment: boolean): string;
  30062. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30063. }
  30064. }
  30065. declare module "babylonjs/Engines/instancingAttributeInfo" {
  30066. /**
  30067. * Interface for attribute information associated with buffer instanciation
  30068. */
  30069. export interface InstancingAttributeInfo {
  30070. /**
  30071. * Index/offset of the attribute in the vertex shader
  30072. */
  30073. index: number;
  30074. /**
  30075. * size of the attribute, 1, 2, 3 or 4
  30076. */
  30077. attributeSize: number;
  30078. /**
  30079. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30080. * default is FLOAT
  30081. */
  30082. attributeType: number;
  30083. /**
  30084. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30085. */
  30086. normalized: boolean;
  30087. /**
  30088. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30089. */
  30090. offset: number;
  30091. /**
  30092. * Name of the GLSL attribute, for debugging purpose only
  30093. */
  30094. attributeName: string;
  30095. }
  30096. }
  30097. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  30098. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30099. import { Nullable } from "babylonjs/types";
  30100. module "babylonjs/Engines/thinEngine" {
  30101. interface ThinEngine {
  30102. /**
  30103. * Update a video texture
  30104. * @param texture defines the texture to update
  30105. * @param video defines the video element to use
  30106. * @param invertY defines if data must be stored with Y axis inverted
  30107. */
  30108. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  30109. }
  30110. }
  30111. }
  30112. declare module "babylonjs/Materials/Textures/videoTexture" {
  30113. import { Observable } from "babylonjs/Misc/observable";
  30114. import { Nullable } from "babylonjs/types";
  30115. import { Scene } from "babylonjs/scene";
  30116. import { Texture } from "babylonjs/Materials/Textures/texture";
  30117. import "babylonjs/Engines/Extensions/engine.videoTexture";
  30118. /**
  30119. * Settings for finer control over video usage
  30120. */
  30121. export interface VideoTextureSettings {
  30122. /**
  30123. * Applies `autoplay` to video, if specified
  30124. */
  30125. autoPlay?: boolean;
  30126. /**
  30127. * Applies `loop` to video, if specified
  30128. */
  30129. loop?: boolean;
  30130. /**
  30131. * Automatically updates internal texture from video at every frame in the render loop
  30132. */
  30133. autoUpdateTexture: boolean;
  30134. /**
  30135. * Image src displayed during the video loading or until the user interacts with the video.
  30136. */
  30137. poster?: string;
  30138. }
  30139. /**
  30140. * If you want to display a video in your scene, this is the special texture for that.
  30141. * This special texture works similar to other textures, with the exception of a few parameters.
  30142. * @see https://doc.babylonjs.com/how_to/video_texture
  30143. */
  30144. export class VideoTexture extends Texture {
  30145. /**
  30146. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30147. */
  30148. readonly autoUpdateTexture: boolean;
  30149. /**
  30150. * The video instance used by the texture internally
  30151. */
  30152. readonly video: HTMLVideoElement;
  30153. private _onUserActionRequestedObservable;
  30154. /**
  30155. * Event triggerd when a dom action is required by the user to play the video.
  30156. * This happens due to recent changes in browser policies preventing video to auto start.
  30157. */
  30158. readonly onUserActionRequestedObservable: Observable<Texture>;
  30159. private _generateMipMaps;
  30160. private _engine;
  30161. private _stillImageCaptured;
  30162. private _displayingPosterTexture;
  30163. private _settings;
  30164. private _createInternalTextureOnEvent;
  30165. private _frameId;
  30166. /**
  30167. * Creates a video texture.
  30168. * If you want to display a video in your scene, this is the special texture for that.
  30169. * This special texture works similar to other textures, with the exception of a few parameters.
  30170. * @see https://doc.babylonjs.com/how_to/video_texture
  30171. * @param name optional name, will detect from video source, if not defined
  30172. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30173. * @param scene is obviously the current scene.
  30174. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30175. * @param invertY is false by default but can be used to invert video on Y axis
  30176. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30177. * @param settings allows finer control over video usage
  30178. */
  30179. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30180. private _getName;
  30181. private _getVideo;
  30182. private _createInternalTexture;
  30183. private reset;
  30184. /**
  30185. * @hidden Internal method to initiate `update`.
  30186. */
  30187. _rebuild(): void;
  30188. /**
  30189. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30190. */
  30191. update(): void;
  30192. /**
  30193. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30194. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30195. */
  30196. updateTexture(isVisible: boolean): void;
  30197. protected _updateInternalTexture: () => void;
  30198. /**
  30199. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30200. * @param url New url.
  30201. */
  30202. updateURL(url: string): void;
  30203. /**
  30204. * Dispose the texture and release its associated resources.
  30205. */
  30206. dispose(): void;
  30207. /**
  30208. * Creates a video texture straight from a stream.
  30209. * @param scene Define the scene the texture should be created in
  30210. * @param stream Define the stream the texture should be created from
  30211. * @returns The created video texture as a promise
  30212. */
  30213. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30214. /**
  30215. * Creates a video texture straight from your WebCam video feed.
  30216. * @param scene Define the scene the texture should be created in
  30217. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30218. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30219. * @returns The created video texture as a promise
  30220. */
  30221. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30222. minWidth: number;
  30223. maxWidth: number;
  30224. minHeight: number;
  30225. maxHeight: number;
  30226. deviceId: string;
  30227. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30228. /**
  30229. * Creates a video texture straight from your WebCam video feed.
  30230. * @param scene Define the scene the texture should be created in
  30231. * @param onReady Define a callback to triggered once the texture will be ready
  30232. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30233. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30234. */
  30235. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30236. minWidth: number;
  30237. maxWidth: number;
  30238. minHeight: number;
  30239. maxHeight: number;
  30240. deviceId: string;
  30241. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30242. }
  30243. }
  30244. declare module "babylonjs/Engines/thinEngine" {
  30245. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30246. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  30247. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30248. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30249. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  30250. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  30251. import { Observable } from "babylonjs/Misc/observable";
  30252. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  30253. import { StencilState } from "babylonjs/States/stencilState";
  30254. import { AlphaState } from "babylonjs/States/alphaCullingState";
  30255. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30256. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30257. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30258. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30259. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30260. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30261. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30262. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  30263. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30264. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30265. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30266. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  30267. /**
  30268. * Defines the interface used by objects working like Scene
  30269. * @hidden
  30270. */
  30271. interface ISceneLike {
  30272. _addPendingData(data: any): void;
  30273. _removePendingData(data: any): void;
  30274. offlineProvider: IOfflineProvider;
  30275. }
  30276. /** Interface defining initialization parameters for Engine class */
  30277. export interface EngineOptions extends WebGLContextAttributes {
  30278. /**
  30279. * Defines if the engine should no exceed a specified device ratio
  30280. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30281. */
  30282. limitDeviceRatio?: number;
  30283. /**
  30284. * Defines if webvr should be enabled automatically
  30285. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30286. */
  30287. autoEnableWebVR?: boolean;
  30288. /**
  30289. * Defines if webgl2 should be turned off even if supported
  30290. * @see http://doc.babylonjs.com/features/webgl2
  30291. */
  30292. disableWebGL2Support?: boolean;
  30293. /**
  30294. * Defines if webaudio should be initialized as well
  30295. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30296. */
  30297. audioEngine?: boolean;
  30298. /**
  30299. * Defines if animations should run using a deterministic lock step
  30300. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30301. */
  30302. deterministicLockstep?: boolean;
  30303. /** Defines the maximum steps to use with deterministic lock step mode */
  30304. lockstepMaxSteps?: number;
  30305. /** Defines the seconds between each deterministic lock step */
  30306. timeStep?: number;
  30307. /**
  30308. * Defines that engine should ignore context lost events
  30309. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30310. */
  30311. doNotHandleContextLost?: boolean;
  30312. /**
  30313. * Defines that engine should ignore modifying touch action attribute and style
  30314. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30315. */
  30316. doNotHandleTouchAction?: boolean;
  30317. /**
  30318. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30319. */
  30320. useHighPrecisionFloats?: boolean;
  30321. }
  30322. /**
  30323. * The base engine class (root of all engines)
  30324. */
  30325. export class ThinEngine {
  30326. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30327. static ExceptionList: ({
  30328. key: string;
  30329. capture: string;
  30330. captureConstraint: number;
  30331. targets: string[];
  30332. } | {
  30333. key: string;
  30334. capture: null;
  30335. captureConstraint: null;
  30336. targets: string[];
  30337. })[];
  30338. /** @hidden */
  30339. static _TextureLoaders: IInternalTextureLoader[];
  30340. /**
  30341. * Returns the current npm package of the sdk
  30342. */
  30343. static readonly NpmPackage: string;
  30344. /**
  30345. * Returns the current version of the framework
  30346. */
  30347. static readonly Version: string;
  30348. /**
  30349. * Returns a string describing the current engine
  30350. */
  30351. readonly description: string;
  30352. /**
  30353. * Gets or sets the epsilon value used by collision engine
  30354. */
  30355. static CollisionsEpsilon: number;
  30356. /**
  30357. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30358. */
  30359. static ShadersRepository: string;
  30360. /** @hidden */
  30361. _shaderProcessor: IShaderProcessor;
  30362. /**
  30363. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30364. */
  30365. forcePOTTextures: boolean;
  30366. /**
  30367. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30368. */
  30369. isFullscreen: boolean;
  30370. /**
  30371. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30372. */
  30373. cullBackFaces: boolean;
  30374. /**
  30375. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30376. */
  30377. renderEvenInBackground: boolean;
  30378. /**
  30379. * Gets or sets a boolean indicating that cache can be kept between frames
  30380. */
  30381. preventCacheWipeBetweenFrames: boolean;
  30382. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30383. validateShaderPrograms: boolean;
  30384. /**
  30385. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  30386. * This can provide greater z depth for distant objects.
  30387. */
  30388. useReverseDepthBuffer: boolean;
  30389. /**
  30390. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30391. */
  30392. disableUniformBuffers: boolean;
  30393. /** @hidden */
  30394. _uniformBuffers: UniformBuffer[];
  30395. /**
  30396. * Gets a boolean indicating that the engine supports uniform buffers
  30397. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30398. */
  30399. readonly supportsUniformBuffers: boolean;
  30400. /** @hidden */
  30401. _gl: WebGLRenderingContext;
  30402. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30403. protected _windowIsBackground: boolean;
  30404. protected _webGLVersion: number;
  30405. protected _creationOptions: EngineOptions;
  30406. protected _highPrecisionShadersAllowed: boolean;
  30407. /** @hidden */
  30408. readonly _shouldUseHighPrecisionShader: boolean;
  30409. /**
  30410. * Gets a boolean indicating that only power of 2 textures are supported
  30411. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30412. */
  30413. readonly needPOTTextures: boolean;
  30414. /** @hidden */
  30415. _badOS: boolean;
  30416. /** @hidden */
  30417. _badDesktopOS: boolean;
  30418. private _hardwareScalingLevel;
  30419. /** @hidden */
  30420. _caps: EngineCapabilities;
  30421. private _isStencilEnable;
  30422. protected _colorWrite: boolean;
  30423. private _glVersion;
  30424. private _glRenderer;
  30425. private _glVendor;
  30426. /** @hidden */
  30427. _videoTextureSupported: boolean;
  30428. protected _renderingQueueLaunched: boolean;
  30429. protected _activeRenderLoops: (() => void)[];
  30430. /**
  30431. * Observable signaled when a context lost event is raised
  30432. */
  30433. onContextLostObservable: Observable<ThinEngine>;
  30434. /**
  30435. * Observable signaled when a context restored event is raised
  30436. */
  30437. onContextRestoredObservable: Observable<ThinEngine>;
  30438. private _onContextLost;
  30439. private _onContextRestored;
  30440. protected _contextWasLost: boolean;
  30441. /** @hidden */
  30442. _doNotHandleContextLost: boolean;
  30443. /**
  30444. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30445. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30446. */
  30447. doNotHandleContextLost: boolean;
  30448. /**
  30449. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30450. */
  30451. disableVertexArrayObjects: boolean;
  30452. /** @hidden */
  30453. protected _depthCullingState: DepthCullingState;
  30454. /** @hidden */
  30455. protected _stencilState: StencilState;
  30456. /** @hidden */
  30457. protected _alphaState: AlphaState;
  30458. /** @hidden */
  30459. _internalTexturesCache: InternalTexture[];
  30460. /** @hidden */
  30461. protected _activeChannel: number;
  30462. private _currentTextureChannel;
  30463. /** @hidden */
  30464. protected _boundTexturesCache: {
  30465. [key: string]: Nullable<InternalTexture>;
  30466. };
  30467. /** @hidden */
  30468. protected _currentEffect: Nullable<Effect>;
  30469. /** @hidden */
  30470. protected _currentProgram: Nullable<WebGLProgram>;
  30471. private _compiledEffects;
  30472. private _vertexAttribArraysEnabled;
  30473. /** @hidden */
  30474. protected _cachedViewport: Nullable<IViewportLike>;
  30475. private _cachedVertexArrayObject;
  30476. /** @hidden */
  30477. protected _cachedVertexBuffers: any;
  30478. /** @hidden */
  30479. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30480. /** @hidden */
  30481. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30482. /** @hidden */
  30483. _currentRenderTarget: Nullable<InternalTexture>;
  30484. private _uintIndicesCurrentlySet;
  30485. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30486. /** @hidden */
  30487. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30488. private _currentBufferPointers;
  30489. private _currentInstanceLocations;
  30490. private _currentInstanceBuffers;
  30491. private _textureUnits;
  30492. /** @hidden */
  30493. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30494. /** @hidden */
  30495. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30496. /** @hidden */
  30497. _boundRenderFunction: any;
  30498. private _vaoRecordInProgress;
  30499. private _mustWipeVertexAttributes;
  30500. private _emptyTexture;
  30501. private _emptyCubeTexture;
  30502. private _emptyTexture3D;
  30503. private _emptyTexture2DArray;
  30504. /** @hidden */
  30505. _frameHandler: number;
  30506. private _nextFreeTextureSlots;
  30507. private _maxSimultaneousTextures;
  30508. private _activeRequests;
  30509. protected _texturesSupported: string[];
  30510. /** @hidden */
  30511. _textureFormatInUse: Nullable<string>;
  30512. protected readonly _supportsHardwareTextureRescaling: boolean;
  30513. /**
  30514. * Gets the list of texture formats supported
  30515. */
  30516. readonly texturesSupported: Array<string>;
  30517. /**
  30518. * Gets the list of texture formats in use
  30519. */
  30520. readonly textureFormatInUse: Nullable<string>;
  30521. /**
  30522. * Gets the current viewport
  30523. */
  30524. readonly currentViewport: Nullable<IViewportLike>;
  30525. /**
  30526. * Gets the default empty texture
  30527. */
  30528. readonly emptyTexture: InternalTexture;
  30529. /**
  30530. * Gets the default empty 3D texture
  30531. */
  30532. readonly emptyTexture3D: InternalTexture;
  30533. /**
  30534. * Gets the default empty 2D array texture
  30535. */
  30536. readonly emptyTexture2DArray: InternalTexture;
  30537. /**
  30538. * Gets the default empty cube texture
  30539. */
  30540. readonly emptyCubeTexture: InternalTexture;
  30541. /**
  30542. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30543. */
  30544. readonly premultipliedAlpha: boolean;
  30545. /**
  30546. * Observable event triggered before each texture is initialized
  30547. */
  30548. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30549. /**
  30550. * Creates a new engine
  30551. * @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
  30552. * @param antialias defines enable antialiasing (default: false)
  30553. * @param options defines further options to be sent to the getContext() function
  30554. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30555. */
  30556. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30557. private _rebuildInternalTextures;
  30558. private _rebuildEffects;
  30559. /**
  30560. * Gets a boolean indicating if all created effects are ready
  30561. * @returns true if all effects are ready
  30562. */
  30563. areAllEffectsReady(): boolean;
  30564. protected _rebuildBuffers(): void;
  30565. private _initGLContext;
  30566. /**
  30567. * Gets version of the current webGL context
  30568. */
  30569. readonly webGLVersion: number;
  30570. /**
  30571. * Gets a string idenfifying the name of the class
  30572. * @returns "Engine" string
  30573. */
  30574. getClassName(): string;
  30575. /**
  30576. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30577. */
  30578. readonly isStencilEnable: boolean;
  30579. /** @hidden */
  30580. _prepareWorkingCanvas(): void;
  30581. /**
  30582. * Reset the texture cache to empty state
  30583. */
  30584. resetTextureCache(): void;
  30585. /**
  30586. * Gets an object containing information about the current webGL context
  30587. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30588. */
  30589. getGlInfo(): {
  30590. vendor: string;
  30591. renderer: string;
  30592. version: string;
  30593. };
  30594. /**
  30595. * Defines the hardware scaling level.
  30596. * By default the hardware scaling level is computed from the window device ratio.
  30597. * 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.
  30598. * @param level defines the level to use
  30599. */
  30600. setHardwareScalingLevel(level: number): void;
  30601. /**
  30602. * Gets the current hardware scaling level.
  30603. * By default the hardware scaling level is computed from the window device ratio.
  30604. * 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.
  30605. * @returns a number indicating the current hardware scaling level
  30606. */
  30607. getHardwareScalingLevel(): number;
  30608. /**
  30609. * Gets the list of loaded textures
  30610. * @returns an array containing all loaded textures
  30611. */
  30612. getLoadedTexturesCache(): InternalTexture[];
  30613. /**
  30614. * Gets the object containing all engine capabilities
  30615. * @returns the EngineCapabilities object
  30616. */
  30617. getCaps(): EngineCapabilities;
  30618. /**
  30619. * stop executing a render loop function and remove it from the execution array
  30620. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30621. */
  30622. stopRenderLoop(renderFunction?: () => void): void;
  30623. /** @hidden */
  30624. _renderLoop(): void;
  30625. /**
  30626. * Gets the HTML canvas attached with the current webGL context
  30627. * @returns a HTML canvas
  30628. */
  30629. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30630. /**
  30631. * Gets host window
  30632. * @returns the host window object
  30633. */
  30634. getHostWindow(): Nullable<Window>;
  30635. /**
  30636. * Gets the current render width
  30637. * @param useScreen defines if screen size must be used (or the current render target if any)
  30638. * @returns a number defining the current render width
  30639. */
  30640. getRenderWidth(useScreen?: boolean): number;
  30641. /**
  30642. * Gets the current render height
  30643. * @param useScreen defines if screen size must be used (or the current render target if any)
  30644. * @returns a number defining the current render height
  30645. */
  30646. getRenderHeight(useScreen?: boolean): number;
  30647. /**
  30648. * Can be used to override the current requestAnimationFrame requester.
  30649. * @hidden
  30650. */
  30651. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30652. /**
  30653. * Register and execute a render loop. The engine can have more than one render function
  30654. * @param renderFunction defines the function to continuously execute
  30655. */
  30656. runRenderLoop(renderFunction: () => void): void;
  30657. /**
  30658. * Clear the current render buffer or the current render target (if any is set up)
  30659. * @param color defines the color to use
  30660. * @param backBuffer defines if the back buffer must be cleared
  30661. * @param depth defines if the depth buffer must be cleared
  30662. * @param stencil defines if the stencil buffer must be cleared
  30663. */
  30664. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30665. private _viewportCached;
  30666. /** @hidden */
  30667. _viewport(x: number, y: number, width: number, height: number): void;
  30668. /**
  30669. * Set the WebGL's viewport
  30670. * @param viewport defines the viewport element to be used
  30671. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30672. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30673. */
  30674. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30675. /**
  30676. * Begin a new frame
  30677. */
  30678. beginFrame(): void;
  30679. /**
  30680. * Enf the current frame
  30681. */
  30682. endFrame(): void;
  30683. /**
  30684. * Resize the view according to the canvas' size
  30685. */
  30686. resize(): void;
  30687. /**
  30688. * Force a specific size of the canvas
  30689. * @param width defines the new canvas' width
  30690. * @param height defines the new canvas' height
  30691. */
  30692. setSize(width: number, height: number): void;
  30693. /**
  30694. * Binds the frame buffer to the specified texture.
  30695. * @param texture The texture to render to or null for the default canvas
  30696. * @param faceIndex The face of the texture to render to in case of cube texture
  30697. * @param requiredWidth The width of the target to render to
  30698. * @param requiredHeight The height of the target to render to
  30699. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30700. * @param depthStencilTexture The depth stencil texture to use to render
  30701. * @param lodLevel defines le lod level to bind to the frame buffer
  30702. */
  30703. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30704. /** @hidden */
  30705. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30706. /**
  30707. * Unbind the current render target texture from the webGL context
  30708. * @param texture defines the render target texture to unbind
  30709. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30710. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30711. */
  30712. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30713. /**
  30714. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30715. */
  30716. flushFramebuffer(): void;
  30717. /**
  30718. * Unbind the current render target and bind the default framebuffer
  30719. */
  30720. restoreDefaultFramebuffer(): void;
  30721. /** @hidden */
  30722. protected _resetVertexBufferBinding(): void;
  30723. /**
  30724. * Creates a vertex buffer
  30725. * @param data the data for the vertex buffer
  30726. * @returns the new WebGL static buffer
  30727. */
  30728. createVertexBuffer(data: DataArray): DataBuffer;
  30729. private _createVertexBuffer;
  30730. /**
  30731. * Creates a dynamic vertex buffer
  30732. * @param data the data for the dynamic vertex buffer
  30733. * @returns the new WebGL dynamic buffer
  30734. */
  30735. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30736. protected _resetIndexBufferBinding(): void;
  30737. /**
  30738. * Creates a new index buffer
  30739. * @param indices defines the content of the index buffer
  30740. * @param updatable defines if the index buffer must be updatable
  30741. * @returns a new webGL buffer
  30742. */
  30743. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30744. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30745. /**
  30746. * Bind a webGL buffer to the webGL context
  30747. * @param buffer defines the buffer to bind
  30748. */
  30749. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30750. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30751. private bindBuffer;
  30752. /**
  30753. * update the bound buffer with the given data
  30754. * @param data defines the data to update
  30755. */
  30756. updateArrayBuffer(data: Float32Array): void;
  30757. private _vertexAttribPointer;
  30758. private _bindIndexBufferWithCache;
  30759. private _bindVertexBuffersAttributes;
  30760. /**
  30761. * Records a vertex array object
  30762. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30763. * @param vertexBuffers defines the list of vertex buffers to store
  30764. * @param indexBuffer defines the index buffer to store
  30765. * @param effect defines the effect to store
  30766. * @returns the new vertex array object
  30767. */
  30768. recordVertexArrayObject(vertexBuffers: {
  30769. [key: string]: VertexBuffer;
  30770. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30771. /**
  30772. * Bind a specific vertex array object
  30773. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30774. * @param vertexArrayObject defines the vertex array object to bind
  30775. * @param indexBuffer defines the index buffer to bind
  30776. */
  30777. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30778. /**
  30779. * Bind webGl buffers directly to the webGL context
  30780. * @param vertexBuffer defines the vertex buffer to bind
  30781. * @param indexBuffer defines the index buffer to bind
  30782. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30783. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30784. * @param effect defines the effect associated with the vertex buffer
  30785. */
  30786. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30787. private _unbindVertexArrayObject;
  30788. /**
  30789. * Bind a list of vertex buffers to the webGL context
  30790. * @param vertexBuffers defines the list of vertex buffers to bind
  30791. * @param indexBuffer defines the index buffer to bind
  30792. * @param effect defines the effect associated with the vertex buffers
  30793. */
  30794. bindBuffers(vertexBuffers: {
  30795. [key: string]: Nullable<VertexBuffer>;
  30796. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30797. /**
  30798. * Unbind all instance attributes
  30799. */
  30800. unbindInstanceAttributes(): void;
  30801. /**
  30802. * Release and free the memory of a vertex array object
  30803. * @param vao defines the vertex array object to delete
  30804. */
  30805. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30806. /** @hidden */
  30807. _releaseBuffer(buffer: DataBuffer): boolean;
  30808. protected _deleteBuffer(buffer: DataBuffer): void;
  30809. /**
  30810. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30811. * @param instancesBuffer defines the webGL buffer to update and bind
  30812. * @param data defines the data to store in the buffer
  30813. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30814. */
  30815. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30816. /**
  30817. * Apply all cached states (depth, culling, stencil and alpha)
  30818. */
  30819. applyStates(): void;
  30820. /**
  30821. * Send a draw order
  30822. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30823. * @param indexStart defines the starting index
  30824. * @param indexCount defines the number of index to draw
  30825. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30826. */
  30827. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30828. /**
  30829. * Draw a list of points
  30830. * @param verticesStart defines the index of first vertex to draw
  30831. * @param verticesCount defines the count of vertices to draw
  30832. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30833. */
  30834. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30835. /**
  30836. * Draw a list of unindexed primitives
  30837. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30838. * @param verticesStart defines the index of first vertex to draw
  30839. * @param verticesCount defines the count of vertices to draw
  30840. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30841. */
  30842. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30843. /**
  30844. * Draw a list of indexed primitives
  30845. * @param fillMode defines the primitive to use
  30846. * @param indexStart defines the starting index
  30847. * @param indexCount defines the number of index to draw
  30848. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30849. */
  30850. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30851. /**
  30852. * Draw a list of unindexed primitives
  30853. * @param fillMode defines the primitive to use
  30854. * @param verticesStart defines the index of first vertex to draw
  30855. * @param verticesCount defines the count of vertices to draw
  30856. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30857. */
  30858. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30859. private _drawMode;
  30860. /** @hidden */
  30861. protected _reportDrawCall(): void;
  30862. /** @hidden */
  30863. _releaseEffect(effect: Effect): void;
  30864. /** @hidden */
  30865. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30866. /**
  30867. * Create a new effect (used to store vertex/fragment shaders)
  30868. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30869. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30870. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30871. * @param samplers defines an array of string used to represent textures
  30872. * @param defines defines the string containing the defines to use to compile the shaders
  30873. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30874. * @param onCompiled defines a function to call when the effect creation is successful
  30875. * @param onError defines a function to call when the effect creation has failed
  30876. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30877. * @returns the new Effect
  30878. */
  30879. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30880. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30881. private _compileShader;
  30882. private _compileRawShader;
  30883. /**
  30884. * Directly creates a webGL program
  30885. * @param pipelineContext defines the pipeline context to attach to
  30886. * @param vertexCode defines the vertex shader code to use
  30887. * @param fragmentCode defines the fragment shader code to use
  30888. * @param context defines the webGL context to use (if not set, the current one will be used)
  30889. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30890. * @returns the new webGL program
  30891. */
  30892. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30893. /**
  30894. * Creates a webGL program
  30895. * @param pipelineContext defines the pipeline context to attach to
  30896. * @param vertexCode defines the vertex shader code to use
  30897. * @param fragmentCode defines the fragment shader code to use
  30898. * @param defines defines the string containing the defines to use to compile the shaders
  30899. * @param context defines the webGL context to use (if not set, the current one will be used)
  30900. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30901. * @returns the new webGL program
  30902. */
  30903. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30904. /**
  30905. * Creates a new pipeline context
  30906. * @returns the new pipeline
  30907. */
  30908. createPipelineContext(): IPipelineContext;
  30909. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30910. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30911. /** @hidden */
  30912. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30913. /** @hidden */
  30914. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30915. /** @hidden */
  30916. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30917. /**
  30918. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30919. * @param pipelineContext defines the pipeline context to use
  30920. * @param uniformsNames defines the list of uniform names
  30921. * @returns an array of webGL uniform locations
  30922. */
  30923. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30924. /**
  30925. * Gets the lsit of active attributes for a given webGL program
  30926. * @param pipelineContext defines the pipeline context to use
  30927. * @param attributesNames defines the list of attribute names to get
  30928. * @returns an array of indices indicating the offset of each attribute
  30929. */
  30930. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30931. /**
  30932. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30933. * @param effect defines the effect to activate
  30934. */
  30935. enableEffect(effect: Nullable<Effect>): void;
  30936. /**
  30937. * Set the value of an uniform to a number (int)
  30938. * @param uniform defines the webGL uniform location where to store the value
  30939. * @param value defines the int number to store
  30940. */
  30941. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30942. /**
  30943. * Set the value of an uniform to an array of int32
  30944. * @param uniform defines the webGL uniform location where to store the value
  30945. * @param array defines the array of int32 to store
  30946. */
  30947. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30948. /**
  30949. * Set the value of an uniform to an array of int32 (stored as vec2)
  30950. * @param uniform defines the webGL uniform location where to store the value
  30951. * @param array defines the array of int32 to store
  30952. */
  30953. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30954. /**
  30955. * Set the value of an uniform to an array of int32 (stored as vec3)
  30956. * @param uniform defines the webGL uniform location where to store the value
  30957. * @param array defines the array of int32 to store
  30958. */
  30959. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30960. /**
  30961. * Set the value of an uniform to an array of int32 (stored as vec4)
  30962. * @param uniform defines the webGL uniform location where to store the value
  30963. * @param array defines the array of int32 to store
  30964. */
  30965. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30966. /**
  30967. * Set the value of an uniform to an array of number
  30968. * @param uniform defines the webGL uniform location where to store the value
  30969. * @param array defines the array of number to store
  30970. */
  30971. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30972. /**
  30973. * Set the value of an uniform to an array of number (stored as vec2)
  30974. * @param uniform defines the webGL uniform location where to store the value
  30975. * @param array defines the array of number to store
  30976. */
  30977. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30978. /**
  30979. * Set the value of an uniform to an array of number (stored as vec3)
  30980. * @param uniform defines the webGL uniform location where to store the value
  30981. * @param array defines the array of number to store
  30982. */
  30983. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30984. /**
  30985. * Set the value of an uniform to an array of number (stored as vec4)
  30986. * @param uniform defines the webGL uniform location where to store the value
  30987. * @param array defines the array of number to store
  30988. */
  30989. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30990. /**
  30991. * Set the value of an uniform to an array of float32 (stored as matrices)
  30992. * @param uniform defines the webGL uniform location where to store the value
  30993. * @param matrices defines the array of float32 to store
  30994. */
  30995. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30996. /**
  30997. * Set the value of an uniform to a matrix (3x3)
  30998. * @param uniform defines the webGL uniform location where to store the value
  30999. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31000. */
  31001. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31002. /**
  31003. * Set the value of an uniform to a matrix (2x2)
  31004. * @param uniform defines the webGL uniform location where to store the value
  31005. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31006. */
  31007. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31008. /**
  31009. * Set the value of an uniform to a number (float)
  31010. * @param uniform defines the webGL uniform location where to store the value
  31011. * @param value defines the float number to store
  31012. */
  31013. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31014. /**
  31015. * Set the value of an uniform to a vec2
  31016. * @param uniform defines the webGL uniform location where to store the value
  31017. * @param x defines the 1st component of the value
  31018. * @param y defines the 2nd component of the value
  31019. */
  31020. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31021. /**
  31022. * Set the value of an uniform to a vec3
  31023. * @param uniform defines the webGL uniform location where to store the value
  31024. * @param x defines the 1st component of the value
  31025. * @param y defines the 2nd component of the value
  31026. * @param z defines the 3rd component of the value
  31027. */
  31028. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31029. /**
  31030. * Set the value of an uniform to a vec4
  31031. * @param uniform defines the webGL uniform location where to store the value
  31032. * @param x defines the 1st component of the value
  31033. * @param y defines the 2nd component of the value
  31034. * @param z defines the 3rd component of the value
  31035. * @param w defines the 4th component of the value
  31036. */
  31037. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31038. /**
  31039. * Gets the depth culling state manager
  31040. */
  31041. readonly depthCullingState: DepthCullingState;
  31042. /**
  31043. * Gets the alpha state manager
  31044. */
  31045. readonly alphaState: AlphaState;
  31046. /**
  31047. * Gets the stencil state manager
  31048. */
  31049. readonly stencilState: StencilState;
  31050. /**
  31051. * Clears the list of texture accessible through engine.
  31052. * This can help preventing texture load conflict due to name collision.
  31053. */
  31054. clearInternalTexturesCache(): void;
  31055. /**
  31056. * Force the entire cache to be cleared
  31057. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31058. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31059. */
  31060. wipeCaches(bruteForce?: boolean): void;
  31061. /** @hidden */
  31062. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31063. min: number;
  31064. mag: number;
  31065. };
  31066. /** @hidden */
  31067. _createTexture(): WebGLTexture;
  31068. /**
  31069. * Usually called from Texture.ts.
  31070. * Passed information to create a WebGLTexture
  31071. * @param urlArg defines a value which contains one of the following:
  31072. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31073. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31074. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31075. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31076. * @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)
  31077. * @param scene needed for loading to the correct scene
  31078. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31079. * @param onLoad optional callback to be called upon successful completion
  31080. * @param onError optional callback to be called upon failure
  31081. * @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
  31082. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31083. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31084. * @param forcedExtension defines the extension to use to pick the right loader
  31085. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31086. * @param mimeType defines an optional mime type
  31087. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31088. */
  31089. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  31090. /**
  31091. * @hidden
  31092. */
  31093. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  31094. /**
  31095. * Creates a raw texture
  31096. * @param data defines the data to store in the texture
  31097. * @param width defines the width of the texture
  31098. * @param height defines the height of the texture
  31099. * @param format defines the format of the data
  31100. * @param generateMipMaps defines if the engine should generate the mip levels
  31101. * @param invertY defines if data must be stored with Y axis inverted
  31102. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  31103. * @param compression defines the compression used (null by default)
  31104. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  31105. * @returns the raw texture inside an InternalTexture
  31106. */
  31107. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  31108. /**
  31109. * Creates a new raw cube texture
  31110. * @param data defines the array of data to use to create each face
  31111. * @param size defines the size of the textures
  31112. * @param format defines the format of the data
  31113. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  31114. * @param generateMipMaps defines if the engine should generate the mip levels
  31115. * @param invertY defines if data must be stored with Y axis inverted
  31116. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31117. * @param compression defines the compression used (null by default)
  31118. * @returns the cube texture as an InternalTexture
  31119. */
  31120. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  31121. /**
  31122. * Creates a new raw 3D texture
  31123. * @param data defines the data used to create the texture
  31124. * @param width defines the width of the texture
  31125. * @param height defines the height of the texture
  31126. * @param depth defines the depth of the texture
  31127. * @param format defines the format of the texture
  31128. * @param generateMipMaps defines if the engine must generate mip levels
  31129. * @param invertY defines if data must be stored with Y axis inverted
  31130. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31131. * @param compression defines the compressed used (can be null)
  31132. * @param textureType defines the compressed used (can be null)
  31133. * @returns a new raw 3D texture (stored in an InternalTexture)
  31134. */
  31135. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31136. /**
  31137. * Creates a new raw 2D array texture
  31138. * @param data defines the data used to create the texture
  31139. * @param width defines the width of the texture
  31140. * @param height defines the height of the texture
  31141. * @param depth defines the number of layers of the texture
  31142. * @param format defines the format of the texture
  31143. * @param generateMipMaps defines if the engine must generate mip levels
  31144. * @param invertY defines if data must be stored with Y axis inverted
  31145. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31146. * @param compression defines the compressed used (can be null)
  31147. * @param textureType defines the compressed used (can be null)
  31148. * @returns a new raw 2D array texture (stored in an InternalTexture)
  31149. */
  31150. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31151. private _unpackFlipYCached;
  31152. /**
  31153. * In case you are sharing the context with other applications, it might
  31154. * be interested to not cache the unpack flip y state to ensure a consistent
  31155. * value would be set.
  31156. */
  31157. enableUnpackFlipYCached: boolean;
  31158. /** @hidden */
  31159. _unpackFlipY(value: boolean): void;
  31160. /** @hidden */
  31161. _getUnpackAlignement(): number;
  31162. /**
  31163. * Update the sampling mode of a given texture
  31164. * @param samplingMode defines the required sampling mode
  31165. * @param texture defines the texture to update
  31166. */
  31167. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  31168. /** @hidden */
  31169. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  31170. width: number;
  31171. height: number;
  31172. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  31173. /** @hidden */
  31174. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31175. /** @hidden */
  31176. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  31177. /** @hidden */
  31178. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31179. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  31180. private _prepareWebGLTexture;
  31181. /** @hidden */
  31182. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  31183. /** @hidden */
  31184. _releaseFramebufferObjects(texture: InternalTexture): void;
  31185. /** @hidden */
  31186. _releaseTexture(texture: InternalTexture): void;
  31187. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  31188. protected _setProgram(program: WebGLProgram): void;
  31189. protected _boundUniforms: {
  31190. [key: number]: WebGLUniformLocation;
  31191. };
  31192. /**
  31193. * Binds an effect to the webGL context
  31194. * @param effect defines the effect to bind
  31195. */
  31196. bindSamplers(effect: Effect): void;
  31197. private _activateCurrentTexture;
  31198. /** @hidden */
  31199. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  31200. /** @hidden */
  31201. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  31202. /**
  31203. * Unbind all textures from the webGL context
  31204. */
  31205. unbindAllTextures(): void;
  31206. /**
  31207. * Sets a texture to the according uniform.
  31208. * @param channel The texture channel
  31209. * @param uniform The uniform to set
  31210. * @param texture The texture to apply
  31211. */
  31212. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  31213. private _bindSamplerUniformToChannel;
  31214. private _getTextureWrapMode;
  31215. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  31216. /**
  31217. * Sets an array of texture to the webGL context
  31218. * @param channel defines the channel where the texture array must be set
  31219. * @param uniform defines the associated uniform location
  31220. * @param textures defines the array of textures to bind
  31221. */
  31222. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  31223. /** @hidden */
  31224. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  31225. private _setTextureParameterFloat;
  31226. private _setTextureParameterInteger;
  31227. /**
  31228. * Unbind all vertex attributes from the webGL context
  31229. */
  31230. unbindAllAttributes(): void;
  31231. /**
  31232. * 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
  31233. */
  31234. releaseEffects(): void;
  31235. /**
  31236. * Dispose and release all associated resources
  31237. */
  31238. dispose(): void;
  31239. /**
  31240. * Attach a new callback raised when context lost event is fired
  31241. * @param callback defines the callback to call
  31242. */
  31243. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31244. /**
  31245. * Attach a new callback raised when context restored event is fired
  31246. * @param callback defines the callback to call
  31247. */
  31248. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31249. /**
  31250. * Get the current error code of the webGL context
  31251. * @returns the error code
  31252. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  31253. */
  31254. getError(): number;
  31255. private _canRenderToFloatFramebuffer;
  31256. private _canRenderToHalfFloatFramebuffer;
  31257. private _canRenderToFramebuffer;
  31258. /** @hidden */
  31259. _getWebGLTextureType(type: number): number;
  31260. /** @hidden */
  31261. _getInternalFormat(format: number): number;
  31262. /** @hidden */
  31263. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  31264. /** @hidden */
  31265. _getRGBAMultiSampleBufferFormat(type: number): number;
  31266. /** @hidden */
  31267. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  31268. /**
  31269. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  31270. * @returns true if the engine can be created
  31271. * @ignorenaming
  31272. */
  31273. static isSupported(): boolean;
  31274. /**
  31275. * Find the next highest power of two.
  31276. * @param x Number to start search from.
  31277. * @return Next highest power of two.
  31278. */
  31279. static CeilingPOT(x: number): number;
  31280. /**
  31281. * Find the next lowest power of two.
  31282. * @param x Number to start search from.
  31283. * @return Next lowest power of two.
  31284. */
  31285. static FloorPOT(x: number): number;
  31286. /**
  31287. * Find the nearest power of two.
  31288. * @param x Number to start search from.
  31289. * @return Next nearest power of two.
  31290. */
  31291. static NearestPOT(x: number): number;
  31292. /**
  31293. * Get the closest exponent of two
  31294. * @param value defines the value to approximate
  31295. * @param max defines the maximum value to return
  31296. * @param mode defines how to define the closest value
  31297. * @returns closest exponent of two of the given value
  31298. */
  31299. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  31300. /**
  31301. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  31302. * @param func - the function to be called
  31303. * @param requester - the object that will request the next frame. Falls back to window.
  31304. * @returns frame number
  31305. */
  31306. static QueueNewFrame(func: () => void, requester?: any): number;
  31307. /**
  31308. * Gets host document
  31309. * @returns the host document object
  31310. */
  31311. getHostDocument(): Document;
  31312. }
  31313. }
  31314. declare module "babylonjs/Maths/sphericalPolynomial" {
  31315. import { Vector3 } from "babylonjs/Maths/math.vector";
  31316. import { Color3 } from "babylonjs/Maths/math.color";
  31317. /**
  31318. * Class representing spherical harmonics coefficients to the 3rd degree
  31319. */
  31320. export class SphericalHarmonics {
  31321. /**
  31322. * Defines whether or not the harmonics have been prescaled for rendering.
  31323. */
  31324. preScaled: boolean;
  31325. /**
  31326. * The l0,0 coefficients of the spherical harmonics
  31327. */
  31328. l00: Vector3;
  31329. /**
  31330. * The l1,-1 coefficients of the spherical harmonics
  31331. */
  31332. l1_1: Vector3;
  31333. /**
  31334. * The l1,0 coefficients of the spherical harmonics
  31335. */
  31336. l10: Vector3;
  31337. /**
  31338. * The l1,1 coefficients of the spherical harmonics
  31339. */
  31340. l11: Vector3;
  31341. /**
  31342. * The l2,-2 coefficients of the spherical harmonics
  31343. */
  31344. l2_2: Vector3;
  31345. /**
  31346. * The l2,-1 coefficients of the spherical harmonics
  31347. */
  31348. l2_1: Vector3;
  31349. /**
  31350. * The l2,0 coefficients of the spherical harmonics
  31351. */
  31352. l20: Vector3;
  31353. /**
  31354. * The l2,1 coefficients of the spherical harmonics
  31355. */
  31356. l21: Vector3;
  31357. /**
  31358. * The l2,2 coefficients of the spherical harmonics
  31359. */
  31360. l22: Vector3;
  31361. /**
  31362. * Adds a light to the spherical harmonics
  31363. * @param direction the direction of the light
  31364. * @param color the color of the light
  31365. * @param deltaSolidAngle the delta solid angle of the light
  31366. */
  31367. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  31368. /**
  31369. * Scales the spherical harmonics by the given amount
  31370. * @param scale the amount to scale
  31371. */
  31372. scaleInPlace(scale: number): void;
  31373. /**
  31374. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31375. *
  31376. * ```
  31377. * E_lm = A_l * L_lm
  31378. * ```
  31379. *
  31380. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31381. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31382. * the scaling factors are given in equation 9.
  31383. */
  31384. convertIncidentRadianceToIrradiance(): void;
  31385. /**
  31386. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31387. *
  31388. * ```
  31389. * L = (1/pi) * E * rho
  31390. * ```
  31391. *
  31392. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31393. */
  31394. convertIrradianceToLambertianRadiance(): void;
  31395. /**
  31396. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31397. * required operations at run time.
  31398. *
  31399. * This is simply done by scaling back the SH with Ylm constants parameter.
  31400. * The trigonometric part being applied by the shader at run time.
  31401. */
  31402. preScaleForRendering(): void;
  31403. /**
  31404. * Constructs a spherical harmonics from an array.
  31405. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31406. * @returns the spherical harmonics
  31407. */
  31408. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31409. /**
  31410. * Gets the spherical harmonics from polynomial
  31411. * @param polynomial the spherical polynomial
  31412. * @returns the spherical harmonics
  31413. */
  31414. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31415. }
  31416. /**
  31417. * Class representing spherical polynomial coefficients to the 3rd degree
  31418. */
  31419. export class SphericalPolynomial {
  31420. private _harmonics;
  31421. /**
  31422. * The spherical harmonics used to create the polynomials.
  31423. */
  31424. readonly preScaledHarmonics: SphericalHarmonics;
  31425. /**
  31426. * The x coefficients of the spherical polynomial
  31427. */
  31428. x: Vector3;
  31429. /**
  31430. * The y coefficients of the spherical polynomial
  31431. */
  31432. y: Vector3;
  31433. /**
  31434. * The z coefficients of the spherical polynomial
  31435. */
  31436. z: Vector3;
  31437. /**
  31438. * The xx coefficients of the spherical polynomial
  31439. */
  31440. xx: Vector3;
  31441. /**
  31442. * The yy coefficients of the spherical polynomial
  31443. */
  31444. yy: Vector3;
  31445. /**
  31446. * The zz coefficients of the spherical polynomial
  31447. */
  31448. zz: Vector3;
  31449. /**
  31450. * The xy coefficients of the spherical polynomial
  31451. */
  31452. xy: Vector3;
  31453. /**
  31454. * The yz coefficients of the spherical polynomial
  31455. */
  31456. yz: Vector3;
  31457. /**
  31458. * The zx coefficients of the spherical polynomial
  31459. */
  31460. zx: Vector3;
  31461. /**
  31462. * Adds an ambient color to the spherical polynomial
  31463. * @param color the color to add
  31464. */
  31465. addAmbient(color: Color3): void;
  31466. /**
  31467. * Scales the spherical polynomial by the given amount
  31468. * @param scale the amount to scale
  31469. */
  31470. scaleInPlace(scale: number): void;
  31471. /**
  31472. * Gets the spherical polynomial from harmonics
  31473. * @param harmonics the spherical harmonics
  31474. * @returns the spherical polynomial
  31475. */
  31476. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31477. /**
  31478. * Constructs a spherical polynomial from an array.
  31479. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31480. * @returns the spherical polynomial
  31481. */
  31482. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31483. }
  31484. }
  31485. declare module "babylonjs/Materials/Textures/internalTexture" {
  31486. import { Observable } from "babylonjs/Misc/observable";
  31487. import { Nullable, int } from "babylonjs/types";
  31488. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31489. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31490. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31491. /**
  31492. * Defines the source of the internal texture
  31493. */
  31494. export enum InternalTextureSource {
  31495. /**
  31496. * The source of the texture data is unknown
  31497. */
  31498. Unknown = 0,
  31499. /**
  31500. * Texture data comes from an URL
  31501. */
  31502. Url = 1,
  31503. /**
  31504. * Texture data is only used for temporary storage
  31505. */
  31506. Temp = 2,
  31507. /**
  31508. * Texture data comes from raw data (ArrayBuffer)
  31509. */
  31510. Raw = 3,
  31511. /**
  31512. * Texture content is dynamic (video or dynamic texture)
  31513. */
  31514. Dynamic = 4,
  31515. /**
  31516. * Texture content is generated by rendering to it
  31517. */
  31518. RenderTarget = 5,
  31519. /**
  31520. * Texture content is part of a multi render target process
  31521. */
  31522. MultiRenderTarget = 6,
  31523. /**
  31524. * Texture data comes from a cube data file
  31525. */
  31526. Cube = 7,
  31527. /**
  31528. * Texture data comes from a raw cube data
  31529. */
  31530. CubeRaw = 8,
  31531. /**
  31532. * Texture data come from a prefiltered cube data file
  31533. */
  31534. CubePrefiltered = 9,
  31535. /**
  31536. * Texture content is raw 3D data
  31537. */
  31538. Raw3D = 10,
  31539. /**
  31540. * Texture content is raw 2D array data
  31541. */
  31542. Raw2DArray = 11,
  31543. /**
  31544. * Texture content is a depth texture
  31545. */
  31546. Depth = 12,
  31547. /**
  31548. * Texture data comes from a raw cube data encoded with RGBD
  31549. */
  31550. CubeRawRGBD = 13
  31551. }
  31552. /**
  31553. * Class used to store data associated with WebGL texture data for the engine
  31554. * This class should not be used directly
  31555. */
  31556. export class InternalTexture {
  31557. /** @hidden */
  31558. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31559. /**
  31560. * Defines if the texture is ready
  31561. */
  31562. isReady: boolean;
  31563. /**
  31564. * Defines if the texture is a cube texture
  31565. */
  31566. isCube: boolean;
  31567. /**
  31568. * Defines if the texture contains 3D data
  31569. */
  31570. is3D: boolean;
  31571. /**
  31572. * Defines if the texture contains 2D array data
  31573. */
  31574. is2DArray: boolean;
  31575. /**
  31576. * Defines if the texture contains multiview data
  31577. */
  31578. isMultiview: boolean;
  31579. /**
  31580. * Gets the URL used to load this texture
  31581. */
  31582. url: string;
  31583. /**
  31584. * Gets the sampling mode of the texture
  31585. */
  31586. samplingMode: number;
  31587. /**
  31588. * Gets a boolean indicating if the texture needs mipmaps generation
  31589. */
  31590. generateMipMaps: boolean;
  31591. /**
  31592. * Gets the number of samples used by the texture (WebGL2+ only)
  31593. */
  31594. samples: number;
  31595. /**
  31596. * Gets the type of the texture (int, float...)
  31597. */
  31598. type: number;
  31599. /**
  31600. * Gets the format of the texture (RGB, RGBA...)
  31601. */
  31602. format: number;
  31603. /**
  31604. * Observable called when the texture is loaded
  31605. */
  31606. onLoadedObservable: Observable<InternalTexture>;
  31607. /**
  31608. * Gets the width of the texture
  31609. */
  31610. width: number;
  31611. /**
  31612. * Gets the height of the texture
  31613. */
  31614. height: number;
  31615. /**
  31616. * Gets the depth of the texture
  31617. */
  31618. depth: number;
  31619. /**
  31620. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31621. */
  31622. baseWidth: number;
  31623. /**
  31624. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31625. */
  31626. baseHeight: number;
  31627. /**
  31628. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31629. */
  31630. baseDepth: number;
  31631. /**
  31632. * Gets a boolean indicating if the texture is inverted on Y axis
  31633. */
  31634. invertY: boolean;
  31635. /** @hidden */
  31636. _invertVScale: boolean;
  31637. /** @hidden */
  31638. _associatedChannel: number;
  31639. /** @hidden */
  31640. _source: InternalTextureSource;
  31641. /** @hidden */
  31642. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31643. /** @hidden */
  31644. _bufferView: Nullable<ArrayBufferView>;
  31645. /** @hidden */
  31646. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31647. /** @hidden */
  31648. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31649. /** @hidden */
  31650. _size: number;
  31651. /** @hidden */
  31652. _extension: string;
  31653. /** @hidden */
  31654. _files: Nullable<string[]>;
  31655. /** @hidden */
  31656. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31657. /** @hidden */
  31658. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31659. /** @hidden */
  31660. _framebuffer: Nullable<WebGLFramebuffer>;
  31661. /** @hidden */
  31662. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31663. /** @hidden */
  31664. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31665. /** @hidden */
  31666. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31667. /** @hidden */
  31668. _attachments: Nullable<number[]>;
  31669. /** @hidden */
  31670. _cachedCoordinatesMode: Nullable<number>;
  31671. /** @hidden */
  31672. _cachedWrapU: Nullable<number>;
  31673. /** @hidden */
  31674. _cachedWrapV: Nullable<number>;
  31675. /** @hidden */
  31676. _cachedWrapR: Nullable<number>;
  31677. /** @hidden */
  31678. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31679. /** @hidden */
  31680. _isDisabled: boolean;
  31681. /** @hidden */
  31682. _compression: Nullable<string>;
  31683. /** @hidden */
  31684. _generateStencilBuffer: boolean;
  31685. /** @hidden */
  31686. _generateDepthBuffer: boolean;
  31687. /** @hidden */
  31688. _comparisonFunction: number;
  31689. /** @hidden */
  31690. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31691. /** @hidden */
  31692. _lodGenerationScale: number;
  31693. /** @hidden */
  31694. _lodGenerationOffset: number;
  31695. /** @hidden */
  31696. _colorTextureArray: Nullable<WebGLTexture>;
  31697. /** @hidden */
  31698. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31699. /** @hidden */
  31700. _lodTextureHigh: Nullable<BaseTexture>;
  31701. /** @hidden */
  31702. _lodTextureMid: Nullable<BaseTexture>;
  31703. /** @hidden */
  31704. _lodTextureLow: Nullable<BaseTexture>;
  31705. /** @hidden */
  31706. _isRGBD: boolean;
  31707. /** @hidden */
  31708. _linearSpecularLOD: boolean;
  31709. /** @hidden */
  31710. _irradianceTexture: Nullable<BaseTexture>;
  31711. /** @hidden */
  31712. _webGLTexture: Nullable<WebGLTexture>;
  31713. /** @hidden */
  31714. _references: number;
  31715. private _engine;
  31716. /**
  31717. * Gets the Engine the texture belongs to.
  31718. * @returns The babylon engine
  31719. */
  31720. getEngine(): ThinEngine;
  31721. /**
  31722. * Gets the data source type of the texture
  31723. */
  31724. readonly source: InternalTextureSource;
  31725. /**
  31726. * Creates a new InternalTexture
  31727. * @param engine defines the engine to use
  31728. * @param source defines the type of data that will be used
  31729. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31730. */
  31731. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31732. /**
  31733. * Increments the number of references (ie. the number of Texture that point to it)
  31734. */
  31735. incrementReferences(): void;
  31736. /**
  31737. * Change the size of the texture (not the size of the content)
  31738. * @param width defines the new width
  31739. * @param height defines the new height
  31740. * @param depth defines the new depth (1 by default)
  31741. */
  31742. updateSize(width: int, height: int, depth?: int): void;
  31743. /** @hidden */
  31744. _rebuild(): void;
  31745. /** @hidden */
  31746. _swapAndDie(target: InternalTexture): void;
  31747. /**
  31748. * Dispose the current allocated resources
  31749. */
  31750. dispose(): void;
  31751. }
  31752. }
  31753. declare module "babylonjs/Audio/analyser" {
  31754. import { Scene } from "babylonjs/scene";
  31755. /**
  31756. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31757. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31758. */
  31759. export class Analyser {
  31760. /**
  31761. * Gets or sets the smoothing
  31762. * @ignorenaming
  31763. */
  31764. SMOOTHING: number;
  31765. /**
  31766. * Gets or sets the FFT table size
  31767. * @ignorenaming
  31768. */
  31769. FFT_SIZE: number;
  31770. /**
  31771. * Gets or sets the bar graph amplitude
  31772. * @ignorenaming
  31773. */
  31774. BARGRAPHAMPLITUDE: number;
  31775. /**
  31776. * Gets or sets the position of the debug canvas
  31777. * @ignorenaming
  31778. */
  31779. DEBUGCANVASPOS: {
  31780. x: number;
  31781. y: number;
  31782. };
  31783. /**
  31784. * Gets or sets the debug canvas size
  31785. * @ignorenaming
  31786. */
  31787. DEBUGCANVASSIZE: {
  31788. width: number;
  31789. height: number;
  31790. };
  31791. private _byteFreqs;
  31792. private _byteTime;
  31793. private _floatFreqs;
  31794. private _webAudioAnalyser;
  31795. private _debugCanvas;
  31796. private _debugCanvasContext;
  31797. private _scene;
  31798. private _registerFunc;
  31799. private _audioEngine;
  31800. /**
  31801. * Creates a new analyser
  31802. * @param scene defines hosting scene
  31803. */
  31804. constructor(scene: Scene);
  31805. /**
  31806. * Get the number of data values you will have to play with for the visualization
  31807. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31808. * @returns a number
  31809. */
  31810. getFrequencyBinCount(): number;
  31811. /**
  31812. * Gets the current frequency data as a byte array
  31813. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31814. * @returns a Uint8Array
  31815. */
  31816. getByteFrequencyData(): Uint8Array;
  31817. /**
  31818. * Gets the current waveform as a byte array
  31819. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31820. * @returns a Uint8Array
  31821. */
  31822. getByteTimeDomainData(): Uint8Array;
  31823. /**
  31824. * Gets the current frequency data as a float array
  31825. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31826. * @returns a Float32Array
  31827. */
  31828. getFloatFrequencyData(): Float32Array;
  31829. /**
  31830. * Renders the debug canvas
  31831. */
  31832. drawDebugCanvas(): void;
  31833. /**
  31834. * Stops rendering the debug canvas and removes it
  31835. */
  31836. stopDebugCanvas(): void;
  31837. /**
  31838. * Connects two audio nodes
  31839. * @param inputAudioNode defines first node to connect
  31840. * @param outputAudioNode defines second node to connect
  31841. */
  31842. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31843. /**
  31844. * Releases all associated resources
  31845. */
  31846. dispose(): void;
  31847. }
  31848. }
  31849. declare module "babylonjs/Audio/audioEngine" {
  31850. import { IDisposable } from "babylonjs/scene";
  31851. import { Analyser } from "babylonjs/Audio/analyser";
  31852. import { Nullable } from "babylonjs/types";
  31853. import { Observable } from "babylonjs/Misc/observable";
  31854. /**
  31855. * This represents an audio engine and it is responsible
  31856. * to play, synchronize and analyse sounds throughout the application.
  31857. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31858. */
  31859. export interface IAudioEngine extends IDisposable {
  31860. /**
  31861. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31862. */
  31863. readonly canUseWebAudio: boolean;
  31864. /**
  31865. * Gets the current AudioContext if available.
  31866. */
  31867. readonly audioContext: Nullable<AudioContext>;
  31868. /**
  31869. * The master gain node defines the global audio volume of your audio engine.
  31870. */
  31871. readonly masterGain: GainNode;
  31872. /**
  31873. * Gets whether or not mp3 are supported by your browser.
  31874. */
  31875. readonly isMP3supported: boolean;
  31876. /**
  31877. * Gets whether or not ogg are supported by your browser.
  31878. */
  31879. readonly isOGGsupported: boolean;
  31880. /**
  31881. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31882. * @ignoreNaming
  31883. */
  31884. WarnedWebAudioUnsupported: boolean;
  31885. /**
  31886. * Defines if the audio engine relies on a custom unlocked button.
  31887. * In this case, the embedded button will not be displayed.
  31888. */
  31889. useCustomUnlockedButton: boolean;
  31890. /**
  31891. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31892. */
  31893. readonly unlocked: boolean;
  31894. /**
  31895. * Event raised when audio has been unlocked on the browser.
  31896. */
  31897. onAudioUnlockedObservable: Observable<AudioEngine>;
  31898. /**
  31899. * Event raised when audio has been locked on the browser.
  31900. */
  31901. onAudioLockedObservable: Observable<AudioEngine>;
  31902. /**
  31903. * Flags the audio engine in Locked state.
  31904. * This happens due to new browser policies preventing audio to autoplay.
  31905. */
  31906. lock(): void;
  31907. /**
  31908. * Unlocks the audio engine once a user action has been done on the dom.
  31909. * This is helpful to resume play once browser policies have been satisfied.
  31910. */
  31911. unlock(): void;
  31912. }
  31913. /**
  31914. * This represents the default audio engine used in babylon.
  31915. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31916. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31917. */
  31918. export class AudioEngine implements IAudioEngine {
  31919. private _audioContext;
  31920. private _audioContextInitialized;
  31921. private _muteButton;
  31922. private _hostElement;
  31923. /**
  31924. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31925. */
  31926. canUseWebAudio: boolean;
  31927. /**
  31928. * The master gain node defines the global audio volume of your audio engine.
  31929. */
  31930. masterGain: GainNode;
  31931. /**
  31932. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31933. * @ignoreNaming
  31934. */
  31935. WarnedWebAudioUnsupported: boolean;
  31936. /**
  31937. * Gets whether or not mp3 are supported by your browser.
  31938. */
  31939. isMP3supported: boolean;
  31940. /**
  31941. * Gets whether or not ogg are supported by your browser.
  31942. */
  31943. isOGGsupported: boolean;
  31944. /**
  31945. * Gets whether audio has been unlocked on the device.
  31946. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31947. * a user interaction has happened.
  31948. */
  31949. unlocked: boolean;
  31950. /**
  31951. * Defines if the audio engine relies on a custom unlocked button.
  31952. * In this case, the embedded button will not be displayed.
  31953. */
  31954. useCustomUnlockedButton: boolean;
  31955. /**
  31956. * Event raised when audio has been unlocked on the browser.
  31957. */
  31958. onAudioUnlockedObservable: Observable<AudioEngine>;
  31959. /**
  31960. * Event raised when audio has been locked on the browser.
  31961. */
  31962. onAudioLockedObservable: Observable<AudioEngine>;
  31963. /**
  31964. * Gets the current AudioContext if available.
  31965. */
  31966. readonly audioContext: Nullable<AudioContext>;
  31967. private _connectedAnalyser;
  31968. /**
  31969. * Instantiates a new audio engine.
  31970. *
  31971. * There should be only one per page as some browsers restrict the number
  31972. * of audio contexts you can create.
  31973. * @param hostElement defines the host element where to display the mute icon if necessary
  31974. */
  31975. constructor(hostElement?: Nullable<HTMLElement>);
  31976. /**
  31977. * Flags the audio engine in Locked state.
  31978. * This happens due to new browser policies preventing audio to autoplay.
  31979. */
  31980. lock(): void;
  31981. /**
  31982. * Unlocks the audio engine once a user action has been done on the dom.
  31983. * This is helpful to resume play once browser policies have been satisfied.
  31984. */
  31985. unlock(): void;
  31986. private _resumeAudioContext;
  31987. private _initializeAudioContext;
  31988. private _tryToRun;
  31989. private _triggerRunningState;
  31990. private _triggerSuspendedState;
  31991. private _displayMuteButton;
  31992. private _moveButtonToTopLeft;
  31993. private _onResize;
  31994. private _hideMuteButton;
  31995. /**
  31996. * Destroy and release the resources associated with the audio ccontext.
  31997. */
  31998. dispose(): void;
  31999. /**
  32000. * Gets the global volume sets on the master gain.
  32001. * @returns the global volume if set or -1 otherwise
  32002. */
  32003. getGlobalVolume(): number;
  32004. /**
  32005. * Sets the global volume of your experience (sets on the master gain).
  32006. * @param newVolume Defines the new global volume of the application
  32007. */
  32008. setGlobalVolume(newVolume: number): void;
  32009. /**
  32010. * Connect the audio engine to an audio analyser allowing some amazing
  32011. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  32012. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  32013. * @param analyser The analyser to connect to the engine
  32014. */
  32015. connectToAnalyser(analyser: Analyser): void;
  32016. }
  32017. }
  32018. declare module "babylonjs/Loading/loadingScreen" {
  32019. /**
  32020. * Interface used to present a loading screen while loading a scene
  32021. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32022. */
  32023. export interface ILoadingScreen {
  32024. /**
  32025. * Function called to display the loading screen
  32026. */
  32027. displayLoadingUI: () => void;
  32028. /**
  32029. * Function called to hide the loading screen
  32030. */
  32031. hideLoadingUI: () => void;
  32032. /**
  32033. * Gets or sets the color to use for the background
  32034. */
  32035. loadingUIBackgroundColor: string;
  32036. /**
  32037. * Gets or sets the text to display while loading
  32038. */
  32039. loadingUIText: string;
  32040. }
  32041. /**
  32042. * Class used for the default loading screen
  32043. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32044. */
  32045. export class DefaultLoadingScreen implements ILoadingScreen {
  32046. private _renderingCanvas;
  32047. private _loadingText;
  32048. private _loadingDivBackgroundColor;
  32049. private _loadingDiv;
  32050. private _loadingTextDiv;
  32051. /** Gets or sets the logo url to use for the default loading screen */
  32052. static DefaultLogoUrl: string;
  32053. /** Gets or sets the spinner url to use for the default loading screen */
  32054. static DefaultSpinnerUrl: string;
  32055. /**
  32056. * Creates a new default loading screen
  32057. * @param _renderingCanvas defines the canvas used to render the scene
  32058. * @param _loadingText defines the default text to display
  32059. * @param _loadingDivBackgroundColor defines the default background color
  32060. */
  32061. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  32062. /**
  32063. * Function called to display the loading screen
  32064. */
  32065. displayLoadingUI(): void;
  32066. /**
  32067. * Function called to hide the loading screen
  32068. */
  32069. hideLoadingUI(): void;
  32070. /**
  32071. * Gets or sets the text to display while loading
  32072. */
  32073. loadingUIText: string;
  32074. /**
  32075. * Gets or sets the color to use for the background
  32076. */
  32077. loadingUIBackgroundColor: string;
  32078. private _resizeLoadingUI;
  32079. }
  32080. }
  32081. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  32082. /**
  32083. * Interface for any object that can request an animation frame
  32084. */
  32085. export interface ICustomAnimationFrameRequester {
  32086. /**
  32087. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  32088. */
  32089. renderFunction?: Function;
  32090. /**
  32091. * Called to request the next frame to render to
  32092. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  32093. */
  32094. requestAnimationFrame: Function;
  32095. /**
  32096. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  32097. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  32098. */
  32099. requestID?: number;
  32100. }
  32101. }
  32102. declare module "babylonjs/Misc/performanceMonitor" {
  32103. /**
  32104. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  32105. */
  32106. export class PerformanceMonitor {
  32107. private _enabled;
  32108. private _rollingFrameTime;
  32109. private _lastFrameTimeMs;
  32110. /**
  32111. * constructor
  32112. * @param frameSampleSize The number of samples required to saturate the sliding window
  32113. */
  32114. constructor(frameSampleSize?: number);
  32115. /**
  32116. * Samples current frame
  32117. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  32118. */
  32119. sampleFrame(timeMs?: number): void;
  32120. /**
  32121. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32122. */
  32123. readonly averageFrameTime: number;
  32124. /**
  32125. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32126. */
  32127. readonly averageFrameTimeVariance: number;
  32128. /**
  32129. * Returns the frame time of the most recent frame
  32130. */
  32131. readonly instantaneousFrameTime: number;
  32132. /**
  32133. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  32134. */
  32135. readonly averageFPS: number;
  32136. /**
  32137. * Returns the average framerate in frames per second using the most recent frame time
  32138. */
  32139. readonly instantaneousFPS: number;
  32140. /**
  32141. * Returns true if enough samples have been taken to completely fill the sliding window
  32142. */
  32143. readonly isSaturated: boolean;
  32144. /**
  32145. * Enables contributions to the sliding window sample set
  32146. */
  32147. enable(): void;
  32148. /**
  32149. * Disables contributions to the sliding window sample set
  32150. * Samples will not be interpolated over the disabled period
  32151. */
  32152. disable(): void;
  32153. /**
  32154. * Returns true if sampling is enabled
  32155. */
  32156. readonly isEnabled: boolean;
  32157. /**
  32158. * Resets performance monitor
  32159. */
  32160. reset(): void;
  32161. }
  32162. /**
  32163. * RollingAverage
  32164. *
  32165. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  32166. */
  32167. export class RollingAverage {
  32168. /**
  32169. * Current average
  32170. */
  32171. average: number;
  32172. /**
  32173. * Current variance
  32174. */
  32175. variance: number;
  32176. protected _samples: Array<number>;
  32177. protected _sampleCount: number;
  32178. protected _pos: number;
  32179. protected _m2: number;
  32180. /**
  32181. * constructor
  32182. * @param length The number of samples required to saturate the sliding window
  32183. */
  32184. constructor(length: number);
  32185. /**
  32186. * Adds a sample to the sample set
  32187. * @param v The sample value
  32188. */
  32189. add(v: number): void;
  32190. /**
  32191. * Returns previously added values or null if outside of history or outside the sliding window domain
  32192. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  32193. * @return Value previously recorded with add() or null if outside of range
  32194. */
  32195. history(i: number): number;
  32196. /**
  32197. * Returns true if enough samples have been taken to completely fill the sliding window
  32198. * @return true if sample-set saturated
  32199. */
  32200. isSaturated(): boolean;
  32201. /**
  32202. * Resets the rolling average (equivalent to 0 samples taken so far)
  32203. */
  32204. reset(): void;
  32205. /**
  32206. * Wraps a value around the sample range boundaries
  32207. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  32208. * @return Wrapped position in sample range
  32209. */
  32210. protected _wrapPosition(i: number): number;
  32211. }
  32212. }
  32213. declare module "babylonjs/Misc/perfCounter" {
  32214. /**
  32215. * This class is used to track a performance counter which is number based.
  32216. * The user has access to many properties which give statistics of different nature.
  32217. *
  32218. * The implementer can track two kinds of Performance Counter: time and count.
  32219. * 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.
  32220. * 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.
  32221. */
  32222. export class PerfCounter {
  32223. /**
  32224. * Gets or sets a global boolean to turn on and off all the counters
  32225. */
  32226. static Enabled: boolean;
  32227. /**
  32228. * Returns the smallest value ever
  32229. */
  32230. readonly min: number;
  32231. /**
  32232. * Returns the biggest value ever
  32233. */
  32234. readonly max: number;
  32235. /**
  32236. * Returns the average value since the performance counter is running
  32237. */
  32238. readonly average: number;
  32239. /**
  32240. * Returns the average value of the last second the counter was monitored
  32241. */
  32242. readonly lastSecAverage: number;
  32243. /**
  32244. * Returns the current value
  32245. */
  32246. readonly current: number;
  32247. /**
  32248. * Gets the accumulated total
  32249. */
  32250. readonly total: number;
  32251. /**
  32252. * Gets the total value count
  32253. */
  32254. readonly count: number;
  32255. /**
  32256. * Creates a new counter
  32257. */
  32258. constructor();
  32259. /**
  32260. * Call this method to start monitoring a new frame.
  32261. * 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.
  32262. */
  32263. fetchNewFrame(): void;
  32264. /**
  32265. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  32266. * @param newCount the count value to add to the monitored count
  32267. * @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.
  32268. */
  32269. addCount(newCount: number, fetchResult: boolean): void;
  32270. /**
  32271. * Start monitoring this performance counter
  32272. */
  32273. beginMonitoring(): void;
  32274. /**
  32275. * Compute the time lapsed since the previous beginMonitoring() call.
  32276. * @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
  32277. */
  32278. endMonitoring(newFrame?: boolean): void;
  32279. private _fetchResult;
  32280. private _startMonitoringTime;
  32281. private _min;
  32282. private _max;
  32283. private _average;
  32284. private _current;
  32285. private _totalValueCount;
  32286. private _totalAccumulated;
  32287. private _lastSecAverage;
  32288. private _lastSecAccumulated;
  32289. private _lastSecTime;
  32290. private _lastSecValueCount;
  32291. }
  32292. }
  32293. declare module "babylonjs/Engines/engine" {
  32294. import { Observable } from "babylonjs/Misc/observable";
  32295. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  32296. import { Scene } from "babylonjs/scene";
  32297. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  32298. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  32299. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32300. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  32301. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  32302. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  32303. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  32304. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  32305. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  32306. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  32307. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  32308. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  32309. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  32310. import { Material } from "babylonjs/Materials/material";
  32311. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  32312. /**
  32313. * Defines the interface used by display changed events
  32314. */
  32315. export interface IDisplayChangedEventArgs {
  32316. /** Gets the vrDisplay object (if any) */
  32317. vrDisplay: Nullable<any>;
  32318. /** Gets a boolean indicating if webVR is supported */
  32319. vrSupported: boolean;
  32320. }
  32321. /**
  32322. * Defines the interface used by objects containing a viewport (like a camera)
  32323. */
  32324. interface IViewportOwnerLike {
  32325. /**
  32326. * Gets or sets the viewport
  32327. */
  32328. viewport: IViewportLike;
  32329. }
  32330. /**
  32331. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  32332. */
  32333. export class Engine extends ThinEngine {
  32334. /** Defines that alpha blending is disabled */
  32335. static readonly ALPHA_DISABLE: number;
  32336. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  32337. static readonly ALPHA_ADD: number;
  32338. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  32339. static readonly ALPHA_COMBINE: number;
  32340. /** Defines that alpha blending to DEST - SRC * DEST */
  32341. static readonly ALPHA_SUBTRACT: number;
  32342. /** Defines that alpha blending to SRC * DEST */
  32343. static readonly ALPHA_MULTIPLY: number;
  32344. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  32345. static readonly ALPHA_MAXIMIZED: number;
  32346. /** Defines that alpha blending to SRC + DEST */
  32347. static readonly ALPHA_ONEONE: number;
  32348. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  32349. static readonly ALPHA_PREMULTIPLIED: number;
  32350. /**
  32351. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  32352. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  32353. */
  32354. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  32355. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  32356. static readonly ALPHA_INTERPOLATE: number;
  32357. /**
  32358. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  32359. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  32360. */
  32361. static readonly ALPHA_SCREENMODE: number;
  32362. /** Defines that the ressource is not delayed*/
  32363. static readonly DELAYLOADSTATE_NONE: number;
  32364. /** Defines that the ressource was successfully delay loaded */
  32365. static readonly DELAYLOADSTATE_LOADED: number;
  32366. /** Defines that the ressource is currently delay loading */
  32367. static readonly DELAYLOADSTATE_LOADING: number;
  32368. /** Defines that the ressource is delayed and has not started loading */
  32369. static readonly DELAYLOADSTATE_NOTLOADED: number;
  32370. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  32371. static readonly NEVER: number;
  32372. /** 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 */
  32373. static readonly ALWAYS: number;
  32374. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  32375. static readonly LESS: number;
  32376. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  32377. static readonly EQUAL: number;
  32378. /** 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 */
  32379. static readonly LEQUAL: number;
  32380. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  32381. static readonly GREATER: number;
  32382. /** 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 */
  32383. static readonly GEQUAL: number;
  32384. /** 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 */
  32385. static readonly NOTEQUAL: number;
  32386. /** Passed to stencilOperation to specify that stencil value must be kept */
  32387. static readonly KEEP: number;
  32388. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32389. static readonly REPLACE: number;
  32390. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32391. static readonly INCR: number;
  32392. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32393. static readonly DECR: number;
  32394. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32395. static readonly INVERT: number;
  32396. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32397. static readonly INCR_WRAP: number;
  32398. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32399. static readonly DECR_WRAP: number;
  32400. /** Texture is not repeating outside of 0..1 UVs */
  32401. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32402. /** Texture is repeating outside of 0..1 UVs */
  32403. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32404. /** Texture is repeating and mirrored */
  32405. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32406. /** ALPHA */
  32407. static readonly TEXTUREFORMAT_ALPHA: number;
  32408. /** LUMINANCE */
  32409. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32410. /** LUMINANCE_ALPHA */
  32411. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32412. /** RGB */
  32413. static readonly TEXTUREFORMAT_RGB: number;
  32414. /** RGBA */
  32415. static readonly TEXTUREFORMAT_RGBA: number;
  32416. /** RED */
  32417. static readonly TEXTUREFORMAT_RED: number;
  32418. /** RED (2nd reference) */
  32419. static readonly TEXTUREFORMAT_R: number;
  32420. /** RG */
  32421. static readonly TEXTUREFORMAT_RG: number;
  32422. /** RED_INTEGER */
  32423. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32424. /** RED_INTEGER (2nd reference) */
  32425. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32426. /** RG_INTEGER */
  32427. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32428. /** RGB_INTEGER */
  32429. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32430. /** RGBA_INTEGER */
  32431. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32432. /** UNSIGNED_BYTE */
  32433. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32434. /** UNSIGNED_BYTE (2nd reference) */
  32435. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32436. /** FLOAT */
  32437. static readonly TEXTURETYPE_FLOAT: number;
  32438. /** HALF_FLOAT */
  32439. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32440. /** BYTE */
  32441. static readonly TEXTURETYPE_BYTE: number;
  32442. /** SHORT */
  32443. static readonly TEXTURETYPE_SHORT: number;
  32444. /** UNSIGNED_SHORT */
  32445. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32446. /** INT */
  32447. static readonly TEXTURETYPE_INT: number;
  32448. /** UNSIGNED_INT */
  32449. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32450. /** UNSIGNED_SHORT_4_4_4_4 */
  32451. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32452. /** UNSIGNED_SHORT_5_5_5_1 */
  32453. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32454. /** UNSIGNED_SHORT_5_6_5 */
  32455. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32456. /** UNSIGNED_INT_2_10_10_10_REV */
  32457. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32458. /** UNSIGNED_INT_24_8 */
  32459. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32460. /** UNSIGNED_INT_10F_11F_11F_REV */
  32461. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32462. /** UNSIGNED_INT_5_9_9_9_REV */
  32463. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32464. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32465. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32466. /** nearest is mag = nearest and min = nearest and mip = linear */
  32467. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32468. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32469. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32470. /** Trilinear is mag = linear and min = linear and mip = linear */
  32471. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32472. /** nearest is mag = nearest and min = nearest and mip = linear */
  32473. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32474. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32475. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32476. /** Trilinear is mag = linear and min = linear and mip = linear */
  32477. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32478. /** mag = nearest and min = nearest and mip = nearest */
  32479. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32480. /** mag = nearest and min = linear and mip = nearest */
  32481. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32482. /** mag = nearest and min = linear and mip = linear */
  32483. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32484. /** mag = nearest and min = linear and mip = none */
  32485. static readonly TEXTURE_NEAREST_LINEAR: number;
  32486. /** mag = nearest and min = nearest and mip = none */
  32487. static readonly TEXTURE_NEAREST_NEAREST: number;
  32488. /** mag = linear and min = nearest and mip = nearest */
  32489. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32490. /** mag = linear and min = nearest and mip = linear */
  32491. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32492. /** mag = linear and min = linear and mip = none */
  32493. static readonly TEXTURE_LINEAR_LINEAR: number;
  32494. /** mag = linear and min = nearest and mip = none */
  32495. static readonly TEXTURE_LINEAR_NEAREST: number;
  32496. /** Explicit coordinates mode */
  32497. static readonly TEXTURE_EXPLICIT_MODE: number;
  32498. /** Spherical coordinates mode */
  32499. static readonly TEXTURE_SPHERICAL_MODE: number;
  32500. /** Planar coordinates mode */
  32501. static readonly TEXTURE_PLANAR_MODE: number;
  32502. /** Cubic coordinates mode */
  32503. static readonly TEXTURE_CUBIC_MODE: number;
  32504. /** Projection coordinates mode */
  32505. static readonly TEXTURE_PROJECTION_MODE: number;
  32506. /** Skybox coordinates mode */
  32507. static readonly TEXTURE_SKYBOX_MODE: number;
  32508. /** Inverse Cubic coordinates mode */
  32509. static readonly TEXTURE_INVCUBIC_MODE: number;
  32510. /** Equirectangular coordinates mode */
  32511. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32512. /** Equirectangular Fixed coordinates mode */
  32513. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32514. /** Equirectangular Fixed Mirrored coordinates mode */
  32515. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32516. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32517. static readonly SCALEMODE_FLOOR: number;
  32518. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32519. static readonly SCALEMODE_NEAREST: number;
  32520. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32521. static readonly SCALEMODE_CEILING: number;
  32522. /**
  32523. * Returns the current npm package of the sdk
  32524. */
  32525. static readonly NpmPackage: string;
  32526. /**
  32527. * Returns the current version of the framework
  32528. */
  32529. static readonly Version: string;
  32530. /** Gets the list of created engines */
  32531. static readonly Instances: Engine[];
  32532. /**
  32533. * Gets the latest created engine
  32534. */
  32535. static readonly LastCreatedEngine: Nullable<Engine>;
  32536. /**
  32537. * Gets the latest created scene
  32538. */
  32539. static readonly LastCreatedScene: Nullable<Scene>;
  32540. /**
  32541. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32542. * @param flag defines which part of the materials must be marked as dirty
  32543. * @param predicate defines a predicate used to filter which materials should be affected
  32544. */
  32545. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32546. /**
  32547. * Method called to create the default loading screen.
  32548. * This can be overriden in your own app.
  32549. * @param canvas The rendering canvas element
  32550. * @returns The loading screen
  32551. */
  32552. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32553. /**
  32554. * Method called to create the default rescale post process on each engine.
  32555. */
  32556. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32557. /**
  32558. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32559. **/
  32560. enableOfflineSupport: boolean;
  32561. /**
  32562. * 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)
  32563. **/
  32564. disableManifestCheck: boolean;
  32565. /**
  32566. * Gets the list of created scenes
  32567. */
  32568. scenes: Scene[];
  32569. /**
  32570. * Event raised when a new scene is created
  32571. */
  32572. onNewSceneAddedObservable: Observable<Scene>;
  32573. /**
  32574. * Gets the list of created postprocesses
  32575. */
  32576. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32577. /**
  32578. * Gets a boolean indicating if the pointer is currently locked
  32579. */
  32580. isPointerLock: boolean;
  32581. /**
  32582. * Observable event triggered each time the rendering canvas is resized
  32583. */
  32584. onResizeObservable: Observable<Engine>;
  32585. /**
  32586. * Observable event triggered each time the canvas loses focus
  32587. */
  32588. onCanvasBlurObservable: Observable<Engine>;
  32589. /**
  32590. * Observable event triggered each time the canvas gains focus
  32591. */
  32592. onCanvasFocusObservable: Observable<Engine>;
  32593. /**
  32594. * Observable event triggered each time the canvas receives pointerout event
  32595. */
  32596. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32597. /**
  32598. * Observable raised when the engine begins a new frame
  32599. */
  32600. onBeginFrameObservable: Observable<Engine>;
  32601. /**
  32602. * If set, will be used to request the next animation frame for the render loop
  32603. */
  32604. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32605. /**
  32606. * Observable raised when the engine ends the current frame
  32607. */
  32608. onEndFrameObservable: Observable<Engine>;
  32609. /**
  32610. * Observable raised when the engine is about to compile a shader
  32611. */
  32612. onBeforeShaderCompilationObservable: Observable<Engine>;
  32613. /**
  32614. * Observable raised when the engine has jsut compiled a shader
  32615. */
  32616. onAfterShaderCompilationObservable: Observable<Engine>;
  32617. /**
  32618. * Gets the audio engine
  32619. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32620. * @ignorenaming
  32621. */
  32622. static audioEngine: IAudioEngine;
  32623. /**
  32624. * Default AudioEngine factory responsible of creating the Audio Engine.
  32625. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32626. */
  32627. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32628. /**
  32629. * Default offline support factory responsible of creating a tool used to store data locally.
  32630. * By default, this will create a Database object if the workload has been embedded.
  32631. */
  32632. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32633. private _loadingScreen;
  32634. private _pointerLockRequested;
  32635. private _dummyFramebuffer;
  32636. private _rescalePostProcess;
  32637. /** @hidden */
  32638. protected _alphaMode: number;
  32639. /** @hidden */
  32640. protected _alphaEquation: number;
  32641. private _deterministicLockstep;
  32642. private _lockstepMaxSteps;
  32643. private _timeStep;
  32644. protected readonly _supportsHardwareTextureRescaling: boolean;
  32645. private _fps;
  32646. private _deltaTime;
  32647. /** @hidden */
  32648. _drawCalls: PerfCounter;
  32649. /**
  32650. * Turn this value on if you want to pause FPS computation when in background
  32651. */
  32652. disablePerformanceMonitorInBackground: boolean;
  32653. private _performanceMonitor;
  32654. /**
  32655. * Gets the performance monitor attached to this engine
  32656. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32657. */
  32658. readonly performanceMonitor: PerformanceMonitor;
  32659. private _onFocus;
  32660. private _onBlur;
  32661. private _onCanvasPointerOut;
  32662. private _onCanvasBlur;
  32663. private _onCanvasFocus;
  32664. private _onFullscreenChange;
  32665. private _onPointerLockChange;
  32666. /**
  32667. * Gets the HTML element used to attach event listeners
  32668. * @returns a HTML element
  32669. */
  32670. getInputElement(): Nullable<HTMLElement>;
  32671. /**
  32672. * Creates a new engine
  32673. * @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
  32674. * @param antialias defines enable antialiasing (default: false)
  32675. * @param options defines further options to be sent to the getContext() function
  32676. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32677. */
  32678. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32679. /**
  32680. * Gets current aspect ratio
  32681. * @param viewportOwner defines the camera to use to get the aspect ratio
  32682. * @param useScreen defines if screen size must be used (or the current render target if any)
  32683. * @returns a number defining the aspect ratio
  32684. */
  32685. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32686. /**
  32687. * Gets current screen aspect ratio
  32688. * @returns a number defining the aspect ratio
  32689. */
  32690. getScreenAspectRatio(): number;
  32691. /**
  32692. * Gets the client rect of the HTML canvas attached with the current webGL context
  32693. * @returns a client rectanglee
  32694. */
  32695. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32696. /**
  32697. * Gets the client rect of the HTML element used for events
  32698. * @returns a client rectanglee
  32699. */
  32700. getInputElementClientRect(): Nullable<ClientRect>;
  32701. /**
  32702. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32703. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32704. * @returns true if engine is in deterministic lock step mode
  32705. */
  32706. isDeterministicLockStep(): boolean;
  32707. /**
  32708. * Gets the max steps when engine is running in deterministic lock step
  32709. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32710. * @returns the max steps
  32711. */
  32712. getLockstepMaxSteps(): number;
  32713. /**
  32714. * Returns the time in ms between steps when using deterministic lock step.
  32715. * @returns time step in (ms)
  32716. */
  32717. getTimeStep(): number;
  32718. /**
  32719. * Force the mipmap generation for the given render target texture
  32720. * @param texture defines the render target texture to use
  32721. */
  32722. generateMipMapsForCubemap(texture: InternalTexture): void;
  32723. /** States */
  32724. /**
  32725. * Set various states to the webGL context
  32726. * @param culling defines backface culling state
  32727. * @param zOffset defines the value to apply to zOffset (0 by default)
  32728. * @param force defines if states must be applied even if cache is up to date
  32729. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32730. */
  32731. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32732. /**
  32733. * Set the z offset to apply to current rendering
  32734. * @param value defines the offset to apply
  32735. */
  32736. setZOffset(value: number): void;
  32737. /**
  32738. * Gets the current value of the zOffset
  32739. * @returns the current zOffset state
  32740. */
  32741. getZOffset(): number;
  32742. /**
  32743. * Enable or disable depth buffering
  32744. * @param enable defines the state to set
  32745. */
  32746. setDepthBuffer(enable: boolean): void;
  32747. /**
  32748. * Gets a boolean indicating if depth writing is enabled
  32749. * @returns the current depth writing state
  32750. */
  32751. getDepthWrite(): boolean;
  32752. /**
  32753. * Enable or disable depth writing
  32754. * @param enable defines the state to set
  32755. */
  32756. setDepthWrite(enable: boolean): void;
  32757. /**
  32758. * Enable or disable color writing
  32759. * @param enable defines the state to set
  32760. */
  32761. setColorWrite(enable: boolean): void;
  32762. /**
  32763. * Gets a boolean indicating if color writing is enabled
  32764. * @returns the current color writing state
  32765. */
  32766. getColorWrite(): boolean;
  32767. /**
  32768. * Sets alpha constants used by some alpha blending modes
  32769. * @param r defines the red component
  32770. * @param g defines the green component
  32771. * @param b defines the blue component
  32772. * @param a defines the alpha component
  32773. */
  32774. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32775. /**
  32776. * Sets the current alpha mode
  32777. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32778. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32779. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32780. */
  32781. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32782. /**
  32783. * Gets the current alpha mode
  32784. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32785. * @returns the current alpha mode
  32786. */
  32787. getAlphaMode(): number;
  32788. /**
  32789. * Sets the current alpha equation
  32790. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32791. */
  32792. setAlphaEquation(equation: number): void;
  32793. /**
  32794. * Gets the current alpha equation.
  32795. * @returns the current alpha equation
  32796. */
  32797. getAlphaEquation(): number;
  32798. /**
  32799. * Gets a boolean indicating if stencil buffer is enabled
  32800. * @returns the current stencil buffer state
  32801. */
  32802. getStencilBuffer(): boolean;
  32803. /**
  32804. * Enable or disable the stencil buffer
  32805. * @param enable defines if the stencil buffer must be enabled or disabled
  32806. */
  32807. setStencilBuffer(enable: boolean): void;
  32808. /**
  32809. * Gets the current stencil mask
  32810. * @returns a number defining the new stencil mask to use
  32811. */
  32812. getStencilMask(): number;
  32813. /**
  32814. * Sets the current stencil mask
  32815. * @param mask defines the new stencil mask to use
  32816. */
  32817. setStencilMask(mask: number): void;
  32818. /**
  32819. * Gets the current stencil function
  32820. * @returns a number defining the stencil function to use
  32821. */
  32822. getStencilFunction(): number;
  32823. /**
  32824. * Gets the current stencil reference value
  32825. * @returns a number defining the stencil reference value to use
  32826. */
  32827. getStencilFunctionReference(): number;
  32828. /**
  32829. * Gets the current stencil mask
  32830. * @returns a number defining the stencil mask to use
  32831. */
  32832. getStencilFunctionMask(): number;
  32833. /**
  32834. * Sets the current stencil function
  32835. * @param stencilFunc defines the new stencil function to use
  32836. */
  32837. setStencilFunction(stencilFunc: number): void;
  32838. /**
  32839. * Sets the current stencil reference
  32840. * @param reference defines the new stencil reference to use
  32841. */
  32842. setStencilFunctionReference(reference: number): void;
  32843. /**
  32844. * Sets the current stencil mask
  32845. * @param mask defines the new stencil mask to use
  32846. */
  32847. setStencilFunctionMask(mask: number): void;
  32848. /**
  32849. * Gets the current stencil operation when stencil fails
  32850. * @returns a number defining stencil operation to use when stencil fails
  32851. */
  32852. getStencilOperationFail(): number;
  32853. /**
  32854. * Gets the current stencil operation when depth fails
  32855. * @returns a number defining stencil operation to use when depth fails
  32856. */
  32857. getStencilOperationDepthFail(): number;
  32858. /**
  32859. * Gets the current stencil operation when stencil passes
  32860. * @returns a number defining stencil operation to use when stencil passes
  32861. */
  32862. getStencilOperationPass(): number;
  32863. /**
  32864. * Sets the stencil operation to use when stencil fails
  32865. * @param operation defines the stencil operation to use when stencil fails
  32866. */
  32867. setStencilOperationFail(operation: number): void;
  32868. /**
  32869. * Sets the stencil operation to use when depth fails
  32870. * @param operation defines the stencil operation to use when depth fails
  32871. */
  32872. setStencilOperationDepthFail(operation: number): void;
  32873. /**
  32874. * Sets the stencil operation to use when stencil passes
  32875. * @param operation defines the stencil operation to use when stencil passes
  32876. */
  32877. setStencilOperationPass(operation: number): void;
  32878. /**
  32879. * Sets a boolean indicating if the dithering state is enabled or disabled
  32880. * @param value defines the dithering state
  32881. */
  32882. setDitheringState(value: boolean): void;
  32883. /**
  32884. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32885. * @param value defines the rasterizer state
  32886. */
  32887. setRasterizerState(value: boolean): void;
  32888. /**
  32889. * Gets the current depth function
  32890. * @returns a number defining the depth function
  32891. */
  32892. getDepthFunction(): Nullable<number>;
  32893. /**
  32894. * Sets the current depth function
  32895. * @param depthFunc defines the function to use
  32896. */
  32897. setDepthFunction(depthFunc: number): void;
  32898. /**
  32899. * Sets the current depth function to GREATER
  32900. */
  32901. setDepthFunctionToGreater(): void;
  32902. /**
  32903. * Sets the current depth function to GEQUAL
  32904. */
  32905. setDepthFunctionToGreaterOrEqual(): void;
  32906. /**
  32907. * Sets the current depth function to LESS
  32908. */
  32909. setDepthFunctionToLess(): void;
  32910. /**
  32911. * Sets the current depth function to LEQUAL
  32912. */
  32913. setDepthFunctionToLessOrEqual(): void;
  32914. private _cachedStencilBuffer;
  32915. private _cachedStencilFunction;
  32916. private _cachedStencilMask;
  32917. private _cachedStencilOperationPass;
  32918. private _cachedStencilOperationFail;
  32919. private _cachedStencilOperationDepthFail;
  32920. private _cachedStencilReference;
  32921. /**
  32922. * Caches the the state of the stencil buffer
  32923. */
  32924. cacheStencilState(): void;
  32925. /**
  32926. * Restores the state of the stencil buffer
  32927. */
  32928. restoreStencilState(): void;
  32929. /**
  32930. * Directly set the WebGL Viewport
  32931. * @param x defines the x coordinate of the viewport (in screen space)
  32932. * @param y defines the y coordinate of the viewport (in screen space)
  32933. * @param width defines the width of the viewport (in screen space)
  32934. * @param height defines the height of the viewport (in screen space)
  32935. * @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
  32936. */
  32937. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32938. /**
  32939. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32940. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32941. * @param y defines the y-coordinate of the corner of the clear rectangle
  32942. * @param width defines the width of the clear rectangle
  32943. * @param height defines the height of the clear rectangle
  32944. * @param clearColor defines the clear color
  32945. */
  32946. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32947. /**
  32948. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32949. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32950. * @param y defines the y-coordinate of the corner of the clear rectangle
  32951. * @param width defines the width of the clear rectangle
  32952. * @param height defines the height of the clear rectangle
  32953. */
  32954. enableScissor(x: number, y: number, width: number, height: number): void;
  32955. /**
  32956. * Disable previously set scissor test rectangle
  32957. */
  32958. disableScissor(): void;
  32959. protected _reportDrawCall(): void;
  32960. /**
  32961. * Initializes a webVR display and starts listening to display change events
  32962. * The onVRDisplayChangedObservable will be notified upon these changes
  32963. * @returns The onVRDisplayChangedObservable
  32964. */
  32965. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32966. /** @hidden */
  32967. _prepareVRComponent(): void;
  32968. /** @hidden */
  32969. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32970. /** @hidden */
  32971. _submitVRFrame(): void;
  32972. /**
  32973. * Call this function to leave webVR mode
  32974. * Will do nothing if webVR is not supported or if there is no webVR device
  32975. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32976. */
  32977. disableVR(): void;
  32978. /**
  32979. * Gets a boolean indicating that the system is in VR mode and is presenting
  32980. * @returns true if VR mode is engaged
  32981. */
  32982. isVRPresenting(): boolean;
  32983. /** @hidden */
  32984. _requestVRFrame(): void;
  32985. /** @hidden */
  32986. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32987. /**
  32988. * Gets the source code of the vertex shader associated with a specific webGL program
  32989. * @param program defines the program to use
  32990. * @returns a string containing the source code of the vertex shader associated with the program
  32991. */
  32992. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32993. /**
  32994. * Gets the source code of the fragment shader associated with a specific webGL program
  32995. * @param program defines the program to use
  32996. * @returns a string containing the source code of the fragment shader associated with the program
  32997. */
  32998. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32999. /**
  33000. * Reads pixels from the current frame buffer. Please note that this function can be slow
  33001. * @param x defines the x coordinate of the rectangle where pixels must be read
  33002. * @param y defines the y coordinate of the rectangle where pixels must be read
  33003. * @param width defines the width of the rectangle where pixels must be read
  33004. * @param height defines the height of the rectangle where pixels must be read
  33005. * @returns a Uint8Array containing RGBA colors
  33006. */
  33007. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  33008. /**
  33009. * Sets a depth stencil texture from a render target to the according uniform.
  33010. * @param channel The texture channel
  33011. * @param uniform The uniform to set
  33012. * @param texture The render target texture containing the depth stencil texture to apply
  33013. */
  33014. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  33015. /**
  33016. * Sets a texture to the webGL context from a postprocess
  33017. * @param channel defines the channel to use
  33018. * @param postProcess defines the source postprocess
  33019. */
  33020. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  33021. /**
  33022. * Binds the output of the passed in post process to the texture channel specified
  33023. * @param channel The channel the texture should be bound to
  33024. * @param postProcess The post process which's output should be bound
  33025. */
  33026. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  33027. /** @hidden */
  33028. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  33029. protected _rebuildBuffers(): void;
  33030. /** @hidden */
  33031. _renderFrame(): void;
  33032. _renderLoop(): void;
  33033. /** @hidden */
  33034. _renderViews(): boolean;
  33035. /**
  33036. * Toggle full screen mode
  33037. * @param requestPointerLock defines if a pointer lock should be requested from the user
  33038. */
  33039. switchFullscreen(requestPointerLock: boolean): void;
  33040. /**
  33041. * Enters full screen mode
  33042. * @param requestPointerLock defines if a pointer lock should be requested from the user
  33043. */
  33044. enterFullscreen(requestPointerLock: boolean): void;
  33045. /**
  33046. * Exits full screen mode
  33047. */
  33048. exitFullscreen(): void;
  33049. /**
  33050. * Enters Pointerlock mode
  33051. */
  33052. enterPointerlock(): void;
  33053. /**
  33054. * Exits Pointerlock mode
  33055. */
  33056. exitPointerlock(): void;
  33057. /**
  33058. * Begin a new frame
  33059. */
  33060. beginFrame(): void;
  33061. /**
  33062. * Enf the current frame
  33063. */
  33064. endFrame(): void;
  33065. resize(): void;
  33066. /**
  33067. * Set the compressed texture format to use, based on the formats you have, and the formats
  33068. * supported by the hardware / browser.
  33069. *
  33070. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  33071. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  33072. * to API arguments needed to compressed textures. This puts the burden on the container
  33073. * generator to house the arcane code for determining these for current & future formats.
  33074. *
  33075. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  33076. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  33077. *
  33078. * Note: The result of this call is not taken into account when a texture is base64.
  33079. *
  33080. * @param formatsAvailable defines the list of those format families you have created
  33081. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  33082. *
  33083. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  33084. * @returns The extension selected.
  33085. */
  33086. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  33087. /**
  33088. * Force a specific size of the canvas
  33089. * @param width defines the new canvas' width
  33090. * @param height defines the new canvas' height
  33091. */
  33092. setSize(width: number, height: number): void;
  33093. /**
  33094. * Updates a dynamic vertex buffer.
  33095. * @param vertexBuffer the vertex buffer to update
  33096. * @param data the data used to update the vertex buffer
  33097. * @param byteOffset the byte offset of the data
  33098. * @param byteLength the byte length of the data
  33099. */
  33100. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  33101. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  33102. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33103. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33104. _releaseTexture(texture: InternalTexture): void;
  33105. /**
  33106. * @hidden
  33107. * Rescales a texture
  33108. * @param source input texutre
  33109. * @param destination destination texture
  33110. * @param scene scene to use to render the resize
  33111. * @param internalFormat format to use when resizing
  33112. * @param onComplete callback to be called when resize has completed
  33113. */
  33114. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  33115. /**
  33116. * Gets the current framerate
  33117. * @returns a number representing the framerate
  33118. */
  33119. getFps(): number;
  33120. /**
  33121. * Gets the time spent between current and previous frame
  33122. * @returns a number representing the delta time in ms
  33123. */
  33124. getDeltaTime(): number;
  33125. private _measureFps;
  33126. /** @hidden */
  33127. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  33128. /**
  33129. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  33130. * @param renderTarget The render target to set the frame buffer for
  33131. */
  33132. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  33133. /**
  33134. * Update a dynamic index buffer
  33135. * @param indexBuffer defines the target index buffer
  33136. * @param indices defines the data to update
  33137. * @param offset defines the offset in the target index buffer where update should start
  33138. */
  33139. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  33140. /**
  33141. * Updates the sample count of a render target texture
  33142. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  33143. * @param texture defines the texture to update
  33144. * @param samples defines the sample count to set
  33145. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  33146. */
  33147. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  33148. /**
  33149. * Updates a depth texture Comparison Mode and Function.
  33150. * If the comparison Function is equal to 0, the mode will be set to none.
  33151. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  33152. * @param texture The texture to set the comparison function for
  33153. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  33154. */
  33155. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  33156. /**
  33157. * Creates a webGL buffer to use with instanciation
  33158. * @param capacity defines the size of the buffer
  33159. * @returns the webGL buffer
  33160. */
  33161. createInstancesBuffer(capacity: number): DataBuffer;
  33162. /**
  33163. * Delete a webGL buffer used with instanciation
  33164. * @param buffer defines the webGL buffer to delete
  33165. */
  33166. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  33167. /** @hidden */
  33168. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  33169. dispose(): void;
  33170. private _disableTouchAction;
  33171. /**
  33172. * Display the loading screen
  33173. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33174. */
  33175. displayLoadingUI(): void;
  33176. /**
  33177. * Hide the loading screen
  33178. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33179. */
  33180. hideLoadingUI(): void;
  33181. /**
  33182. * Gets the current loading screen object
  33183. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33184. */
  33185. /**
  33186. * Sets the current loading screen object
  33187. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33188. */
  33189. loadingScreen: ILoadingScreen;
  33190. /**
  33191. * Sets the current loading screen text
  33192. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33193. */
  33194. loadingUIText: string;
  33195. /**
  33196. * Sets the current loading screen background color
  33197. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33198. */
  33199. loadingUIBackgroundColor: string;
  33200. /** Pointerlock and fullscreen */
  33201. /**
  33202. * Ask the browser to promote the current element to pointerlock mode
  33203. * @param element defines the DOM element to promote
  33204. */
  33205. static _RequestPointerlock(element: HTMLElement): void;
  33206. /**
  33207. * Asks the browser to exit pointerlock mode
  33208. */
  33209. static _ExitPointerlock(): void;
  33210. /**
  33211. * Ask the browser to promote the current element to fullscreen rendering mode
  33212. * @param element defines the DOM element to promote
  33213. */
  33214. static _RequestFullscreen(element: HTMLElement): void;
  33215. /**
  33216. * Asks the browser to exit fullscreen mode
  33217. */
  33218. static _ExitFullscreen(): void;
  33219. }
  33220. }
  33221. declare module "babylonjs/Engines/engineStore" {
  33222. import { Nullable } from "babylonjs/types";
  33223. import { Engine } from "babylonjs/Engines/engine";
  33224. import { Scene } from "babylonjs/scene";
  33225. /**
  33226. * The engine store class is responsible to hold all the instances of Engine and Scene created
  33227. * during the life time of the application.
  33228. */
  33229. export class EngineStore {
  33230. /** Gets the list of created engines */
  33231. static Instances: import("babylonjs/Engines/engine").Engine[];
  33232. /** @hidden */
  33233. static _LastCreatedScene: Nullable<Scene>;
  33234. /**
  33235. * Gets the latest created engine
  33236. */
  33237. static readonly LastCreatedEngine: Nullable<Engine>;
  33238. /**
  33239. * Gets the latest created scene
  33240. */
  33241. static readonly LastCreatedScene: Nullable<Scene>;
  33242. /**
  33243. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33244. * @ignorenaming
  33245. */
  33246. static UseFallbackTexture: boolean;
  33247. /**
  33248. * Texture content used if a texture cannot loaded
  33249. * @ignorenaming
  33250. */
  33251. static FallbackTexture: string;
  33252. }
  33253. }
  33254. declare module "babylonjs/Misc/promise" {
  33255. /**
  33256. * Helper class that provides a small promise polyfill
  33257. */
  33258. export class PromisePolyfill {
  33259. /**
  33260. * Static function used to check if the polyfill is required
  33261. * If this is the case then the function will inject the polyfill to window.Promise
  33262. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  33263. */
  33264. static Apply(force?: boolean): void;
  33265. }
  33266. }
  33267. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  33268. /**
  33269. * Interface for screenshot methods with describe argument called `size` as object with options
  33270. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  33271. */
  33272. export interface IScreenshotSize {
  33273. /**
  33274. * number in pixels for canvas height
  33275. */
  33276. height?: number;
  33277. /**
  33278. * multiplier allowing render at a higher or lower resolution
  33279. * If value is defined then height and width will be ignored and taken from camera
  33280. */
  33281. precision?: number;
  33282. /**
  33283. * number in pixels for canvas width
  33284. */
  33285. width?: number;
  33286. }
  33287. }
  33288. declare module "babylonjs/Misc/tools" {
  33289. import { Nullable, float } from "babylonjs/types";
  33290. import { DomManagement } from "babylonjs/Misc/domManagement";
  33291. import { WebRequest } from "babylonjs/Misc/webRequest";
  33292. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33293. import { ReadFileError } from "babylonjs/Misc/fileTools";
  33294. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33295. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  33296. import { Camera } from "babylonjs/Cameras/camera";
  33297. import { Engine } from "babylonjs/Engines/engine";
  33298. interface IColor4Like {
  33299. r: float;
  33300. g: float;
  33301. b: float;
  33302. a: float;
  33303. }
  33304. /**
  33305. * Class containing a set of static utilities functions
  33306. */
  33307. export class Tools {
  33308. /**
  33309. * Gets or sets the base URL to use to load assets
  33310. */
  33311. static BaseUrl: string;
  33312. /**
  33313. * Enable/Disable Custom HTTP Request Headers globally.
  33314. * default = false
  33315. * @see CustomRequestHeaders
  33316. */
  33317. static UseCustomRequestHeaders: boolean;
  33318. /**
  33319. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  33320. * i.e. when loading files, where the server/service expects an Authorization header
  33321. */
  33322. static CustomRequestHeaders: {
  33323. [key: string]: string;
  33324. };
  33325. /**
  33326. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  33327. */
  33328. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  33329. /**
  33330. * Default behaviour for cors in the application.
  33331. * It can be a string if the expected behavior is identical in the entire app.
  33332. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  33333. */
  33334. static CorsBehavior: string | ((url: string | string[]) => string);
  33335. /**
  33336. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33337. * @ignorenaming
  33338. */
  33339. static UseFallbackTexture: boolean;
  33340. /**
  33341. * Use this object to register external classes like custom textures or material
  33342. * to allow the laoders to instantiate them
  33343. */
  33344. static RegisteredExternalClasses: {
  33345. [key: string]: Object;
  33346. };
  33347. /**
  33348. * Texture content used if a texture cannot loaded
  33349. * @ignorenaming
  33350. */
  33351. static fallbackTexture: string;
  33352. /**
  33353. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  33354. * @param u defines the coordinate on X axis
  33355. * @param v defines the coordinate on Y axis
  33356. * @param width defines the width of the source data
  33357. * @param height defines the height of the source data
  33358. * @param pixels defines the source byte array
  33359. * @param color defines the output color
  33360. */
  33361. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  33362. /**
  33363. * Interpolates between a and b via alpha
  33364. * @param a The lower value (returned when alpha = 0)
  33365. * @param b The upper value (returned when alpha = 1)
  33366. * @param alpha The interpolation-factor
  33367. * @return The mixed value
  33368. */
  33369. static Mix(a: number, b: number, alpha: number): number;
  33370. /**
  33371. * Tries to instantiate a new object from a given class name
  33372. * @param className defines the class name to instantiate
  33373. * @returns the new object or null if the system was not able to do the instantiation
  33374. */
  33375. static Instantiate(className: string): any;
  33376. /**
  33377. * Provides a slice function that will work even on IE
  33378. * @param data defines the array to slice
  33379. * @param start defines the start of the data (optional)
  33380. * @param end defines the end of the data (optional)
  33381. * @returns the new sliced array
  33382. */
  33383. static Slice<T>(data: T, start?: number, end?: number): T;
  33384. /**
  33385. * Polyfill for setImmediate
  33386. * @param action defines the action to execute after the current execution block
  33387. */
  33388. static SetImmediate(action: () => void): void;
  33389. /**
  33390. * Function indicating if a number is an exponent of 2
  33391. * @param value defines the value to test
  33392. * @returns true if the value is an exponent of 2
  33393. */
  33394. static IsExponentOfTwo(value: number): boolean;
  33395. private static _tmpFloatArray;
  33396. /**
  33397. * Returns the nearest 32-bit single precision float representation of a Number
  33398. * @param value A Number. If the parameter is of a different type, it will get converted
  33399. * to a number or to NaN if it cannot be converted
  33400. * @returns number
  33401. */
  33402. static FloatRound(value: number): number;
  33403. /**
  33404. * Extracts the filename from a path
  33405. * @param path defines the path to use
  33406. * @returns the filename
  33407. */
  33408. static GetFilename(path: string): string;
  33409. /**
  33410. * Extracts the "folder" part of a path (everything before the filename).
  33411. * @param uri The URI to extract the info from
  33412. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33413. * @returns The "folder" part of the path
  33414. */
  33415. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33416. /**
  33417. * Extracts text content from a DOM element hierarchy
  33418. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33419. */
  33420. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33421. /**
  33422. * Convert an angle in radians to degrees
  33423. * @param angle defines the angle to convert
  33424. * @returns the angle in degrees
  33425. */
  33426. static ToDegrees(angle: number): number;
  33427. /**
  33428. * Convert an angle in degrees to radians
  33429. * @param angle defines the angle to convert
  33430. * @returns the angle in radians
  33431. */
  33432. static ToRadians(angle: number): number;
  33433. /**
  33434. * Returns an array if obj is not an array
  33435. * @param obj defines the object to evaluate as an array
  33436. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33437. * @returns either obj directly if obj is an array or a new array containing obj
  33438. */
  33439. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33440. /**
  33441. * Gets the pointer prefix to use
  33442. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33443. */
  33444. static GetPointerPrefix(): string;
  33445. /**
  33446. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33447. * @param url define the url we are trying
  33448. * @param element define the dom element where to configure the cors policy
  33449. */
  33450. static SetCorsBehavior(url: string | string[], element: {
  33451. crossOrigin: string | null;
  33452. }): void;
  33453. /**
  33454. * Removes unwanted characters from an url
  33455. * @param url defines the url to clean
  33456. * @returns the cleaned url
  33457. */
  33458. static CleanUrl(url: string): string;
  33459. /**
  33460. * Gets or sets a function used to pre-process url before using them to load assets
  33461. */
  33462. static PreprocessUrl: (url: string) => string;
  33463. /**
  33464. * Loads an image as an HTMLImageElement.
  33465. * @param input url string, ArrayBuffer, or Blob to load
  33466. * @param onLoad callback called when the image successfully loads
  33467. * @param onError callback called when the image fails to load
  33468. * @param offlineProvider offline provider for caching
  33469. * @param mimeType optional mime type
  33470. * @returns the HTMLImageElement of the loaded image
  33471. */
  33472. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33473. /**
  33474. * Loads a file from a url
  33475. * @param url url string, ArrayBuffer, or Blob to load
  33476. * @param onSuccess callback called when the file successfully loads
  33477. * @param onProgress callback called while file is loading (if the server supports this mode)
  33478. * @param offlineProvider defines the offline provider for caching
  33479. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33480. * @param onError callback called when the file fails to load
  33481. * @returns a file request object
  33482. */
  33483. 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;
  33484. /**
  33485. * Loads a file from a url
  33486. * @param url the file url to load
  33487. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33488. */
  33489. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33490. /**
  33491. * Load a script (identified by an url). When the url returns, the
  33492. * content of this file is added into a new script element, attached to the DOM (body element)
  33493. * @param scriptUrl defines the url of the script to laod
  33494. * @param onSuccess defines the callback called when the script is loaded
  33495. * @param onError defines the callback to call if an error occurs
  33496. * @param scriptId defines the id of the script element
  33497. */
  33498. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33499. /**
  33500. * Load an asynchronous script (identified by an url). When the url returns, the
  33501. * content of this file is added into a new script element, attached to the DOM (body element)
  33502. * @param scriptUrl defines the url of the script to laod
  33503. * @param scriptId defines the id of the script element
  33504. * @returns a promise request object
  33505. */
  33506. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33507. /**
  33508. * Loads a file from a blob
  33509. * @param fileToLoad defines the blob to use
  33510. * @param callback defines the callback to call when data is loaded
  33511. * @param progressCallback defines the callback to call during loading process
  33512. * @returns a file request object
  33513. */
  33514. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33515. /**
  33516. * Reads a file from a File object
  33517. * @param file defines the file to load
  33518. * @param onSuccess defines the callback to call when data is loaded
  33519. * @param onProgress defines the callback to call during loading process
  33520. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33521. * @param onError defines the callback to call when an error occurs
  33522. * @returns a file request object
  33523. */
  33524. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33525. /**
  33526. * Creates a data url from a given string content
  33527. * @param content defines the content to convert
  33528. * @returns the new data url link
  33529. */
  33530. static FileAsURL(content: string): string;
  33531. /**
  33532. * Format the given number to a specific decimal format
  33533. * @param value defines the number to format
  33534. * @param decimals defines the number of decimals to use
  33535. * @returns the formatted string
  33536. */
  33537. static Format(value: number, decimals?: number): string;
  33538. /**
  33539. * Tries to copy an object by duplicating every property
  33540. * @param source defines the source object
  33541. * @param destination defines the target object
  33542. * @param doNotCopyList defines a list of properties to avoid
  33543. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33544. */
  33545. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33546. /**
  33547. * Gets a boolean indicating if the given object has no own property
  33548. * @param obj defines the object to test
  33549. * @returns true if object has no own property
  33550. */
  33551. static IsEmpty(obj: any): boolean;
  33552. /**
  33553. * Function used to register events at window level
  33554. * @param windowElement defines the Window object to use
  33555. * @param events defines the events to register
  33556. */
  33557. static RegisterTopRootEvents(windowElement: Window, events: {
  33558. name: string;
  33559. handler: Nullable<(e: FocusEvent) => any>;
  33560. }[]): void;
  33561. /**
  33562. * Function used to unregister events from window level
  33563. * @param windowElement defines the Window object to use
  33564. * @param events defines the events to unregister
  33565. */
  33566. static UnregisterTopRootEvents(windowElement: Window, events: {
  33567. name: string;
  33568. handler: Nullable<(e: FocusEvent) => any>;
  33569. }[]): void;
  33570. /**
  33571. * @ignore
  33572. */
  33573. static _ScreenshotCanvas: HTMLCanvasElement;
  33574. /**
  33575. * Dumps the current bound framebuffer
  33576. * @param width defines the rendering width
  33577. * @param height defines the rendering height
  33578. * @param engine defines the hosting engine
  33579. * @param successCallback defines the callback triggered once the data are available
  33580. * @param mimeType defines the mime type of the result
  33581. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33582. */
  33583. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33584. /**
  33585. * Converts the canvas data to blob.
  33586. * This acts as a polyfill for browsers not supporting the to blob function.
  33587. * @param canvas Defines the canvas to extract the data from
  33588. * @param successCallback Defines the callback triggered once the data are available
  33589. * @param mimeType Defines the mime type of the result
  33590. */
  33591. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33592. /**
  33593. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33594. * @param successCallback defines the callback triggered once the data are available
  33595. * @param mimeType defines the mime type of the result
  33596. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33597. */
  33598. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33599. /**
  33600. * Downloads a blob in the browser
  33601. * @param blob defines the blob to download
  33602. * @param fileName defines the name of the downloaded file
  33603. */
  33604. static Download(blob: Blob, fileName: string): void;
  33605. /**
  33606. * Captures a screenshot of the current rendering
  33607. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33608. * @param engine defines the rendering engine
  33609. * @param camera defines the source camera
  33610. * @param size This parameter can be set to a single number or to an object with the
  33611. * following (optional) properties: precision, width, height. If a single number is passed,
  33612. * it will be used for both width and height. If an object is passed, the screenshot size
  33613. * will be derived from the parameters. The precision property is a multiplier allowing
  33614. * rendering at a higher or lower resolution
  33615. * @param successCallback defines the callback receives a single parameter which contains the
  33616. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33617. * src parameter of an <img> to display it
  33618. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33619. * Check your browser for supported MIME types
  33620. */
  33621. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33622. /**
  33623. * Captures a screenshot of the current rendering
  33624. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33625. * @param engine defines the rendering engine
  33626. * @param camera defines the source camera
  33627. * @param size This parameter can be set to a single number or to an object with the
  33628. * following (optional) properties: precision, width, height. If a single number is passed,
  33629. * it will be used for both width and height. If an object is passed, the screenshot size
  33630. * will be derived from the parameters. The precision property is a multiplier allowing
  33631. * rendering at a higher or lower resolution
  33632. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33633. * Check your browser for supported MIME types
  33634. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33635. * to the src parameter of an <img> to display it
  33636. */
  33637. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33638. /**
  33639. * Generates an image screenshot from the specified camera.
  33640. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33641. * @param engine The engine to use for rendering
  33642. * @param camera The camera to use for rendering
  33643. * @param size This parameter can be set to a single number or to an object with the
  33644. * following (optional) properties: precision, width, height. If a single number is passed,
  33645. * it will be used for both width and height. If an object is passed, the screenshot size
  33646. * will be derived from the parameters. The precision property is a multiplier allowing
  33647. * rendering at a higher or lower resolution
  33648. * @param successCallback The callback receives a single parameter which contains the
  33649. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33650. * src parameter of an <img> to display it
  33651. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33652. * Check your browser for supported MIME types
  33653. * @param samples Texture samples (default: 1)
  33654. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33655. * @param fileName A name for for the downloaded file.
  33656. */
  33657. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33658. /**
  33659. * Generates an image screenshot from the specified camera.
  33660. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33661. * @param engine The engine to use for rendering
  33662. * @param camera The camera to use for rendering
  33663. * @param size This parameter can be set to a single number or to an object with the
  33664. * following (optional) properties: precision, width, height. If a single number is passed,
  33665. * it will be used for both width and height. If an object is passed, the screenshot size
  33666. * will be derived from the parameters. The precision property is a multiplier allowing
  33667. * rendering at a higher or lower resolution
  33668. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33669. * Check your browser for supported MIME types
  33670. * @param samples Texture samples (default: 1)
  33671. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33672. * @param fileName A name for for the downloaded file.
  33673. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33674. * to the src parameter of an <img> to display it
  33675. */
  33676. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33677. /**
  33678. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33679. * Be aware Math.random() could cause collisions, but:
  33680. * "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"
  33681. * @returns a pseudo random id
  33682. */
  33683. static RandomId(): string;
  33684. /**
  33685. * Test if the given uri is a base64 string
  33686. * @param uri The uri to test
  33687. * @return True if the uri is a base64 string or false otherwise
  33688. */
  33689. static IsBase64(uri: string): boolean;
  33690. /**
  33691. * Decode the given base64 uri.
  33692. * @param uri The uri to decode
  33693. * @return The decoded base64 data.
  33694. */
  33695. static DecodeBase64(uri: string): ArrayBuffer;
  33696. /**
  33697. * Gets the absolute url.
  33698. * @param url the input url
  33699. * @return the absolute url
  33700. */
  33701. static GetAbsoluteUrl(url: string): string;
  33702. /**
  33703. * No log
  33704. */
  33705. static readonly NoneLogLevel: number;
  33706. /**
  33707. * Only message logs
  33708. */
  33709. static readonly MessageLogLevel: number;
  33710. /**
  33711. * Only warning logs
  33712. */
  33713. static readonly WarningLogLevel: number;
  33714. /**
  33715. * Only error logs
  33716. */
  33717. static readonly ErrorLogLevel: number;
  33718. /**
  33719. * All logs
  33720. */
  33721. static readonly AllLogLevel: number;
  33722. /**
  33723. * Gets a value indicating the number of loading errors
  33724. * @ignorenaming
  33725. */
  33726. static readonly errorsCount: number;
  33727. /**
  33728. * Callback called when a new log is added
  33729. */
  33730. static OnNewCacheEntry: (entry: string) => void;
  33731. /**
  33732. * Log a message to the console
  33733. * @param message defines the message to log
  33734. */
  33735. static Log(message: string): void;
  33736. /**
  33737. * Write a warning message to the console
  33738. * @param message defines the message to log
  33739. */
  33740. static Warn(message: string): void;
  33741. /**
  33742. * Write an error message to the console
  33743. * @param message defines the message to log
  33744. */
  33745. static Error(message: string): void;
  33746. /**
  33747. * Gets current log cache (list of logs)
  33748. */
  33749. static readonly LogCache: string;
  33750. /**
  33751. * Clears the log cache
  33752. */
  33753. static ClearLogCache(): void;
  33754. /**
  33755. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33756. */
  33757. static LogLevels: number;
  33758. /**
  33759. * Checks if the window object exists
  33760. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33761. */
  33762. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33763. /**
  33764. * No performance log
  33765. */
  33766. static readonly PerformanceNoneLogLevel: number;
  33767. /**
  33768. * Use user marks to log performance
  33769. */
  33770. static readonly PerformanceUserMarkLogLevel: number;
  33771. /**
  33772. * Log performance to the console
  33773. */
  33774. static readonly PerformanceConsoleLogLevel: number;
  33775. private static _performance;
  33776. /**
  33777. * Sets the current performance log level
  33778. */
  33779. static PerformanceLogLevel: number;
  33780. private static _StartPerformanceCounterDisabled;
  33781. private static _EndPerformanceCounterDisabled;
  33782. private static _StartUserMark;
  33783. private static _EndUserMark;
  33784. private static _StartPerformanceConsole;
  33785. private static _EndPerformanceConsole;
  33786. /**
  33787. * Starts a performance counter
  33788. */
  33789. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33790. /**
  33791. * Ends a specific performance coutner
  33792. */
  33793. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33794. /**
  33795. * Gets either window.performance.now() if supported or Date.now() else
  33796. */
  33797. static readonly Now: number;
  33798. /**
  33799. * This method will return the name of the class used to create the instance of the given object.
  33800. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33801. * @param object the object to get the class name from
  33802. * @param isType defines if the object is actually a type
  33803. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33804. */
  33805. static GetClassName(object: any, isType?: boolean): string;
  33806. /**
  33807. * Gets the first element of an array satisfying a given predicate
  33808. * @param array defines the array to browse
  33809. * @param predicate defines the predicate to use
  33810. * @returns null if not found or the element
  33811. */
  33812. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33813. /**
  33814. * This method will return the name of the full name of the class, including its owning module (if any).
  33815. * 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).
  33816. * @param object the object to get the class name from
  33817. * @param isType defines if the object is actually a type
  33818. * @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.
  33819. * @ignorenaming
  33820. */
  33821. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33822. /**
  33823. * Returns a promise that resolves after the given amount of time.
  33824. * @param delay Number of milliseconds to delay
  33825. * @returns Promise that resolves after the given amount of time
  33826. */
  33827. static DelayAsync(delay: number): Promise<void>;
  33828. }
  33829. /**
  33830. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33831. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33832. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33833. * @param name The name of the class, case should be preserved
  33834. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33835. */
  33836. export function className(name: string, module?: string): (target: Object) => void;
  33837. /**
  33838. * An implementation of a loop for asynchronous functions.
  33839. */
  33840. export class AsyncLoop {
  33841. /**
  33842. * Defines the number of iterations for the loop
  33843. */
  33844. iterations: number;
  33845. /**
  33846. * Defines the current index of the loop.
  33847. */
  33848. index: number;
  33849. private _done;
  33850. private _fn;
  33851. private _successCallback;
  33852. /**
  33853. * Constructor.
  33854. * @param iterations the number of iterations.
  33855. * @param func the function to run each iteration
  33856. * @param successCallback the callback that will be called upon succesful execution
  33857. * @param offset starting offset.
  33858. */
  33859. constructor(
  33860. /**
  33861. * Defines the number of iterations for the loop
  33862. */
  33863. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33864. /**
  33865. * Execute the next iteration. Must be called after the last iteration was finished.
  33866. */
  33867. executeNext(): void;
  33868. /**
  33869. * Break the loop and run the success callback.
  33870. */
  33871. breakLoop(): void;
  33872. /**
  33873. * Create and run an async loop.
  33874. * @param iterations the number of iterations.
  33875. * @param fn the function to run each iteration
  33876. * @param successCallback the callback that will be called upon succesful execution
  33877. * @param offset starting offset.
  33878. * @returns the created async loop object
  33879. */
  33880. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33881. /**
  33882. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33883. * @param iterations total number of iterations
  33884. * @param syncedIterations number of synchronous iterations in each async iteration.
  33885. * @param fn the function to call each iteration.
  33886. * @param callback a success call back that will be called when iterating stops.
  33887. * @param breakFunction a break condition (optional)
  33888. * @param timeout timeout settings for the setTimeout function. default - 0.
  33889. * @returns the created async loop object
  33890. */
  33891. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33892. }
  33893. }
  33894. declare module "babylonjs/Misc/stringDictionary" {
  33895. import { Nullable } from "babylonjs/types";
  33896. /**
  33897. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33898. * The underlying implementation relies on an associative array to ensure the best performances.
  33899. * The value can be anything including 'null' but except 'undefined'
  33900. */
  33901. export class StringDictionary<T> {
  33902. /**
  33903. * This will clear this dictionary and copy the content from the 'source' one.
  33904. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33905. * @param source the dictionary to take the content from and copy to this dictionary
  33906. */
  33907. copyFrom(source: StringDictionary<T>): void;
  33908. /**
  33909. * Get a value based from its key
  33910. * @param key the given key to get the matching value from
  33911. * @return the value if found, otherwise undefined is returned
  33912. */
  33913. get(key: string): T | undefined;
  33914. /**
  33915. * Get a value from its key or add it if it doesn't exist.
  33916. * This method will ensure you that a given key/data will be present in the dictionary.
  33917. * @param key the given key to get the matching value from
  33918. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33919. * The factory will only be invoked if there's no data for the given key.
  33920. * @return the value corresponding to the key.
  33921. */
  33922. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33923. /**
  33924. * Get a value from its key if present in the dictionary otherwise add it
  33925. * @param key the key to get the value from
  33926. * @param val if there's no such key/value pair in the dictionary add it with this value
  33927. * @return the value corresponding to the key
  33928. */
  33929. getOrAdd(key: string, val: T): T;
  33930. /**
  33931. * Check if there's a given key in the dictionary
  33932. * @param key the key to check for
  33933. * @return true if the key is present, false otherwise
  33934. */
  33935. contains(key: string): boolean;
  33936. /**
  33937. * Add a new key and its corresponding value
  33938. * @param key the key to add
  33939. * @param value the value corresponding to the key
  33940. * @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
  33941. */
  33942. add(key: string, value: T): boolean;
  33943. /**
  33944. * Update a specific value associated to a key
  33945. * @param key defines the key to use
  33946. * @param value defines the value to store
  33947. * @returns true if the value was updated (or false if the key was not found)
  33948. */
  33949. set(key: string, value: T): boolean;
  33950. /**
  33951. * Get the element of the given key and remove it from the dictionary
  33952. * @param key defines the key to search
  33953. * @returns the value associated with the key or null if not found
  33954. */
  33955. getAndRemove(key: string): Nullable<T>;
  33956. /**
  33957. * Remove a key/value from the dictionary.
  33958. * @param key the key to remove
  33959. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33960. */
  33961. remove(key: string): boolean;
  33962. /**
  33963. * Clear the whole content of the dictionary
  33964. */
  33965. clear(): void;
  33966. /**
  33967. * Gets the current count
  33968. */
  33969. readonly count: number;
  33970. /**
  33971. * Execute a callback on each key/val of the dictionary.
  33972. * Note that you can remove any element in this dictionary in the callback implementation
  33973. * @param callback the callback to execute on a given key/value pair
  33974. */
  33975. forEach(callback: (key: string, val: T) => void): void;
  33976. /**
  33977. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33978. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33979. * Note that you can remove any element in this dictionary in the callback implementation
  33980. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33981. * @returns the first item
  33982. */
  33983. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33984. private _count;
  33985. private _data;
  33986. }
  33987. }
  33988. declare module "babylonjs/Collisions/collisionCoordinator" {
  33989. import { Nullable } from "babylonjs/types";
  33990. import { Scene } from "babylonjs/scene";
  33991. import { Vector3 } from "babylonjs/Maths/math.vector";
  33992. import { Collider } from "babylonjs/Collisions/collider";
  33993. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33994. /** @hidden */
  33995. export interface ICollisionCoordinator {
  33996. createCollider(): Collider;
  33997. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33998. init(scene: Scene): void;
  33999. }
  34000. /** @hidden */
  34001. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  34002. private _scene;
  34003. private _scaledPosition;
  34004. private _scaledVelocity;
  34005. private _finalPosition;
  34006. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  34007. createCollider(): Collider;
  34008. init(scene: Scene): void;
  34009. private _collideWithWorld;
  34010. }
  34011. }
  34012. declare module "babylonjs/Inputs/scene.inputManager" {
  34013. import { Nullable } from "babylonjs/types";
  34014. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34015. import { Vector2 } from "babylonjs/Maths/math.vector";
  34016. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34017. import { Scene } from "babylonjs/scene";
  34018. /**
  34019. * Class used to manage all inputs for the scene.
  34020. */
  34021. export class InputManager {
  34022. /** The distance in pixel that you have to move to prevent some events */
  34023. static DragMovementThreshold: number;
  34024. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  34025. static LongPressDelay: number;
  34026. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  34027. static DoubleClickDelay: number;
  34028. /** If you need to check double click without raising a single click at first click, enable this flag */
  34029. static ExclusiveDoubleClickMode: boolean;
  34030. private _wheelEventName;
  34031. private _onPointerMove;
  34032. private _onPointerDown;
  34033. private _onPointerUp;
  34034. private _initClickEvent;
  34035. private _initActionManager;
  34036. private _delayedSimpleClick;
  34037. private _delayedSimpleClickTimeout;
  34038. private _previousDelayedSimpleClickTimeout;
  34039. private _meshPickProceed;
  34040. private _previousButtonPressed;
  34041. private _currentPickResult;
  34042. private _previousPickResult;
  34043. private _totalPointersPressed;
  34044. private _doubleClickOccured;
  34045. private _pointerOverMesh;
  34046. private _pickedDownMesh;
  34047. private _pickedUpMesh;
  34048. private _pointerX;
  34049. private _pointerY;
  34050. private _unTranslatedPointerX;
  34051. private _unTranslatedPointerY;
  34052. private _startingPointerPosition;
  34053. private _previousStartingPointerPosition;
  34054. private _startingPointerTime;
  34055. private _previousStartingPointerTime;
  34056. private _pointerCaptures;
  34057. private _onKeyDown;
  34058. private _onKeyUp;
  34059. private _onCanvasFocusObserver;
  34060. private _onCanvasBlurObserver;
  34061. private _scene;
  34062. /**
  34063. * Creates a new InputManager
  34064. * @param scene defines the hosting scene
  34065. */
  34066. constructor(scene: Scene);
  34067. /**
  34068. * Gets the mesh that is currently under the pointer
  34069. */
  34070. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34071. /**
  34072. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  34073. */
  34074. readonly unTranslatedPointer: Vector2;
  34075. /**
  34076. * Gets or sets the current on-screen X position of the pointer
  34077. */
  34078. pointerX: number;
  34079. /**
  34080. * Gets or sets the current on-screen Y position of the pointer
  34081. */
  34082. pointerY: number;
  34083. private _updatePointerPosition;
  34084. private _processPointerMove;
  34085. private _setRayOnPointerInfo;
  34086. private _checkPrePointerObservable;
  34087. /**
  34088. * Use this method to simulate a pointer move on a mesh
  34089. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34090. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34091. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34092. */
  34093. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34094. /**
  34095. * Use this method to simulate a pointer down on a mesh
  34096. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34097. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34098. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34099. */
  34100. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34101. private _processPointerDown;
  34102. /** @hidden */
  34103. _isPointerSwiping(): boolean;
  34104. /**
  34105. * Use this method to simulate a pointer up on a mesh
  34106. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34107. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34108. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34109. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34110. */
  34111. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  34112. private _processPointerUp;
  34113. /**
  34114. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34115. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34116. * @returns true if the pointer was captured
  34117. */
  34118. isPointerCaptured(pointerId?: number): boolean;
  34119. /**
  34120. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34121. * @param attachUp defines if you want to attach events to pointerup
  34122. * @param attachDown defines if you want to attach events to pointerdown
  34123. * @param attachMove defines if you want to attach events to pointermove
  34124. */
  34125. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34126. /**
  34127. * Detaches all event handlers
  34128. */
  34129. detachControl(): void;
  34130. /**
  34131. * Force the value of meshUnderPointer
  34132. * @param mesh defines the mesh to use
  34133. */
  34134. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  34135. /**
  34136. * Gets the mesh under the pointer
  34137. * @returns a Mesh or null if no mesh is under the pointer
  34138. */
  34139. getPointerOverMesh(): Nullable<AbstractMesh>;
  34140. }
  34141. }
  34142. declare module "babylonjs/Misc/uniqueIdGenerator" {
  34143. /**
  34144. * Helper class used to generate session unique ID
  34145. */
  34146. export class UniqueIdGenerator {
  34147. private static _UniqueIdCounter;
  34148. /**
  34149. * Gets an unique (relatively to the current scene) Id
  34150. */
  34151. static readonly UniqueId: number;
  34152. }
  34153. }
  34154. declare module "babylonjs/Animations/animationGroup" {
  34155. import { Animatable } from "babylonjs/Animations/animatable";
  34156. import { Animation } from "babylonjs/Animations/animation";
  34157. import { Scene, IDisposable } from "babylonjs/scene";
  34158. import { Observable } from "babylonjs/Misc/observable";
  34159. import { Nullable } from "babylonjs/types";
  34160. import "babylonjs/Animations/animatable";
  34161. /**
  34162. * This class defines the direct association between an animation and a target
  34163. */
  34164. export class TargetedAnimation {
  34165. /**
  34166. * Animation to perform
  34167. */
  34168. animation: Animation;
  34169. /**
  34170. * Target to animate
  34171. */
  34172. target: any;
  34173. /**
  34174. * Serialize the object
  34175. * @returns the JSON object representing the current entity
  34176. */
  34177. serialize(): any;
  34178. }
  34179. /**
  34180. * Use this class to create coordinated animations on multiple targets
  34181. */
  34182. export class AnimationGroup implements IDisposable {
  34183. /** The name of the animation group */
  34184. name: string;
  34185. private _scene;
  34186. private _targetedAnimations;
  34187. private _animatables;
  34188. private _from;
  34189. private _to;
  34190. private _isStarted;
  34191. private _isPaused;
  34192. private _speedRatio;
  34193. private _loopAnimation;
  34194. /**
  34195. * Gets or sets the unique id of the node
  34196. */
  34197. uniqueId: number;
  34198. /**
  34199. * This observable will notify when one animation have ended
  34200. */
  34201. onAnimationEndObservable: Observable<TargetedAnimation>;
  34202. /**
  34203. * Observer raised when one animation loops
  34204. */
  34205. onAnimationLoopObservable: Observable<TargetedAnimation>;
  34206. /**
  34207. * Observer raised when all animations have looped
  34208. */
  34209. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  34210. /**
  34211. * This observable will notify when all animations have ended.
  34212. */
  34213. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  34214. /**
  34215. * This observable will notify when all animations have paused.
  34216. */
  34217. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  34218. /**
  34219. * This observable will notify when all animations are playing.
  34220. */
  34221. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  34222. /**
  34223. * Gets the first frame
  34224. */
  34225. readonly from: number;
  34226. /**
  34227. * Gets the last frame
  34228. */
  34229. readonly to: number;
  34230. /**
  34231. * Define if the animations are started
  34232. */
  34233. readonly isStarted: boolean;
  34234. /**
  34235. * Gets a value indicating that the current group is playing
  34236. */
  34237. readonly isPlaying: boolean;
  34238. /**
  34239. * Gets or sets the speed ratio to use for all animations
  34240. */
  34241. /**
  34242. * Gets or sets the speed ratio to use for all animations
  34243. */
  34244. speedRatio: number;
  34245. /**
  34246. * Gets or sets if all animations should loop or not
  34247. */
  34248. loopAnimation: boolean;
  34249. /**
  34250. * Gets the targeted animations for this animation group
  34251. */
  34252. readonly targetedAnimations: Array<TargetedAnimation>;
  34253. /**
  34254. * returning the list of animatables controlled by this animation group.
  34255. */
  34256. readonly animatables: Array<Animatable>;
  34257. /**
  34258. * Instantiates a new Animation Group.
  34259. * This helps managing several animations at once.
  34260. * @see http://doc.babylonjs.com/how_to/group
  34261. * @param name Defines the name of the group
  34262. * @param scene Defines the scene the group belongs to
  34263. */
  34264. constructor(
  34265. /** The name of the animation group */
  34266. name: string, scene?: Nullable<Scene>);
  34267. /**
  34268. * Add an animation (with its target) in the group
  34269. * @param animation defines the animation we want to add
  34270. * @param target defines the target of the animation
  34271. * @returns the TargetedAnimation object
  34272. */
  34273. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  34274. /**
  34275. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  34276. * It can add constant keys at begin or end
  34277. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  34278. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  34279. * @returns the animation group
  34280. */
  34281. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  34282. private _animationLoopCount;
  34283. private _animationLoopFlags;
  34284. private _processLoop;
  34285. /**
  34286. * Start all animations on given targets
  34287. * @param loop defines if animations must loop
  34288. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  34289. * @param from defines the from key (optional)
  34290. * @param to defines the to key (optional)
  34291. * @returns the current animation group
  34292. */
  34293. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  34294. /**
  34295. * Pause all animations
  34296. * @returns the animation group
  34297. */
  34298. pause(): AnimationGroup;
  34299. /**
  34300. * Play all animations to initial state
  34301. * This function will start() the animations if they were not started or will restart() them if they were paused
  34302. * @param loop defines if animations must loop
  34303. * @returns the animation group
  34304. */
  34305. play(loop?: boolean): AnimationGroup;
  34306. /**
  34307. * Reset all animations to initial state
  34308. * @returns the animation group
  34309. */
  34310. reset(): AnimationGroup;
  34311. /**
  34312. * Restart animations from key 0
  34313. * @returns the animation group
  34314. */
  34315. restart(): AnimationGroup;
  34316. /**
  34317. * Stop all animations
  34318. * @returns the animation group
  34319. */
  34320. stop(): AnimationGroup;
  34321. /**
  34322. * Set animation weight for all animatables
  34323. * @param weight defines the weight to use
  34324. * @return the animationGroup
  34325. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34326. */
  34327. setWeightForAllAnimatables(weight: number): AnimationGroup;
  34328. /**
  34329. * Synchronize and normalize all animatables with a source animatable
  34330. * @param root defines the root animatable to synchronize with
  34331. * @return the animationGroup
  34332. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34333. */
  34334. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  34335. /**
  34336. * Goes to a specific frame in this animation group
  34337. * @param frame the frame number to go to
  34338. * @return the animationGroup
  34339. */
  34340. goToFrame(frame: number): AnimationGroup;
  34341. /**
  34342. * Dispose all associated resources
  34343. */
  34344. dispose(): void;
  34345. private _checkAnimationGroupEnded;
  34346. /**
  34347. * Clone the current animation group and returns a copy
  34348. * @param newName defines the name of the new group
  34349. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  34350. * @returns the new aniamtion group
  34351. */
  34352. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  34353. /**
  34354. * Serializes the animationGroup to an object
  34355. * @returns Serialized object
  34356. */
  34357. serialize(): any;
  34358. /**
  34359. * Returns a new AnimationGroup object parsed from the source provided.
  34360. * @param parsedAnimationGroup defines the source
  34361. * @param scene defines the scene that will receive the animationGroup
  34362. * @returns a new AnimationGroup
  34363. */
  34364. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  34365. /**
  34366. * Returns the string "AnimationGroup"
  34367. * @returns "AnimationGroup"
  34368. */
  34369. getClassName(): string;
  34370. /**
  34371. * Creates a detailled string about the object
  34372. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  34373. * @returns a string representing the object
  34374. */
  34375. toString(fullDetails?: boolean): string;
  34376. }
  34377. }
  34378. declare module "babylonjs/scene" {
  34379. import { Nullable } from "babylonjs/types";
  34380. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  34381. import { Observable } from "babylonjs/Misc/observable";
  34382. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  34383. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  34384. import { Geometry } from "babylonjs/Meshes/geometry";
  34385. import { TransformNode } from "babylonjs/Meshes/transformNode";
  34386. import { SubMesh } from "babylonjs/Meshes/subMesh";
  34387. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34388. import { Mesh } from "babylonjs/Meshes/mesh";
  34389. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  34390. import { Bone } from "babylonjs/Bones/bone";
  34391. import { Skeleton } from "babylonjs/Bones/skeleton";
  34392. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34393. import { Camera } from "babylonjs/Cameras/camera";
  34394. import { AbstractScene } from "babylonjs/abstractScene";
  34395. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34396. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34397. import { Material } from "babylonjs/Materials/material";
  34398. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34399. import { Effect } from "babylonjs/Materials/effect";
  34400. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34401. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34402. import { Light } from "babylonjs/Lights/light";
  34403. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34404. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34405. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34406. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34407. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34408. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34409. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34410. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34411. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34412. import { Engine } from "babylonjs/Engines/engine";
  34413. import { Node } from "babylonjs/node";
  34414. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34415. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34416. import { WebRequest } from "babylonjs/Misc/webRequest";
  34417. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34418. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34419. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34420. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34421. import { Plane } from "babylonjs/Maths/math.plane";
  34422. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34423. import { Ray } from "babylonjs/Culling/ray";
  34424. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34425. import { Animation } from "babylonjs/Animations/animation";
  34426. import { Animatable } from "babylonjs/Animations/animatable";
  34427. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34428. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34429. import { Collider } from "babylonjs/Collisions/collider";
  34430. /**
  34431. * Define an interface for all classes that will hold resources
  34432. */
  34433. export interface IDisposable {
  34434. /**
  34435. * Releases all held resources
  34436. */
  34437. dispose(): void;
  34438. }
  34439. /** Interface defining initialization parameters for Scene class */
  34440. export interface SceneOptions {
  34441. /**
  34442. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34443. * It will improve performance when the number of geometries becomes important.
  34444. */
  34445. useGeometryUniqueIdsMap?: boolean;
  34446. /**
  34447. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34448. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34449. */
  34450. useMaterialMeshMap?: boolean;
  34451. /**
  34452. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34453. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34454. */
  34455. useClonedMeshhMap?: boolean;
  34456. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34457. virtual?: boolean;
  34458. }
  34459. /**
  34460. * Represents a scene to be rendered by the engine.
  34461. * @see http://doc.babylonjs.com/features/scene
  34462. */
  34463. export class Scene extends AbstractScene implements IAnimatable {
  34464. /** The fog is deactivated */
  34465. static readonly FOGMODE_NONE: number;
  34466. /** The fog density is following an exponential function */
  34467. static readonly FOGMODE_EXP: number;
  34468. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34469. static readonly FOGMODE_EXP2: number;
  34470. /** The fog density is following a linear function. */
  34471. static readonly FOGMODE_LINEAR: number;
  34472. /**
  34473. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34474. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34475. */
  34476. static MinDeltaTime: number;
  34477. /**
  34478. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34479. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34480. */
  34481. static MaxDeltaTime: number;
  34482. /**
  34483. * Factory used to create the default material.
  34484. * @param name The name of the material to create
  34485. * @param scene The scene to create the material for
  34486. * @returns The default material
  34487. */
  34488. static DefaultMaterialFactory(scene: Scene): Material;
  34489. /**
  34490. * Factory used to create the a collision coordinator.
  34491. * @returns The collision coordinator
  34492. */
  34493. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34494. /** @hidden */
  34495. _inputManager: InputManager;
  34496. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34497. cameraToUseForPointers: Nullable<Camera>;
  34498. /** @hidden */
  34499. readonly _isScene: boolean;
  34500. /**
  34501. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34502. */
  34503. autoClear: boolean;
  34504. /**
  34505. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34506. */
  34507. autoClearDepthAndStencil: boolean;
  34508. /**
  34509. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34510. */
  34511. clearColor: Color4;
  34512. /**
  34513. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34514. */
  34515. ambientColor: Color3;
  34516. /**
  34517. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34518. * It should only be one of the following (if not the default embedded one):
  34519. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34520. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34521. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34522. * The material properties need to be setup according to the type of texture in use.
  34523. */
  34524. environmentBRDFTexture: BaseTexture;
  34525. /** @hidden */
  34526. protected _environmentTexture: Nullable<BaseTexture>;
  34527. /**
  34528. * Texture used in all pbr material as the reflection texture.
  34529. * As in the majority of the scene they are the same (exception for multi room and so on),
  34530. * this is easier to reference from here than from all the materials.
  34531. */
  34532. /**
  34533. * Texture used in all pbr material as the reflection texture.
  34534. * As in the majority of the scene they are the same (exception for multi room and so on),
  34535. * this is easier to set here than in all the materials.
  34536. */
  34537. environmentTexture: Nullable<BaseTexture>;
  34538. /** @hidden */
  34539. protected _environmentIntensity: number;
  34540. /**
  34541. * Intensity of the environment in all pbr material.
  34542. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34543. * As in the majority of the scene they are the same (exception for multi room and so on),
  34544. * this is easier to reference from here than from all the materials.
  34545. */
  34546. /**
  34547. * Intensity of the environment in all pbr material.
  34548. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34549. * As in the majority of the scene they are the same (exception for multi room and so on),
  34550. * this is easier to set here than in all the materials.
  34551. */
  34552. environmentIntensity: number;
  34553. /** @hidden */
  34554. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34555. /**
  34556. * Default image processing configuration used either in the rendering
  34557. * Forward main pass or through the imageProcessingPostProcess if present.
  34558. * As in the majority of the scene they are the same (exception for multi camera),
  34559. * this is easier to reference from here than from all the materials and post process.
  34560. *
  34561. * No setter as we it is a shared configuration, you can set the values instead.
  34562. */
  34563. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34564. private _forceWireframe;
  34565. /**
  34566. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34567. */
  34568. forceWireframe: boolean;
  34569. private _forcePointsCloud;
  34570. /**
  34571. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34572. */
  34573. forcePointsCloud: boolean;
  34574. /**
  34575. * Gets or sets the active clipplane 1
  34576. */
  34577. clipPlane: Nullable<Plane>;
  34578. /**
  34579. * Gets or sets the active clipplane 2
  34580. */
  34581. clipPlane2: Nullable<Plane>;
  34582. /**
  34583. * Gets or sets the active clipplane 3
  34584. */
  34585. clipPlane3: Nullable<Plane>;
  34586. /**
  34587. * Gets or sets the active clipplane 4
  34588. */
  34589. clipPlane4: Nullable<Plane>;
  34590. /**
  34591. * Gets or sets a boolean indicating if animations are enabled
  34592. */
  34593. animationsEnabled: boolean;
  34594. private _animationPropertiesOverride;
  34595. /**
  34596. * Gets or sets the animation properties override
  34597. */
  34598. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34599. /**
  34600. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34601. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34602. */
  34603. useConstantAnimationDeltaTime: boolean;
  34604. /**
  34605. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34606. * Please note that it requires to run a ray cast through the scene on every frame
  34607. */
  34608. constantlyUpdateMeshUnderPointer: boolean;
  34609. /**
  34610. * Defines the HTML cursor to use when hovering over interactive elements
  34611. */
  34612. hoverCursor: string;
  34613. /**
  34614. * Defines the HTML default cursor to use (empty by default)
  34615. */
  34616. defaultCursor: string;
  34617. /**
  34618. * Defines wether cursors are handled by the scene.
  34619. */
  34620. doNotHandleCursors: boolean;
  34621. /**
  34622. * This is used to call preventDefault() on pointer down
  34623. * in order to block unwanted artifacts like system double clicks
  34624. */
  34625. preventDefaultOnPointerDown: boolean;
  34626. /**
  34627. * This is used to call preventDefault() on pointer up
  34628. * in order to block unwanted artifacts like system double clicks
  34629. */
  34630. preventDefaultOnPointerUp: boolean;
  34631. /**
  34632. * Gets or sets user defined metadata
  34633. */
  34634. metadata: any;
  34635. /**
  34636. * For internal use only. Please do not use.
  34637. */
  34638. reservedDataStore: any;
  34639. /**
  34640. * Gets the name of the plugin used to load this scene (null by default)
  34641. */
  34642. loadingPluginName: string;
  34643. /**
  34644. * Use this array to add regular expressions used to disable offline support for specific urls
  34645. */
  34646. disableOfflineSupportExceptionRules: RegExp[];
  34647. /**
  34648. * An event triggered when the scene is disposed.
  34649. */
  34650. onDisposeObservable: Observable<Scene>;
  34651. private _onDisposeObserver;
  34652. /** Sets a function to be executed when this scene is disposed. */
  34653. onDispose: () => void;
  34654. /**
  34655. * An event triggered before rendering the scene (right after animations and physics)
  34656. */
  34657. onBeforeRenderObservable: Observable<Scene>;
  34658. private _onBeforeRenderObserver;
  34659. /** Sets a function to be executed before rendering this scene */
  34660. beforeRender: Nullable<() => void>;
  34661. /**
  34662. * An event triggered after rendering the scene
  34663. */
  34664. onAfterRenderObservable: Observable<Scene>;
  34665. /**
  34666. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34667. */
  34668. onAfterRenderCameraObservable: Observable<Camera>;
  34669. private _onAfterRenderObserver;
  34670. /** Sets a function to be executed after rendering this scene */
  34671. afterRender: Nullable<() => void>;
  34672. /**
  34673. * An event triggered before animating the scene
  34674. */
  34675. onBeforeAnimationsObservable: Observable<Scene>;
  34676. /**
  34677. * An event triggered after animations processing
  34678. */
  34679. onAfterAnimationsObservable: Observable<Scene>;
  34680. /**
  34681. * An event triggered before draw calls are ready to be sent
  34682. */
  34683. onBeforeDrawPhaseObservable: Observable<Scene>;
  34684. /**
  34685. * An event triggered after draw calls have been sent
  34686. */
  34687. onAfterDrawPhaseObservable: Observable<Scene>;
  34688. /**
  34689. * An event triggered when the scene is ready
  34690. */
  34691. onReadyObservable: Observable<Scene>;
  34692. /**
  34693. * An event triggered before rendering a camera
  34694. */
  34695. onBeforeCameraRenderObservable: Observable<Camera>;
  34696. private _onBeforeCameraRenderObserver;
  34697. /** Sets a function to be executed before rendering a camera*/
  34698. beforeCameraRender: () => void;
  34699. /**
  34700. * An event triggered after rendering a camera
  34701. */
  34702. onAfterCameraRenderObservable: Observable<Camera>;
  34703. private _onAfterCameraRenderObserver;
  34704. /** Sets a function to be executed after rendering a camera*/
  34705. afterCameraRender: () => void;
  34706. /**
  34707. * An event triggered when active meshes evaluation is about to start
  34708. */
  34709. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34710. /**
  34711. * An event triggered when active meshes evaluation is done
  34712. */
  34713. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34714. /**
  34715. * An event triggered when particles rendering is about to start
  34716. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34717. */
  34718. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34719. /**
  34720. * An event triggered when particles rendering is done
  34721. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34722. */
  34723. onAfterParticlesRenderingObservable: Observable<Scene>;
  34724. /**
  34725. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34726. */
  34727. onDataLoadedObservable: Observable<Scene>;
  34728. /**
  34729. * An event triggered when a camera is created
  34730. */
  34731. onNewCameraAddedObservable: Observable<Camera>;
  34732. /**
  34733. * An event triggered when a camera is removed
  34734. */
  34735. onCameraRemovedObservable: Observable<Camera>;
  34736. /**
  34737. * An event triggered when a light is created
  34738. */
  34739. onNewLightAddedObservable: Observable<Light>;
  34740. /**
  34741. * An event triggered when a light is removed
  34742. */
  34743. onLightRemovedObservable: Observable<Light>;
  34744. /**
  34745. * An event triggered when a geometry is created
  34746. */
  34747. onNewGeometryAddedObservable: Observable<Geometry>;
  34748. /**
  34749. * An event triggered when a geometry is removed
  34750. */
  34751. onGeometryRemovedObservable: Observable<Geometry>;
  34752. /**
  34753. * An event triggered when a transform node is created
  34754. */
  34755. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34756. /**
  34757. * An event triggered when a transform node is removed
  34758. */
  34759. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34760. /**
  34761. * An event triggered when a mesh is created
  34762. */
  34763. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34764. /**
  34765. * An event triggered when a mesh is removed
  34766. */
  34767. onMeshRemovedObservable: Observable<AbstractMesh>;
  34768. /**
  34769. * An event triggered when a skeleton is created
  34770. */
  34771. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34772. /**
  34773. * An event triggered when a skeleton is removed
  34774. */
  34775. onSkeletonRemovedObservable: Observable<Skeleton>;
  34776. /**
  34777. * An event triggered when a material is created
  34778. */
  34779. onNewMaterialAddedObservable: Observable<Material>;
  34780. /**
  34781. * An event triggered when a material is removed
  34782. */
  34783. onMaterialRemovedObservable: Observable<Material>;
  34784. /**
  34785. * An event triggered when a texture is created
  34786. */
  34787. onNewTextureAddedObservable: Observable<BaseTexture>;
  34788. /**
  34789. * An event triggered when a texture is removed
  34790. */
  34791. onTextureRemovedObservable: Observable<BaseTexture>;
  34792. /**
  34793. * An event triggered when render targets are about to be rendered
  34794. * Can happen multiple times per frame.
  34795. */
  34796. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34797. /**
  34798. * An event triggered when render targets were rendered.
  34799. * Can happen multiple times per frame.
  34800. */
  34801. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34802. /**
  34803. * An event triggered before calculating deterministic simulation step
  34804. */
  34805. onBeforeStepObservable: Observable<Scene>;
  34806. /**
  34807. * An event triggered after calculating deterministic simulation step
  34808. */
  34809. onAfterStepObservable: Observable<Scene>;
  34810. /**
  34811. * An event triggered when the activeCamera property is updated
  34812. */
  34813. onActiveCameraChanged: Observable<Scene>;
  34814. /**
  34815. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34816. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34817. * 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)
  34818. */
  34819. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34820. /**
  34821. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34822. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34823. * 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)
  34824. */
  34825. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34826. /**
  34827. * This Observable will when a mesh has been imported into the scene.
  34828. */
  34829. onMeshImportedObservable: Observable<AbstractMesh>;
  34830. /**
  34831. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34832. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34833. */
  34834. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34835. /** @hidden */
  34836. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34837. /**
  34838. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34839. */
  34840. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34841. /**
  34842. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34843. */
  34844. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34845. /**
  34846. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34847. */
  34848. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34849. /** Callback called when a pointer move is detected */
  34850. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34851. /** Callback called when a pointer down is detected */
  34852. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34853. /** Callback called when a pointer up is detected */
  34854. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34855. /** Callback called when a pointer pick is detected */
  34856. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34857. /**
  34858. * 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).
  34859. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34860. */
  34861. onPrePointerObservable: Observable<PointerInfoPre>;
  34862. /**
  34863. * Observable event triggered each time an input event is received from the rendering canvas
  34864. */
  34865. onPointerObservable: Observable<PointerInfo>;
  34866. /**
  34867. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34868. */
  34869. readonly unTranslatedPointer: Vector2;
  34870. /**
  34871. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34872. */
  34873. static DragMovementThreshold: number;
  34874. /**
  34875. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34876. */
  34877. static LongPressDelay: number;
  34878. /**
  34879. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34880. */
  34881. static DoubleClickDelay: number;
  34882. /** If you need to check double click without raising a single click at first click, enable this flag */
  34883. static ExclusiveDoubleClickMode: boolean;
  34884. /** @hidden */
  34885. _mirroredCameraPosition: Nullable<Vector3>;
  34886. /**
  34887. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34888. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34889. */
  34890. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34891. /**
  34892. * Observable event triggered each time an keyboard event is received from the hosting window
  34893. */
  34894. onKeyboardObservable: Observable<KeyboardInfo>;
  34895. private _useRightHandedSystem;
  34896. /**
  34897. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34898. */
  34899. useRightHandedSystem: boolean;
  34900. private _timeAccumulator;
  34901. private _currentStepId;
  34902. private _currentInternalStep;
  34903. /**
  34904. * Sets the step Id used by deterministic lock step
  34905. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34906. * @param newStepId defines the step Id
  34907. */
  34908. setStepId(newStepId: number): void;
  34909. /**
  34910. * Gets the step Id used by deterministic lock step
  34911. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34912. * @returns the step Id
  34913. */
  34914. getStepId(): number;
  34915. /**
  34916. * Gets the internal step used by deterministic lock step
  34917. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34918. * @returns the internal step
  34919. */
  34920. getInternalStep(): number;
  34921. private _fogEnabled;
  34922. /**
  34923. * Gets or sets a boolean indicating if fog is enabled on this scene
  34924. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34925. * (Default is true)
  34926. */
  34927. fogEnabled: boolean;
  34928. private _fogMode;
  34929. /**
  34930. * Gets or sets the fog mode to use
  34931. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34932. * | mode | value |
  34933. * | --- | --- |
  34934. * | FOGMODE_NONE | 0 |
  34935. * | FOGMODE_EXP | 1 |
  34936. * | FOGMODE_EXP2 | 2 |
  34937. * | FOGMODE_LINEAR | 3 |
  34938. */
  34939. fogMode: number;
  34940. /**
  34941. * Gets or sets the fog color to use
  34942. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34943. * (Default is Color3(0.2, 0.2, 0.3))
  34944. */
  34945. fogColor: Color3;
  34946. /**
  34947. * Gets or sets the fog density to use
  34948. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34949. * (Default is 0.1)
  34950. */
  34951. fogDensity: number;
  34952. /**
  34953. * Gets or sets the fog start distance to use
  34954. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34955. * (Default is 0)
  34956. */
  34957. fogStart: number;
  34958. /**
  34959. * Gets or sets the fog end distance to use
  34960. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34961. * (Default is 1000)
  34962. */
  34963. fogEnd: number;
  34964. private _shadowsEnabled;
  34965. /**
  34966. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34967. */
  34968. shadowsEnabled: boolean;
  34969. private _lightsEnabled;
  34970. /**
  34971. * Gets or sets a boolean indicating if lights are enabled on this scene
  34972. */
  34973. lightsEnabled: boolean;
  34974. /** All of the active cameras added to this scene. */
  34975. activeCameras: Camera[];
  34976. /** @hidden */
  34977. _activeCamera: Nullable<Camera>;
  34978. /** Gets or sets the current active camera */
  34979. activeCamera: Nullable<Camera>;
  34980. private _defaultMaterial;
  34981. /** The default material used on meshes when no material is affected */
  34982. /** The default material used on meshes when no material is affected */
  34983. defaultMaterial: Material;
  34984. private _texturesEnabled;
  34985. /**
  34986. * Gets or sets a boolean indicating if textures are enabled on this scene
  34987. */
  34988. texturesEnabled: boolean;
  34989. /**
  34990. * Gets or sets a boolean indicating if particles are enabled on this scene
  34991. */
  34992. particlesEnabled: boolean;
  34993. /**
  34994. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34995. */
  34996. spritesEnabled: boolean;
  34997. private _skeletonsEnabled;
  34998. /**
  34999. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  35000. */
  35001. skeletonsEnabled: boolean;
  35002. /**
  35003. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  35004. */
  35005. lensFlaresEnabled: boolean;
  35006. /**
  35007. * Gets or sets a boolean indicating if collisions are enabled on this scene
  35008. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  35009. */
  35010. collisionsEnabled: boolean;
  35011. private _collisionCoordinator;
  35012. /** @hidden */
  35013. readonly collisionCoordinator: ICollisionCoordinator;
  35014. /**
  35015. * Defines the gravity applied to this scene (used only for collisions)
  35016. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  35017. */
  35018. gravity: Vector3;
  35019. /**
  35020. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  35021. */
  35022. postProcessesEnabled: boolean;
  35023. /**
  35024. * The list of postprocesses added to the scene
  35025. */
  35026. postProcesses: PostProcess[];
  35027. /**
  35028. * Gets the current postprocess manager
  35029. */
  35030. postProcessManager: PostProcessManager;
  35031. /**
  35032. * Gets or sets a boolean indicating if render targets are enabled on this scene
  35033. */
  35034. renderTargetsEnabled: boolean;
  35035. /**
  35036. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  35037. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  35038. */
  35039. dumpNextRenderTargets: boolean;
  35040. /**
  35041. * The list of user defined render targets added to the scene
  35042. */
  35043. customRenderTargets: RenderTargetTexture[];
  35044. /**
  35045. * Defines if texture loading must be delayed
  35046. * If true, textures will only be loaded when they need to be rendered
  35047. */
  35048. useDelayedTextureLoading: boolean;
  35049. /**
  35050. * Gets the list of meshes imported to the scene through SceneLoader
  35051. */
  35052. importedMeshesFiles: String[];
  35053. /**
  35054. * Gets or sets a boolean indicating if probes are enabled on this scene
  35055. */
  35056. probesEnabled: boolean;
  35057. /**
  35058. * Gets or sets the current offline provider to use to store scene data
  35059. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  35060. */
  35061. offlineProvider: IOfflineProvider;
  35062. /**
  35063. * Gets or sets the action manager associated with the scene
  35064. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35065. */
  35066. actionManager: AbstractActionManager;
  35067. private _meshesForIntersections;
  35068. /**
  35069. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  35070. */
  35071. proceduralTexturesEnabled: boolean;
  35072. private _engine;
  35073. private _totalVertices;
  35074. /** @hidden */
  35075. _activeIndices: PerfCounter;
  35076. /** @hidden */
  35077. _activeParticles: PerfCounter;
  35078. /** @hidden */
  35079. _activeBones: PerfCounter;
  35080. private _animationRatio;
  35081. /** @hidden */
  35082. _animationTimeLast: number;
  35083. /** @hidden */
  35084. _animationTime: number;
  35085. /**
  35086. * Gets or sets a general scale for animation speed
  35087. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  35088. */
  35089. animationTimeScale: number;
  35090. /** @hidden */
  35091. _cachedMaterial: Nullable<Material>;
  35092. /** @hidden */
  35093. _cachedEffect: Nullable<Effect>;
  35094. /** @hidden */
  35095. _cachedVisibility: Nullable<number>;
  35096. private _renderId;
  35097. private _frameId;
  35098. private _executeWhenReadyTimeoutId;
  35099. private _intermediateRendering;
  35100. private _viewUpdateFlag;
  35101. private _projectionUpdateFlag;
  35102. /** @hidden */
  35103. _toBeDisposed: Nullable<IDisposable>[];
  35104. private _activeRequests;
  35105. /** @hidden */
  35106. _pendingData: any[];
  35107. private _isDisposed;
  35108. /**
  35109. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  35110. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  35111. */
  35112. dispatchAllSubMeshesOfActiveMeshes: boolean;
  35113. private _activeMeshes;
  35114. private _processedMaterials;
  35115. private _renderTargets;
  35116. /** @hidden */
  35117. _activeParticleSystems: SmartArray<IParticleSystem>;
  35118. private _activeSkeletons;
  35119. private _softwareSkinnedMeshes;
  35120. private _renderingManager;
  35121. /** @hidden */
  35122. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  35123. private _transformMatrix;
  35124. private _sceneUbo;
  35125. /** @hidden */
  35126. _viewMatrix: Matrix;
  35127. private _projectionMatrix;
  35128. /** @hidden */
  35129. _forcedViewPosition: Nullable<Vector3>;
  35130. /** @hidden */
  35131. _frustumPlanes: Plane[];
  35132. /**
  35133. * Gets the list of frustum planes (built from the active camera)
  35134. */
  35135. readonly frustumPlanes: Plane[];
  35136. /**
  35137. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  35138. * This is useful if there are more lights that the maximum simulteanous authorized
  35139. */
  35140. requireLightSorting: boolean;
  35141. /** @hidden */
  35142. readonly useMaterialMeshMap: boolean;
  35143. /** @hidden */
  35144. readonly useClonedMeshhMap: boolean;
  35145. private _externalData;
  35146. private _uid;
  35147. /**
  35148. * @hidden
  35149. * Backing store of defined scene components.
  35150. */
  35151. _components: ISceneComponent[];
  35152. /**
  35153. * @hidden
  35154. * Backing store of defined scene components.
  35155. */
  35156. _serializableComponents: ISceneSerializableComponent[];
  35157. /**
  35158. * List of components to register on the next registration step.
  35159. */
  35160. private _transientComponents;
  35161. /**
  35162. * Registers the transient components if needed.
  35163. */
  35164. private _registerTransientComponents;
  35165. /**
  35166. * @hidden
  35167. * Add a component to the scene.
  35168. * Note that the ccomponent could be registered on th next frame if this is called after
  35169. * the register component stage.
  35170. * @param component Defines the component to add to the scene
  35171. */
  35172. _addComponent(component: ISceneComponent): void;
  35173. /**
  35174. * @hidden
  35175. * Gets a component from the scene.
  35176. * @param name defines the name of the component to retrieve
  35177. * @returns the component or null if not present
  35178. */
  35179. _getComponent(name: string): Nullable<ISceneComponent>;
  35180. /**
  35181. * @hidden
  35182. * Defines the actions happening before camera updates.
  35183. */
  35184. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  35185. /**
  35186. * @hidden
  35187. * Defines the actions happening before clear the canvas.
  35188. */
  35189. _beforeClearStage: Stage<SimpleStageAction>;
  35190. /**
  35191. * @hidden
  35192. * Defines the actions when collecting render targets for the frame.
  35193. */
  35194. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35195. /**
  35196. * @hidden
  35197. * Defines the actions happening for one camera in the frame.
  35198. */
  35199. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35200. /**
  35201. * @hidden
  35202. * Defines the actions happening during the per mesh ready checks.
  35203. */
  35204. _isReadyForMeshStage: Stage<MeshStageAction>;
  35205. /**
  35206. * @hidden
  35207. * Defines the actions happening before evaluate active mesh checks.
  35208. */
  35209. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  35210. /**
  35211. * @hidden
  35212. * Defines the actions happening during the evaluate sub mesh checks.
  35213. */
  35214. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  35215. /**
  35216. * @hidden
  35217. * Defines the actions happening during the active mesh stage.
  35218. */
  35219. _activeMeshStage: Stage<ActiveMeshStageAction>;
  35220. /**
  35221. * @hidden
  35222. * Defines the actions happening during the per camera render target step.
  35223. */
  35224. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  35225. /**
  35226. * @hidden
  35227. * Defines the actions happening just before the active camera is drawing.
  35228. */
  35229. _beforeCameraDrawStage: Stage<CameraStageAction>;
  35230. /**
  35231. * @hidden
  35232. * Defines the actions happening just before a render target is drawing.
  35233. */
  35234. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35235. /**
  35236. * @hidden
  35237. * Defines the actions happening just before a rendering group is drawing.
  35238. */
  35239. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35240. /**
  35241. * @hidden
  35242. * Defines the actions happening just before a mesh is drawing.
  35243. */
  35244. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35245. /**
  35246. * @hidden
  35247. * Defines the actions happening just after a mesh has been drawn.
  35248. */
  35249. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35250. /**
  35251. * @hidden
  35252. * Defines the actions happening just after a rendering group has been drawn.
  35253. */
  35254. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35255. /**
  35256. * @hidden
  35257. * Defines the actions happening just after the active camera has been drawn.
  35258. */
  35259. _afterCameraDrawStage: Stage<CameraStageAction>;
  35260. /**
  35261. * @hidden
  35262. * Defines the actions happening just after a render target has been drawn.
  35263. */
  35264. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35265. /**
  35266. * @hidden
  35267. * Defines the actions happening just after rendering all cameras and computing intersections.
  35268. */
  35269. _afterRenderStage: Stage<SimpleStageAction>;
  35270. /**
  35271. * @hidden
  35272. * Defines the actions happening when a pointer move event happens.
  35273. */
  35274. _pointerMoveStage: Stage<PointerMoveStageAction>;
  35275. /**
  35276. * @hidden
  35277. * Defines the actions happening when a pointer down event happens.
  35278. */
  35279. _pointerDownStage: Stage<PointerUpDownStageAction>;
  35280. /**
  35281. * @hidden
  35282. * Defines the actions happening when a pointer up event happens.
  35283. */
  35284. _pointerUpStage: Stage<PointerUpDownStageAction>;
  35285. /**
  35286. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  35287. */
  35288. private geometriesByUniqueId;
  35289. /**
  35290. * Creates a new Scene
  35291. * @param engine defines the engine to use to render this scene
  35292. * @param options defines the scene options
  35293. */
  35294. constructor(engine: Engine, options?: SceneOptions);
  35295. /**
  35296. * Gets a string idenfifying the name of the class
  35297. * @returns "Scene" string
  35298. */
  35299. getClassName(): string;
  35300. private _defaultMeshCandidates;
  35301. /**
  35302. * @hidden
  35303. */
  35304. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  35305. private _defaultSubMeshCandidates;
  35306. /**
  35307. * @hidden
  35308. */
  35309. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  35310. /**
  35311. * Sets the default candidate providers for the scene.
  35312. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  35313. * and getCollidingSubMeshCandidates to their default function
  35314. */
  35315. setDefaultCandidateProviders(): void;
  35316. /**
  35317. * Gets the mesh that is currently under the pointer
  35318. */
  35319. readonly meshUnderPointer: Nullable<AbstractMesh>;
  35320. /**
  35321. * Gets or sets the current on-screen X position of the pointer
  35322. */
  35323. pointerX: number;
  35324. /**
  35325. * Gets or sets the current on-screen Y position of the pointer
  35326. */
  35327. pointerY: number;
  35328. /**
  35329. * Gets the cached material (ie. the latest rendered one)
  35330. * @returns the cached material
  35331. */
  35332. getCachedMaterial(): Nullable<Material>;
  35333. /**
  35334. * Gets the cached effect (ie. the latest rendered one)
  35335. * @returns the cached effect
  35336. */
  35337. getCachedEffect(): Nullable<Effect>;
  35338. /**
  35339. * Gets the cached visibility state (ie. the latest rendered one)
  35340. * @returns the cached visibility state
  35341. */
  35342. getCachedVisibility(): Nullable<number>;
  35343. /**
  35344. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  35345. * @param material defines the current material
  35346. * @param effect defines the current effect
  35347. * @param visibility defines the current visibility state
  35348. * @returns true if one parameter is not cached
  35349. */
  35350. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  35351. /**
  35352. * Gets the engine associated with the scene
  35353. * @returns an Engine
  35354. */
  35355. getEngine(): Engine;
  35356. /**
  35357. * Gets the total number of vertices rendered per frame
  35358. * @returns the total number of vertices rendered per frame
  35359. */
  35360. getTotalVertices(): number;
  35361. /**
  35362. * Gets the performance counter for total vertices
  35363. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35364. */
  35365. readonly totalVerticesPerfCounter: PerfCounter;
  35366. /**
  35367. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  35368. * @returns the total number of active indices rendered per frame
  35369. */
  35370. getActiveIndices(): number;
  35371. /**
  35372. * Gets the performance counter for active indices
  35373. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35374. */
  35375. readonly totalActiveIndicesPerfCounter: PerfCounter;
  35376. /**
  35377. * Gets the total number of active particles rendered per frame
  35378. * @returns the total number of active particles rendered per frame
  35379. */
  35380. getActiveParticles(): number;
  35381. /**
  35382. * Gets the performance counter for active particles
  35383. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35384. */
  35385. readonly activeParticlesPerfCounter: PerfCounter;
  35386. /**
  35387. * Gets the total number of active bones rendered per frame
  35388. * @returns the total number of active bones rendered per frame
  35389. */
  35390. getActiveBones(): number;
  35391. /**
  35392. * Gets the performance counter for active bones
  35393. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35394. */
  35395. readonly activeBonesPerfCounter: PerfCounter;
  35396. /**
  35397. * Gets the array of active meshes
  35398. * @returns an array of AbstractMesh
  35399. */
  35400. getActiveMeshes(): SmartArray<AbstractMesh>;
  35401. /**
  35402. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35403. * @returns a number
  35404. */
  35405. getAnimationRatio(): number;
  35406. /**
  35407. * Gets an unique Id for the current render phase
  35408. * @returns a number
  35409. */
  35410. getRenderId(): number;
  35411. /**
  35412. * Gets an unique Id for the current frame
  35413. * @returns a number
  35414. */
  35415. getFrameId(): number;
  35416. /** Call this function if you want to manually increment the render Id*/
  35417. incrementRenderId(): void;
  35418. private _createUbo;
  35419. /**
  35420. * Use this method to simulate a pointer move on a mesh
  35421. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35422. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35423. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35424. * @returns the current scene
  35425. */
  35426. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35427. /**
  35428. * Use this method to simulate a pointer down on a mesh
  35429. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35430. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35431. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35432. * @returns the current scene
  35433. */
  35434. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35435. /**
  35436. * Use this method to simulate a pointer up on a mesh
  35437. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35438. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35439. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35440. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35441. * @returns the current scene
  35442. */
  35443. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35444. /**
  35445. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35446. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35447. * @returns true if the pointer was captured
  35448. */
  35449. isPointerCaptured(pointerId?: number): boolean;
  35450. /**
  35451. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35452. * @param attachUp defines if you want to attach events to pointerup
  35453. * @param attachDown defines if you want to attach events to pointerdown
  35454. * @param attachMove defines if you want to attach events to pointermove
  35455. */
  35456. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35457. /** Detaches all event handlers*/
  35458. detachControl(): void;
  35459. /**
  35460. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35461. * Delay loaded resources are not taking in account
  35462. * @return true if all required resources are ready
  35463. */
  35464. isReady(): boolean;
  35465. /** Resets all cached information relative to material (including effect and visibility) */
  35466. resetCachedMaterial(): void;
  35467. /**
  35468. * Registers a function to be called before every frame render
  35469. * @param func defines the function to register
  35470. */
  35471. registerBeforeRender(func: () => void): void;
  35472. /**
  35473. * Unregisters a function called before every frame render
  35474. * @param func defines the function to unregister
  35475. */
  35476. unregisterBeforeRender(func: () => void): void;
  35477. /**
  35478. * Registers a function to be called after every frame render
  35479. * @param func defines the function to register
  35480. */
  35481. registerAfterRender(func: () => void): void;
  35482. /**
  35483. * Unregisters a function called after every frame render
  35484. * @param func defines the function to unregister
  35485. */
  35486. unregisterAfterRender(func: () => void): void;
  35487. private _executeOnceBeforeRender;
  35488. /**
  35489. * The provided function will run before render once and will be disposed afterwards.
  35490. * A timeout delay can be provided so that the function will be executed in N ms.
  35491. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35492. * @param func The function to be executed.
  35493. * @param timeout optional delay in ms
  35494. */
  35495. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35496. /** @hidden */
  35497. _addPendingData(data: any): void;
  35498. /** @hidden */
  35499. _removePendingData(data: any): void;
  35500. /**
  35501. * Returns the number of items waiting to be loaded
  35502. * @returns the number of items waiting to be loaded
  35503. */
  35504. getWaitingItemsCount(): number;
  35505. /**
  35506. * Returns a boolean indicating if the scene is still loading data
  35507. */
  35508. readonly isLoading: boolean;
  35509. /**
  35510. * Registers a function to be executed when the scene is ready
  35511. * @param {Function} func - the function to be executed
  35512. */
  35513. executeWhenReady(func: () => void): void;
  35514. /**
  35515. * Returns a promise that resolves when the scene is ready
  35516. * @returns A promise that resolves when the scene is ready
  35517. */
  35518. whenReadyAsync(): Promise<void>;
  35519. /** @hidden */
  35520. _checkIsReady(): void;
  35521. /**
  35522. * Gets all animatable attached to the scene
  35523. */
  35524. readonly animatables: Animatable[];
  35525. /**
  35526. * Resets the last animation time frame.
  35527. * Useful to override when animations start running when loading a scene for the first time.
  35528. */
  35529. resetLastAnimationTimeFrame(): void;
  35530. /**
  35531. * Gets the current view matrix
  35532. * @returns a Matrix
  35533. */
  35534. getViewMatrix(): Matrix;
  35535. /**
  35536. * Gets the current projection matrix
  35537. * @returns a Matrix
  35538. */
  35539. getProjectionMatrix(): Matrix;
  35540. /**
  35541. * Gets the current transform matrix
  35542. * @returns a Matrix made of View * Projection
  35543. */
  35544. getTransformMatrix(): Matrix;
  35545. /**
  35546. * Sets the current transform matrix
  35547. * @param viewL defines the View matrix to use
  35548. * @param projectionL defines the Projection matrix to use
  35549. * @param viewR defines the right View matrix to use (if provided)
  35550. * @param projectionR defines the right Projection matrix to use (if provided)
  35551. */
  35552. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35553. /**
  35554. * Gets the uniform buffer used to store scene data
  35555. * @returns a UniformBuffer
  35556. */
  35557. getSceneUniformBuffer(): UniformBuffer;
  35558. /**
  35559. * Gets an unique (relatively to the current scene) Id
  35560. * @returns an unique number for the scene
  35561. */
  35562. getUniqueId(): number;
  35563. /**
  35564. * Add a mesh to the list of scene's meshes
  35565. * @param newMesh defines the mesh to add
  35566. * @param recursive if all child meshes should also be added to the scene
  35567. */
  35568. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35569. /**
  35570. * Remove a mesh for the list of scene's meshes
  35571. * @param toRemove defines the mesh to remove
  35572. * @param recursive if all child meshes should also be removed from the scene
  35573. * @returns the index where the mesh was in the mesh list
  35574. */
  35575. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35576. /**
  35577. * Add a transform node to the list of scene's transform nodes
  35578. * @param newTransformNode defines the transform node to add
  35579. */
  35580. addTransformNode(newTransformNode: TransformNode): void;
  35581. /**
  35582. * Remove a transform node for the list of scene's transform nodes
  35583. * @param toRemove defines the transform node to remove
  35584. * @returns the index where the transform node was in the transform node list
  35585. */
  35586. removeTransformNode(toRemove: TransformNode): number;
  35587. /**
  35588. * Remove a skeleton for the list of scene's skeletons
  35589. * @param toRemove defines the skeleton to remove
  35590. * @returns the index where the skeleton was in the skeleton list
  35591. */
  35592. removeSkeleton(toRemove: Skeleton): number;
  35593. /**
  35594. * Remove a morph target for the list of scene's morph targets
  35595. * @param toRemove defines the morph target to remove
  35596. * @returns the index where the morph target was in the morph target list
  35597. */
  35598. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35599. /**
  35600. * Remove a light for the list of scene's lights
  35601. * @param toRemove defines the light to remove
  35602. * @returns the index where the light was in the light list
  35603. */
  35604. removeLight(toRemove: Light): number;
  35605. /**
  35606. * Remove a camera for the list of scene's cameras
  35607. * @param toRemove defines the camera to remove
  35608. * @returns the index where the camera was in the camera list
  35609. */
  35610. removeCamera(toRemove: Camera): number;
  35611. /**
  35612. * Remove a particle system for the list of scene's particle systems
  35613. * @param toRemove defines the particle system to remove
  35614. * @returns the index where the particle system was in the particle system list
  35615. */
  35616. removeParticleSystem(toRemove: IParticleSystem): number;
  35617. /**
  35618. * Remove a animation for the list of scene's animations
  35619. * @param toRemove defines the animation to remove
  35620. * @returns the index where the animation was in the animation list
  35621. */
  35622. removeAnimation(toRemove: Animation): number;
  35623. /**
  35624. * Will stop the animation of the given target
  35625. * @param target - the target
  35626. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35627. * @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)
  35628. */
  35629. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35630. /**
  35631. * Removes the given animation group from this scene.
  35632. * @param toRemove The animation group to remove
  35633. * @returns The index of the removed animation group
  35634. */
  35635. removeAnimationGroup(toRemove: AnimationGroup): number;
  35636. /**
  35637. * Removes the given multi-material from this scene.
  35638. * @param toRemove The multi-material to remove
  35639. * @returns The index of the removed multi-material
  35640. */
  35641. removeMultiMaterial(toRemove: MultiMaterial): number;
  35642. /**
  35643. * Removes the given material from this scene.
  35644. * @param toRemove The material to remove
  35645. * @returns The index of the removed material
  35646. */
  35647. removeMaterial(toRemove: Material): number;
  35648. /**
  35649. * Removes the given action manager from this scene.
  35650. * @param toRemove The action manager to remove
  35651. * @returns The index of the removed action manager
  35652. */
  35653. removeActionManager(toRemove: AbstractActionManager): number;
  35654. /**
  35655. * Removes the given texture from this scene.
  35656. * @param toRemove The texture to remove
  35657. * @returns The index of the removed texture
  35658. */
  35659. removeTexture(toRemove: BaseTexture): number;
  35660. /**
  35661. * Adds the given light to this scene
  35662. * @param newLight The light to add
  35663. */
  35664. addLight(newLight: Light): void;
  35665. /**
  35666. * Sorts the list list based on light priorities
  35667. */
  35668. sortLightsByPriority(): void;
  35669. /**
  35670. * Adds the given camera to this scene
  35671. * @param newCamera The camera to add
  35672. */
  35673. addCamera(newCamera: Camera): void;
  35674. /**
  35675. * Adds the given skeleton to this scene
  35676. * @param newSkeleton The skeleton to add
  35677. */
  35678. addSkeleton(newSkeleton: Skeleton): void;
  35679. /**
  35680. * Adds the given particle system to this scene
  35681. * @param newParticleSystem The particle system to add
  35682. */
  35683. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35684. /**
  35685. * Adds the given animation to this scene
  35686. * @param newAnimation The animation to add
  35687. */
  35688. addAnimation(newAnimation: Animation): void;
  35689. /**
  35690. * Adds the given animation group to this scene.
  35691. * @param newAnimationGroup The animation group to add
  35692. */
  35693. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35694. /**
  35695. * Adds the given multi-material to this scene
  35696. * @param newMultiMaterial The multi-material to add
  35697. */
  35698. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35699. /**
  35700. * Adds the given material to this scene
  35701. * @param newMaterial The material to add
  35702. */
  35703. addMaterial(newMaterial: Material): void;
  35704. /**
  35705. * Adds the given morph target to this scene
  35706. * @param newMorphTargetManager The morph target to add
  35707. */
  35708. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35709. /**
  35710. * Adds the given geometry to this scene
  35711. * @param newGeometry The geometry to add
  35712. */
  35713. addGeometry(newGeometry: Geometry): void;
  35714. /**
  35715. * Adds the given action manager to this scene
  35716. * @param newActionManager The action manager to add
  35717. */
  35718. addActionManager(newActionManager: AbstractActionManager): void;
  35719. /**
  35720. * Adds the given texture to this scene.
  35721. * @param newTexture The texture to add
  35722. */
  35723. addTexture(newTexture: BaseTexture): void;
  35724. /**
  35725. * Switch active camera
  35726. * @param newCamera defines the new active camera
  35727. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35728. */
  35729. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35730. /**
  35731. * sets the active camera of the scene using its ID
  35732. * @param id defines the camera's ID
  35733. * @return the new active camera or null if none found.
  35734. */
  35735. setActiveCameraByID(id: string): Nullable<Camera>;
  35736. /**
  35737. * sets the active camera of the scene using its name
  35738. * @param name defines the camera's name
  35739. * @returns the new active camera or null if none found.
  35740. */
  35741. setActiveCameraByName(name: string): Nullable<Camera>;
  35742. /**
  35743. * get an animation group using its name
  35744. * @param name defines the material's name
  35745. * @return the animation group or null if none found.
  35746. */
  35747. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35748. /**
  35749. * Get a material using its unique id
  35750. * @param uniqueId defines the material's unique id
  35751. * @return the material or null if none found.
  35752. */
  35753. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35754. /**
  35755. * get a material using its id
  35756. * @param id defines the material's ID
  35757. * @return the material or null if none found.
  35758. */
  35759. getMaterialByID(id: string): Nullable<Material>;
  35760. /**
  35761. * Gets a the last added material using a given id
  35762. * @param id defines the material's ID
  35763. * @return the last material with the given id or null if none found.
  35764. */
  35765. getLastMaterialByID(id: string): Nullable<Material>;
  35766. /**
  35767. * Gets a material using its name
  35768. * @param name defines the material's name
  35769. * @return the material or null if none found.
  35770. */
  35771. getMaterialByName(name: string): Nullable<Material>;
  35772. /**
  35773. * Get a texture using its unique id
  35774. * @param uniqueId defines the texture's unique id
  35775. * @return the texture or null if none found.
  35776. */
  35777. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35778. /**
  35779. * Gets a camera using its id
  35780. * @param id defines the id to look for
  35781. * @returns the camera or null if not found
  35782. */
  35783. getCameraByID(id: string): Nullable<Camera>;
  35784. /**
  35785. * Gets a camera using its unique id
  35786. * @param uniqueId defines the unique id to look for
  35787. * @returns the camera or null if not found
  35788. */
  35789. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35790. /**
  35791. * Gets a camera using its name
  35792. * @param name defines the camera's name
  35793. * @return the camera or null if none found.
  35794. */
  35795. getCameraByName(name: string): Nullable<Camera>;
  35796. /**
  35797. * Gets a bone using its id
  35798. * @param id defines the bone's id
  35799. * @return the bone or null if not found
  35800. */
  35801. getBoneByID(id: string): Nullable<Bone>;
  35802. /**
  35803. * Gets a bone using its id
  35804. * @param name defines the bone's name
  35805. * @return the bone or null if not found
  35806. */
  35807. getBoneByName(name: string): Nullable<Bone>;
  35808. /**
  35809. * Gets a light node using its name
  35810. * @param name defines the the light's name
  35811. * @return the light or null if none found.
  35812. */
  35813. getLightByName(name: string): Nullable<Light>;
  35814. /**
  35815. * Gets a light node using its id
  35816. * @param id defines the light's id
  35817. * @return the light or null if none found.
  35818. */
  35819. getLightByID(id: string): Nullable<Light>;
  35820. /**
  35821. * Gets a light node using its scene-generated unique ID
  35822. * @param uniqueId defines the light's unique id
  35823. * @return the light or null if none found.
  35824. */
  35825. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35826. /**
  35827. * Gets a particle system by id
  35828. * @param id defines the particle system id
  35829. * @return the corresponding system or null if none found
  35830. */
  35831. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35832. /**
  35833. * Gets a geometry using its ID
  35834. * @param id defines the geometry's id
  35835. * @return the geometry or null if none found.
  35836. */
  35837. getGeometryByID(id: string): Nullable<Geometry>;
  35838. private _getGeometryByUniqueID;
  35839. /**
  35840. * Add a new geometry to this scene
  35841. * @param geometry defines the geometry to be added to the scene.
  35842. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35843. * @return a boolean defining if the geometry was added or not
  35844. */
  35845. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35846. /**
  35847. * Removes an existing geometry
  35848. * @param geometry defines the geometry to be removed from the scene
  35849. * @return a boolean defining if the geometry was removed or not
  35850. */
  35851. removeGeometry(geometry: Geometry): boolean;
  35852. /**
  35853. * Gets the list of geometries attached to the scene
  35854. * @returns an array of Geometry
  35855. */
  35856. getGeometries(): Geometry[];
  35857. /**
  35858. * Gets the first added mesh found of a given ID
  35859. * @param id defines the id to search for
  35860. * @return the mesh found or null if not found at all
  35861. */
  35862. getMeshByID(id: string): Nullable<AbstractMesh>;
  35863. /**
  35864. * Gets a list of meshes using their id
  35865. * @param id defines the id to search for
  35866. * @returns a list of meshes
  35867. */
  35868. getMeshesByID(id: string): Array<AbstractMesh>;
  35869. /**
  35870. * Gets the first added transform node found of a given ID
  35871. * @param id defines the id to search for
  35872. * @return the found transform node or null if not found at all.
  35873. */
  35874. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35875. /**
  35876. * Gets a transform node with its auto-generated unique id
  35877. * @param uniqueId efines the unique id to search for
  35878. * @return the found transform node or null if not found at all.
  35879. */
  35880. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35881. /**
  35882. * Gets a list of transform nodes using their id
  35883. * @param id defines the id to search for
  35884. * @returns a list of transform nodes
  35885. */
  35886. getTransformNodesByID(id: string): Array<TransformNode>;
  35887. /**
  35888. * Gets a mesh with its auto-generated unique id
  35889. * @param uniqueId defines the unique id to search for
  35890. * @return the found mesh or null if not found at all.
  35891. */
  35892. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35893. /**
  35894. * Gets a the last added mesh using a given id
  35895. * @param id defines the id to search for
  35896. * @return the found mesh or null if not found at all.
  35897. */
  35898. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35899. /**
  35900. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35901. * @param id defines the id to search for
  35902. * @return the found node or null if not found at all
  35903. */
  35904. getLastEntryByID(id: string): Nullable<Node>;
  35905. /**
  35906. * Gets a node (Mesh, Camera, Light) using a given id
  35907. * @param id defines the id to search for
  35908. * @return the found node or null if not found at all
  35909. */
  35910. getNodeByID(id: string): Nullable<Node>;
  35911. /**
  35912. * Gets a node (Mesh, Camera, Light) using a given name
  35913. * @param name defines the name to search for
  35914. * @return the found node or null if not found at all.
  35915. */
  35916. getNodeByName(name: string): Nullable<Node>;
  35917. /**
  35918. * Gets a mesh using a given name
  35919. * @param name defines the name to search for
  35920. * @return the found mesh or null if not found at all.
  35921. */
  35922. getMeshByName(name: string): Nullable<AbstractMesh>;
  35923. /**
  35924. * Gets a transform node using a given name
  35925. * @param name defines the name to search for
  35926. * @return the found transform node or null if not found at all.
  35927. */
  35928. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35929. /**
  35930. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35931. * @param id defines the id to search for
  35932. * @return the found skeleton or null if not found at all.
  35933. */
  35934. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35935. /**
  35936. * Gets a skeleton using a given auto generated unique id
  35937. * @param uniqueId defines the unique id to search for
  35938. * @return the found skeleton or null if not found at all.
  35939. */
  35940. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35941. /**
  35942. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35943. * @param id defines the id to search for
  35944. * @return the found skeleton or null if not found at all.
  35945. */
  35946. getSkeletonById(id: string): Nullable<Skeleton>;
  35947. /**
  35948. * Gets a skeleton using a given name
  35949. * @param name defines the name to search for
  35950. * @return the found skeleton or null if not found at all.
  35951. */
  35952. getSkeletonByName(name: string): Nullable<Skeleton>;
  35953. /**
  35954. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35955. * @param id defines the id to search for
  35956. * @return the found morph target manager or null if not found at all.
  35957. */
  35958. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35959. /**
  35960. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35961. * @param id defines the id to search for
  35962. * @return the found morph target or null if not found at all.
  35963. */
  35964. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35965. /**
  35966. * Gets a boolean indicating if the given mesh is active
  35967. * @param mesh defines the mesh to look for
  35968. * @returns true if the mesh is in the active list
  35969. */
  35970. isActiveMesh(mesh: AbstractMesh): boolean;
  35971. /**
  35972. * Return a unique id as a string which can serve as an identifier for the scene
  35973. */
  35974. readonly uid: string;
  35975. /**
  35976. * Add an externaly attached data from its key.
  35977. * This method call will fail and return false, if such key already exists.
  35978. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35979. * @param key the unique key that identifies the data
  35980. * @param data the data object to associate to the key for this Engine instance
  35981. * @return true if no such key were already present and the data was added successfully, false otherwise
  35982. */
  35983. addExternalData<T>(key: string, data: T): boolean;
  35984. /**
  35985. * Get an externaly attached data from its key
  35986. * @param key the unique key that identifies the data
  35987. * @return the associated data, if present (can be null), or undefined if not present
  35988. */
  35989. getExternalData<T>(key: string): Nullable<T>;
  35990. /**
  35991. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35992. * @param key the unique key that identifies the data
  35993. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35994. * @return the associated data, can be null if the factory returned null.
  35995. */
  35996. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35997. /**
  35998. * Remove an externaly attached data from the Engine instance
  35999. * @param key the unique key that identifies the data
  36000. * @return true if the data was successfully removed, false if it doesn't exist
  36001. */
  36002. removeExternalData(key: string): boolean;
  36003. private _evaluateSubMesh;
  36004. /**
  36005. * Clear the processed materials smart array preventing retention point in material dispose.
  36006. */
  36007. freeProcessedMaterials(): void;
  36008. private _preventFreeActiveMeshesAndRenderingGroups;
  36009. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  36010. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  36011. * when disposing several meshes in a row or a hierarchy of meshes.
  36012. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  36013. */
  36014. blockfreeActiveMeshesAndRenderingGroups: boolean;
  36015. /**
  36016. * Clear the active meshes smart array preventing retention point in mesh dispose.
  36017. */
  36018. freeActiveMeshes(): void;
  36019. /**
  36020. * Clear the info related to rendering groups preventing retention points during dispose.
  36021. */
  36022. freeRenderingGroups(): void;
  36023. /** @hidden */
  36024. _isInIntermediateRendering(): boolean;
  36025. /**
  36026. * Lambda returning the list of potentially active meshes.
  36027. */
  36028. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  36029. /**
  36030. * Lambda returning the list of potentially active sub meshes.
  36031. */
  36032. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  36033. /**
  36034. * Lambda returning the list of potentially intersecting sub meshes.
  36035. */
  36036. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  36037. /**
  36038. * Lambda returning the list of potentially colliding sub meshes.
  36039. */
  36040. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  36041. private _activeMeshesFrozen;
  36042. private _skipEvaluateActiveMeshesCompletely;
  36043. /**
  36044. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  36045. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  36046. * @returns the current scene
  36047. */
  36048. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  36049. /**
  36050. * Use this function to restart evaluating active meshes on every frame
  36051. * @returns the current scene
  36052. */
  36053. unfreezeActiveMeshes(): Scene;
  36054. private _evaluateActiveMeshes;
  36055. private _activeMesh;
  36056. /**
  36057. * Update the transform matrix to update from the current active camera
  36058. * @param force defines a boolean used to force the update even if cache is up to date
  36059. */
  36060. updateTransformMatrix(force?: boolean): void;
  36061. private _bindFrameBuffer;
  36062. /** @hidden */
  36063. _allowPostProcessClearColor: boolean;
  36064. /** @hidden */
  36065. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  36066. private _processSubCameras;
  36067. private _checkIntersections;
  36068. /** @hidden */
  36069. _advancePhysicsEngineStep(step: number): void;
  36070. /**
  36071. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  36072. */
  36073. getDeterministicFrameTime: () => number;
  36074. /** @hidden */
  36075. _animate(): void;
  36076. /** Execute all animations (for a frame) */
  36077. animate(): void;
  36078. /**
  36079. * Render the scene
  36080. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  36081. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  36082. */
  36083. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  36084. /**
  36085. * Freeze all materials
  36086. * A frozen material will not be updatable but should be faster to render
  36087. */
  36088. freezeMaterials(): void;
  36089. /**
  36090. * Unfreeze all materials
  36091. * A frozen material will not be updatable but should be faster to render
  36092. */
  36093. unfreezeMaterials(): void;
  36094. /**
  36095. * Releases all held ressources
  36096. */
  36097. dispose(): void;
  36098. /**
  36099. * Gets if the scene is already disposed
  36100. */
  36101. readonly isDisposed: boolean;
  36102. /**
  36103. * Call this function to reduce memory footprint of the scene.
  36104. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  36105. */
  36106. clearCachedVertexData(): void;
  36107. /**
  36108. * This function will remove the local cached buffer data from texture.
  36109. * It will save memory but will prevent the texture from being rebuilt
  36110. */
  36111. cleanCachedTextureBuffer(): void;
  36112. /**
  36113. * Get the world extend vectors with an optional filter
  36114. *
  36115. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  36116. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  36117. */
  36118. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  36119. min: Vector3;
  36120. max: Vector3;
  36121. };
  36122. /**
  36123. * Creates a ray that can be used to pick in the scene
  36124. * @param x defines the x coordinate of the origin (on-screen)
  36125. * @param y defines the y coordinate of the origin (on-screen)
  36126. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36127. * @param camera defines the camera to use for the picking
  36128. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36129. * @returns a Ray
  36130. */
  36131. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  36132. /**
  36133. * Creates a ray that can be used to pick in the scene
  36134. * @param x defines the x coordinate of the origin (on-screen)
  36135. * @param y defines the y coordinate of the origin (on-screen)
  36136. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36137. * @param result defines the ray where to store the picking ray
  36138. * @param camera defines the camera to use for the picking
  36139. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36140. * @returns the current scene
  36141. */
  36142. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  36143. /**
  36144. * Creates a ray that can be used to pick in the scene
  36145. * @param x defines the x coordinate of the origin (on-screen)
  36146. * @param y defines the y coordinate of the origin (on-screen)
  36147. * @param camera defines the camera to use for the picking
  36148. * @returns a Ray
  36149. */
  36150. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  36151. /**
  36152. * Creates a ray that can be used to pick in the scene
  36153. * @param x defines the x coordinate of the origin (on-screen)
  36154. * @param y defines the y coordinate of the origin (on-screen)
  36155. * @param result defines the ray where to store the picking ray
  36156. * @param camera defines the camera to use for the picking
  36157. * @returns the current scene
  36158. */
  36159. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  36160. /** Launch a ray to try to pick a mesh in the scene
  36161. * @param x position on screen
  36162. * @param y position on screen
  36163. * @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
  36164. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  36165. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36166. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36167. * @returns a PickingInfo
  36168. */
  36169. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36170. /** Use the given ray to pick a mesh in the scene
  36171. * @param ray The ray to use to pick meshes
  36172. * @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
  36173. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  36174. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36175. * @returns a PickingInfo
  36176. */
  36177. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36178. /**
  36179. * Launch a ray to try to pick a mesh in the scene
  36180. * @param x X position on screen
  36181. * @param y Y position on screen
  36182. * @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
  36183. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36184. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36185. * @returns an array of PickingInfo
  36186. */
  36187. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36188. /**
  36189. * Launch a ray to try to pick a mesh in the scene
  36190. * @param ray Ray to use
  36191. * @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
  36192. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36193. * @returns an array of PickingInfo
  36194. */
  36195. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36196. /**
  36197. * Force the value of meshUnderPointer
  36198. * @param mesh defines the mesh to use
  36199. */
  36200. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  36201. /**
  36202. * Gets the mesh under the pointer
  36203. * @returns a Mesh or null if no mesh is under the pointer
  36204. */
  36205. getPointerOverMesh(): Nullable<AbstractMesh>;
  36206. /** @hidden */
  36207. _rebuildGeometries(): void;
  36208. /** @hidden */
  36209. _rebuildTextures(): void;
  36210. private _getByTags;
  36211. /**
  36212. * Get a list of meshes by tags
  36213. * @param tagsQuery defines the tags query to use
  36214. * @param forEach defines a predicate used to filter results
  36215. * @returns an array of Mesh
  36216. */
  36217. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  36218. /**
  36219. * Get a list of cameras by tags
  36220. * @param tagsQuery defines the tags query to use
  36221. * @param forEach defines a predicate used to filter results
  36222. * @returns an array of Camera
  36223. */
  36224. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  36225. /**
  36226. * Get a list of lights by tags
  36227. * @param tagsQuery defines the tags query to use
  36228. * @param forEach defines a predicate used to filter results
  36229. * @returns an array of Light
  36230. */
  36231. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  36232. /**
  36233. * Get a list of materials by tags
  36234. * @param tagsQuery defines the tags query to use
  36235. * @param forEach defines a predicate used to filter results
  36236. * @returns an array of Material
  36237. */
  36238. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  36239. /**
  36240. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  36241. * This allowed control for front to back rendering or reversly depending of the special needs.
  36242. *
  36243. * @param renderingGroupId The rendering group id corresponding to its index
  36244. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  36245. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  36246. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  36247. */
  36248. 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;
  36249. /**
  36250. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  36251. *
  36252. * @param renderingGroupId The rendering group id corresponding to its index
  36253. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  36254. * @param depth Automatically clears depth between groups if true and autoClear is true.
  36255. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  36256. */
  36257. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  36258. /**
  36259. * Gets the current auto clear configuration for one rendering group of the rendering
  36260. * manager.
  36261. * @param index the rendering group index to get the information for
  36262. * @returns The auto clear setup for the requested rendering group
  36263. */
  36264. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  36265. private _blockMaterialDirtyMechanism;
  36266. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  36267. blockMaterialDirtyMechanism: boolean;
  36268. /**
  36269. * Will flag all materials as dirty to trigger new shader compilation
  36270. * @param flag defines the flag used to specify which material part must be marked as dirty
  36271. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  36272. */
  36273. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  36274. /** @hidden */
  36275. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  36276. /** @hidden */
  36277. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36278. /** @hidden */
  36279. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  36280. /** @hidden */
  36281. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  36282. /** @hidden */
  36283. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  36284. /** @hidden */
  36285. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36286. }
  36287. }
  36288. declare module "babylonjs/assetContainer" {
  36289. import { AbstractScene } from "babylonjs/abstractScene";
  36290. import { Scene } from "babylonjs/scene";
  36291. import { Mesh } from "babylonjs/Meshes/mesh";
  36292. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36293. import { Skeleton } from "babylonjs/Bones/skeleton";
  36294. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36295. /**
  36296. * Set of assets to keep when moving a scene into an asset container.
  36297. */
  36298. export class KeepAssets extends AbstractScene {
  36299. }
  36300. /**
  36301. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  36302. */
  36303. export class InstantiatedEntries {
  36304. /**
  36305. * List of new root nodes (eg. nodes with no parent)
  36306. */
  36307. rootNodes: TransformNode[];
  36308. /**
  36309. * List of new skeletons
  36310. */
  36311. skeletons: Skeleton[];
  36312. /**
  36313. * List of new animation groups
  36314. */
  36315. animationGroups: AnimationGroup[];
  36316. }
  36317. /**
  36318. * Container with a set of assets that can be added or removed from a scene.
  36319. */
  36320. export class AssetContainer extends AbstractScene {
  36321. /**
  36322. * The scene the AssetContainer belongs to.
  36323. */
  36324. scene: Scene;
  36325. /**
  36326. * Instantiates an AssetContainer.
  36327. * @param scene The scene the AssetContainer belongs to.
  36328. */
  36329. constructor(scene: Scene);
  36330. /**
  36331. * Instantiate or clone all meshes and add the new ones to the scene.
  36332. * Skeletons and animation groups will all be cloned
  36333. * @param nameFunction defines an optional function used to get new names for clones
  36334. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  36335. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  36336. */
  36337. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  36338. /**
  36339. * Adds all the assets from the container to the scene.
  36340. */
  36341. addAllToScene(): void;
  36342. /**
  36343. * Removes all the assets in the container from the scene
  36344. */
  36345. removeAllFromScene(): void;
  36346. /**
  36347. * Disposes all the assets in the container
  36348. */
  36349. dispose(): void;
  36350. private _moveAssets;
  36351. /**
  36352. * Removes all the assets contained in the scene and adds them to the container.
  36353. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  36354. */
  36355. moveAllFromScene(keepAssets?: KeepAssets): void;
  36356. /**
  36357. * 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.
  36358. * @returns the root mesh
  36359. */
  36360. createRootMesh(): Mesh;
  36361. }
  36362. }
  36363. declare module "babylonjs/abstractScene" {
  36364. import { Scene } from "babylonjs/scene";
  36365. import { Nullable } from "babylonjs/types";
  36366. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36367. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36368. import { Geometry } from "babylonjs/Meshes/geometry";
  36369. import { Skeleton } from "babylonjs/Bones/skeleton";
  36370. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  36371. import { AssetContainer } from "babylonjs/assetContainer";
  36372. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  36373. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36374. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  36375. import { Material } from "babylonjs/Materials/material";
  36376. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  36377. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  36378. import { Camera } from "babylonjs/Cameras/camera";
  36379. import { Light } from "babylonjs/Lights/light";
  36380. import { Node } from "babylonjs/node";
  36381. import { Animation } from "babylonjs/Animations/animation";
  36382. /**
  36383. * Defines how the parser contract is defined.
  36384. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  36385. */
  36386. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  36387. /**
  36388. * Defines how the individual parser contract is defined.
  36389. * These parser can parse an individual asset
  36390. */
  36391. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  36392. /**
  36393. * Base class of the scene acting as a container for the different elements composing a scene.
  36394. * This class is dynamically extended by the different components of the scene increasing
  36395. * flexibility and reducing coupling
  36396. */
  36397. export abstract class AbstractScene {
  36398. /**
  36399. * Stores the list of available parsers in the application.
  36400. */
  36401. private static _BabylonFileParsers;
  36402. /**
  36403. * Stores the list of available individual parsers in the application.
  36404. */
  36405. private static _IndividualBabylonFileParsers;
  36406. /**
  36407. * Adds a parser in the list of available ones
  36408. * @param name Defines the name of the parser
  36409. * @param parser Defines the parser to add
  36410. */
  36411. static AddParser(name: string, parser: BabylonFileParser): void;
  36412. /**
  36413. * Gets a general parser from the list of avaialble ones
  36414. * @param name Defines the name of the parser
  36415. * @returns the requested parser or null
  36416. */
  36417. static GetParser(name: string): Nullable<BabylonFileParser>;
  36418. /**
  36419. * Adds n individual parser in the list of available ones
  36420. * @param name Defines the name of the parser
  36421. * @param parser Defines the parser to add
  36422. */
  36423. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36424. /**
  36425. * Gets an individual parser from the list of avaialble ones
  36426. * @param name Defines the name of the parser
  36427. * @returns the requested parser or null
  36428. */
  36429. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36430. /**
  36431. * Parser json data and populate both a scene and its associated container object
  36432. * @param jsonData Defines the data to parse
  36433. * @param scene Defines the scene to parse the data for
  36434. * @param container Defines the container attached to the parsing sequence
  36435. * @param rootUrl Defines the root url of the data
  36436. */
  36437. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36438. /**
  36439. * Gets the list of root nodes (ie. nodes with no parent)
  36440. */
  36441. rootNodes: Node[];
  36442. /** All of the cameras added to this scene
  36443. * @see http://doc.babylonjs.com/babylon101/cameras
  36444. */
  36445. cameras: Camera[];
  36446. /**
  36447. * All of the lights added to this scene
  36448. * @see http://doc.babylonjs.com/babylon101/lights
  36449. */
  36450. lights: Light[];
  36451. /**
  36452. * All of the (abstract) meshes added to this scene
  36453. */
  36454. meshes: AbstractMesh[];
  36455. /**
  36456. * The list of skeletons added to the scene
  36457. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36458. */
  36459. skeletons: Skeleton[];
  36460. /**
  36461. * All of the particle systems added to this scene
  36462. * @see http://doc.babylonjs.com/babylon101/particles
  36463. */
  36464. particleSystems: IParticleSystem[];
  36465. /**
  36466. * Gets a list of Animations associated with the scene
  36467. */
  36468. animations: Animation[];
  36469. /**
  36470. * All of the animation groups added to this scene
  36471. * @see http://doc.babylonjs.com/how_to/group
  36472. */
  36473. animationGroups: AnimationGroup[];
  36474. /**
  36475. * All of the multi-materials added to this scene
  36476. * @see http://doc.babylonjs.com/how_to/multi_materials
  36477. */
  36478. multiMaterials: MultiMaterial[];
  36479. /**
  36480. * All of the materials added to this scene
  36481. * In the context of a Scene, it is not supposed to be modified manually.
  36482. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36483. * Note also that the order of the Material within the array is not significant and might change.
  36484. * @see http://doc.babylonjs.com/babylon101/materials
  36485. */
  36486. materials: Material[];
  36487. /**
  36488. * The list of morph target managers added to the scene
  36489. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36490. */
  36491. morphTargetManagers: MorphTargetManager[];
  36492. /**
  36493. * The list of geometries used in the scene.
  36494. */
  36495. geometries: Geometry[];
  36496. /**
  36497. * All of the tranform nodes added to this scene
  36498. * In the context of a Scene, it is not supposed to be modified manually.
  36499. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36500. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36501. * @see http://doc.babylonjs.com/how_to/transformnode
  36502. */
  36503. transformNodes: TransformNode[];
  36504. /**
  36505. * ActionManagers available on the scene.
  36506. */
  36507. actionManagers: AbstractActionManager[];
  36508. /**
  36509. * Textures to keep.
  36510. */
  36511. textures: BaseTexture[];
  36512. /**
  36513. * Environment texture for the scene
  36514. */
  36515. environmentTexture: Nullable<BaseTexture>;
  36516. }
  36517. }
  36518. declare module "babylonjs/Audio/sound" {
  36519. import { Observable } from "babylonjs/Misc/observable";
  36520. import { Vector3 } from "babylonjs/Maths/math.vector";
  36521. import { Nullable } from "babylonjs/types";
  36522. import { Scene } from "babylonjs/scene";
  36523. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36524. /**
  36525. * Interface used to define options for Sound class
  36526. */
  36527. export interface ISoundOptions {
  36528. /**
  36529. * Does the sound autoplay once loaded.
  36530. */
  36531. autoplay?: boolean;
  36532. /**
  36533. * Does the sound loop after it finishes playing once.
  36534. */
  36535. loop?: boolean;
  36536. /**
  36537. * Sound's volume
  36538. */
  36539. volume?: number;
  36540. /**
  36541. * Is it a spatial sound?
  36542. */
  36543. spatialSound?: boolean;
  36544. /**
  36545. * Maximum distance to hear that sound
  36546. */
  36547. maxDistance?: number;
  36548. /**
  36549. * Uses user defined attenuation function
  36550. */
  36551. useCustomAttenuation?: boolean;
  36552. /**
  36553. * Define the roll off factor of spatial sounds.
  36554. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36555. */
  36556. rolloffFactor?: number;
  36557. /**
  36558. * Define the reference distance the sound should be heard perfectly.
  36559. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36560. */
  36561. refDistance?: number;
  36562. /**
  36563. * Define the distance attenuation model the sound will follow.
  36564. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36565. */
  36566. distanceModel?: string;
  36567. /**
  36568. * Defines the playback speed (1 by default)
  36569. */
  36570. playbackRate?: number;
  36571. /**
  36572. * Defines if the sound is from a streaming source
  36573. */
  36574. streaming?: boolean;
  36575. /**
  36576. * Defines an optional length (in seconds) inside the sound file
  36577. */
  36578. length?: number;
  36579. /**
  36580. * Defines an optional offset (in seconds) inside the sound file
  36581. */
  36582. offset?: number;
  36583. /**
  36584. * If true, URLs will not be required to state the audio file codec to use.
  36585. */
  36586. skipCodecCheck?: boolean;
  36587. }
  36588. /**
  36589. * Defines a sound that can be played in the application.
  36590. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36591. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36592. */
  36593. export class Sound {
  36594. /**
  36595. * The name of the sound in the scene.
  36596. */
  36597. name: string;
  36598. /**
  36599. * Does the sound autoplay once loaded.
  36600. */
  36601. autoplay: boolean;
  36602. /**
  36603. * Does the sound loop after it finishes playing once.
  36604. */
  36605. loop: boolean;
  36606. /**
  36607. * Does the sound use a custom attenuation curve to simulate the falloff
  36608. * happening when the source gets further away from the camera.
  36609. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36610. */
  36611. useCustomAttenuation: boolean;
  36612. /**
  36613. * The sound track id this sound belongs to.
  36614. */
  36615. soundTrackId: number;
  36616. /**
  36617. * Is this sound currently played.
  36618. */
  36619. isPlaying: boolean;
  36620. /**
  36621. * Is this sound currently paused.
  36622. */
  36623. isPaused: boolean;
  36624. /**
  36625. * Does this sound enables spatial sound.
  36626. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36627. */
  36628. spatialSound: boolean;
  36629. /**
  36630. * Define the reference distance the sound should be heard perfectly.
  36631. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36632. */
  36633. refDistance: number;
  36634. /**
  36635. * Define the roll off factor of spatial sounds.
  36636. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36637. */
  36638. rolloffFactor: number;
  36639. /**
  36640. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36641. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36642. */
  36643. maxDistance: number;
  36644. /**
  36645. * Define the distance attenuation model the sound will follow.
  36646. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36647. */
  36648. distanceModel: string;
  36649. /**
  36650. * @hidden
  36651. * Back Compat
  36652. **/
  36653. onended: () => any;
  36654. /**
  36655. * Observable event when the current playing sound finishes.
  36656. */
  36657. onEndedObservable: Observable<Sound>;
  36658. private _panningModel;
  36659. private _playbackRate;
  36660. private _streaming;
  36661. private _startTime;
  36662. private _startOffset;
  36663. private _position;
  36664. /** @hidden */
  36665. _positionInEmitterSpace: boolean;
  36666. private _localDirection;
  36667. private _volume;
  36668. private _isReadyToPlay;
  36669. private _isDirectional;
  36670. private _readyToPlayCallback;
  36671. private _audioBuffer;
  36672. private _soundSource;
  36673. private _streamingSource;
  36674. private _soundPanner;
  36675. private _soundGain;
  36676. private _inputAudioNode;
  36677. private _outputAudioNode;
  36678. private _coneInnerAngle;
  36679. private _coneOuterAngle;
  36680. private _coneOuterGain;
  36681. private _scene;
  36682. private _connectedTransformNode;
  36683. private _customAttenuationFunction;
  36684. private _registerFunc;
  36685. private _isOutputConnected;
  36686. private _htmlAudioElement;
  36687. private _urlType;
  36688. private _length?;
  36689. private _offset?;
  36690. /** @hidden */
  36691. static _SceneComponentInitialization: (scene: Scene) => void;
  36692. /**
  36693. * Create a sound and attach it to a scene
  36694. * @param name Name of your sound
  36695. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36696. * @param scene defines the scene the sound belongs to
  36697. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36698. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36699. */
  36700. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36701. /**
  36702. * Release the sound and its associated resources
  36703. */
  36704. dispose(): void;
  36705. /**
  36706. * Gets if the sounds is ready to be played or not.
  36707. * @returns true if ready, otherwise false
  36708. */
  36709. isReady(): boolean;
  36710. private _soundLoaded;
  36711. /**
  36712. * Sets the data of the sound from an audiobuffer
  36713. * @param audioBuffer The audioBuffer containing the data
  36714. */
  36715. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36716. /**
  36717. * Updates the current sounds options such as maxdistance, loop...
  36718. * @param options A JSON object containing values named as the object properties
  36719. */
  36720. updateOptions(options: ISoundOptions): void;
  36721. private _createSpatialParameters;
  36722. private _updateSpatialParameters;
  36723. /**
  36724. * Switch the panning model to HRTF:
  36725. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36726. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36727. */
  36728. switchPanningModelToHRTF(): void;
  36729. /**
  36730. * Switch the panning model to Equal Power:
  36731. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36732. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36733. */
  36734. switchPanningModelToEqualPower(): void;
  36735. private _switchPanningModel;
  36736. /**
  36737. * Connect this sound to a sound track audio node like gain...
  36738. * @param soundTrackAudioNode the sound track audio node to connect to
  36739. */
  36740. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36741. /**
  36742. * Transform this sound into a directional source
  36743. * @param coneInnerAngle Size of the inner cone in degree
  36744. * @param coneOuterAngle Size of the outer cone in degree
  36745. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36746. */
  36747. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36748. /**
  36749. * Gets or sets the inner angle for the directional cone.
  36750. */
  36751. /**
  36752. * Gets or sets the inner angle for the directional cone.
  36753. */
  36754. directionalConeInnerAngle: number;
  36755. /**
  36756. * Gets or sets the outer angle for the directional cone.
  36757. */
  36758. /**
  36759. * Gets or sets the outer angle for the directional cone.
  36760. */
  36761. directionalConeOuterAngle: number;
  36762. /**
  36763. * Sets the position of the emitter if spatial sound is enabled
  36764. * @param newPosition Defines the new posisiton
  36765. */
  36766. setPosition(newPosition: Vector3): void;
  36767. /**
  36768. * Sets the local direction of the emitter if spatial sound is enabled
  36769. * @param newLocalDirection Defines the new local direction
  36770. */
  36771. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36772. private _updateDirection;
  36773. /** @hidden */
  36774. updateDistanceFromListener(): void;
  36775. /**
  36776. * Sets a new custom attenuation function for the sound.
  36777. * @param callback Defines the function used for the attenuation
  36778. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36779. */
  36780. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36781. /**
  36782. * Play the sound
  36783. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36784. * @param offset (optional) Start the sound at a specific time in seconds
  36785. * @param length (optional) Sound duration (in seconds)
  36786. */
  36787. play(time?: number, offset?: number, length?: number): void;
  36788. private _onended;
  36789. /**
  36790. * Stop the sound
  36791. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36792. */
  36793. stop(time?: number): void;
  36794. /**
  36795. * Put the sound in pause
  36796. */
  36797. pause(): void;
  36798. /**
  36799. * Sets a dedicated volume for this sounds
  36800. * @param newVolume Define the new volume of the sound
  36801. * @param time Define time for gradual change to new volume
  36802. */
  36803. setVolume(newVolume: number, time?: number): void;
  36804. /**
  36805. * Set the sound play back rate
  36806. * @param newPlaybackRate Define the playback rate the sound should be played at
  36807. */
  36808. setPlaybackRate(newPlaybackRate: number): void;
  36809. /**
  36810. * Gets the volume of the sound.
  36811. * @returns the volume of the sound
  36812. */
  36813. getVolume(): number;
  36814. /**
  36815. * Attach the sound to a dedicated mesh
  36816. * @param transformNode The transform node to connect the sound with
  36817. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36818. */
  36819. attachToMesh(transformNode: TransformNode): void;
  36820. /**
  36821. * Detach the sound from the previously attached mesh
  36822. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36823. */
  36824. detachFromMesh(): void;
  36825. private _onRegisterAfterWorldMatrixUpdate;
  36826. /**
  36827. * Clone the current sound in the scene.
  36828. * @returns the new sound clone
  36829. */
  36830. clone(): Nullable<Sound>;
  36831. /**
  36832. * Gets the current underlying audio buffer containing the data
  36833. * @returns the audio buffer
  36834. */
  36835. getAudioBuffer(): Nullable<AudioBuffer>;
  36836. /**
  36837. * Serializes the Sound in a JSON representation
  36838. * @returns the JSON representation of the sound
  36839. */
  36840. serialize(): any;
  36841. /**
  36842. * Parse a JSON representation of a sound to innstantiate in a given scene
  36843. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36844. * @param scene Define the scene the new parsed sound should be created in
  36845. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36846. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36847. * @returns the newly parsed sound
  36848. */
  36849. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36850. }
  36851. }
  36852. declare module "babylonjs/Actions/directAudioActions" {
  36853. import { Action } from "babylonjs/Actions/action";
  36854. import { Condition } from "babylonjs/Actions/condition";
  36855. import { Sound } from "babylonjs/Audio/sound";
  36856. /**
  36857. * This defines an action helpful to play a defined sound on a triggered action.
  36858. */
  36859. export class PlaySoundAction extends Action {
  36860. private _sound;
  36861. /**
  36862. * Instantiate the action
  36863. * @param triggerOptions defines the trigger options
  36864. * @param sound defines the sound to play
  36865. * @param condition defines the trigger related conditions
  36866. */
  36867. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36868. /** @hidden */
  36869. _prepare(): void;
  36870. /**
  36871. * Execute the action and play the sound.
  36872. */
  36873. execute(): void;
  36874. /**
  36875. * Serializes the actions and its related information.
  36876. * @param parent defines the object to serialize in
  36877. * @returns the serialized object
  36878. */
  36879. serialize(parent: any): any;
  36880. }
  36881. /**
  36882. * This defines an action helpful to stop a defined sound on a triggered action.
  36883. */
  36884. export class StopSoundAction extends Action {
  36885. private _sound;
  36886. /**
  36887. * Instantiate the action
  36888. * @param triggerOptions defines the trigger options
  36889. * @param sound defines the sound to stop
  36890. * @param condition defines the trigger related conditions
  36891. */
  36892. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36893. /** @hidden */
  36894. _prepare(): void;
  36895. /**
  36896. * Execute the action and stop the sound.
  36897. */
  36898. execute(): void;
  36899. /**
  36900. * Serializes the actions and its related information.
  36901. * @param parent defines the object to serialize in
  36902. * @returns the serialized object
  36903. */
  36904. serialize(parent: any): any;
  36905. }
  36906. }
  36907. declare module "babylonjs/Actions/interpolateValueAction" {
  36908. import { Action } from "babylonjs/Actions/action";
  36909. import { Condition } from "babylonjs/Actions/condition";
  36910. import { Observable } from "babylonjs/Misc/observable";
  36911. /**
  36912. * This defines an action responsible to change the value of a property
  36913. * by interpolating between its current value and the newly set one once triggered.
  36914. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36915. */
  36916. export class InterpolateValueAction extends Action {
  36917. /**
  36918. * Defines the path of the property where the value should be interpolated
  36919. */
  36920. propertyPath: string;
  36921. /**
  36922. * Defines the target value at the end of the interpolation.
  36923. */
  36924. value: any;
  36925. /**
  36926. * Defines the time it will take for the property to interpolate to the value.
  36927. */
  36928. duration: number;
  36929. /**
  36930. * Defines if the other scene animations should be stopped when the action has been triggered
  36931. */
  36932. stopOtherAnimations?: boolean;
  36933. /**
  36934. * Defines a callback raised once the interpolation animation has been done.
  36935. */
  36936. onInterpolationDone?: () => void;
  36937. /**
  36938. * Observable triggered once the interpolation animation has been done.
  36939. */
  36940. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36941. private _target;
  36942. private _effectiveTarget;
  36943. private _property;
  36944. /**
  36945. * Instantiate the action
  36946. * @param triggerOptions defines the trigger options
  36947. * @param target defines the object containing the value to interpolate
  36948. * @param propertyPath defines the path to the property in the target object
  36949. * @param value defines the target value at the end of the interpolation
  36950. * @param duration deines the time it will take for the property to interpolate to the value.
  36951. * @param condition defines the trigger related conditions
  36952. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36953. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36954. */
  36955. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36956. /** @hidden */
  36957. _prepare(): void;
  36958. /**
  36959. * Execute the action starts the value interpolation.
  36960. */
  36961. execute(): void;
  36962. /**
  36963. * Serializes the actions and its related information.
  36964. * @param parent defines the object to serialize in
  36965. * @returns the serialized object
  36966. */
  36967. serialize(parent: any): any;
  36968. }
  36969. }
  36970. declare module "babylonjs/Actions/index" {
  36971. export * from "babylonjs/Actions/abstractActionManager";
  36972. export * from "babylonjs/Actions/action";
  36973. export * from "babylonjs/Actions/actionEvent";
  36974. export * from "babylonjs/Actions/actionManager";
  36975. export * from "babylonjs/Actions/condition";
  36976. export * from "babylonjs/Actions/directActions";
  36977. export * from "babylonjs/Actions/directAudioActions";
  36978. export * from "babylonjs/Actions/interpolateValueAction";
  36979. }
  36980. declare module "babylonjs/Animations/index" {
  36981. export * from "babylonjs/Animations/animatable";
  36982. export * from "babylonjs/Animations/animation";
  36983. export * from "babylonjs/Animations/animationGroup";
  36984. export * from "babylonjs/Animations/animationPropertiesOverride";
  36985. export * from "babylonjs/Animations/easing";
  36986. export * from "babylonjs/Animations/runtimeAnimation";
  36987. export * from "babylonjs/Animations/animationEvent";
  36988. export * from "babylonjs/Animations/animationGroup";
  36989. export * from "babylonjs/Animations/animationKey";
  36990. export * from "babylonjs/Animations/animationRange";
  36991. export * from "babylonjs/Animations/animatable.interface";
  36992. }
  36993. declare module "babylonjs/Audio/soundTrack" {
  36994. import { Sound } from "babylonjs/Audio/sound";
  36995. import { Analyser } from "babylonjs/Audio/analyser";
  36996. import { Scene } from "babylonjs/scene";
  36997. /**
  36998. * Options allowed during the creation of a sound track.
  36999. */
  37000. export interface ISoundTrackOptions {
  37001. /**
  37002. * The volume the sound track should take during creation
  37003. */
  37004. volume?: number;
  37005. /**
  37006. * Define if the sound track is the main sound track of the scene
  37007. */
  37008. mainTrack?: boolean;
  37009. }
  37010. /**
  37011. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  37012. * It will be also used in a future release to apply effects on a specific track.
  37013. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  37014. */
  37015. export class SoundTrack {
  37016. /**
  37017. * The unique identifier of the sound track in the scene.
  37018. */
  37019. id: number;
  37020. /**
  37021. * The list of sounds included in the sound track.
  37022. */
  37023. soundCollection: Array<Sound>;
  37024. private _outputAudioNode;
  37025. private _scene;
  37026. private _connectedAnalyser;
  37027. private _options;
  37028. private _isInitialized;
  37029. /**
  37030. * Creates a new sound track.
  37031. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  37032. * @param scene Define the scene the sound track belongs to
  37033. * @param options
  37034. */
  37035. constructor(scene: Scene, options?: ISoundTrackOptions);
  37036. private _initializeSoundTrackAudioGraph;
  37037. /**
  37038. * Release the sound track and its associated resources
  37039. */
  37040. dispose(): void;
  37041. /**
  37042. * Adds a sound to this sound track
  37043. * @param sound define the cound to add
  37044. * @ignoreNaming
  37045. */
  37046. AddSound(sound: Sound): void;
  37047. /**
  37048. * Removes a sound to this sound track
  37049. * @param sound define the cound to remove
  37050. * @ignoreNaming
  37051. */
  37052. RemoveSound(sound: Sound): void;
  37053. /**
  37054. * Set a global volume for the full sound track.
  37055. * @param newVolume Define the new volume of the sound track
  37056. */
  37057. setVolume(newVolume: number): void;
  37058. /**
  37059. * Switch the panning model to HRTF:
  37060. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  37061. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  37062. */
  37063. switchPanningModelToHRTF(): void;
  37064. /**
  37065. * Switch the panning model to Equal Power:
  37066. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  37067. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  37068. */
  37069. switchPanningModelToEqualPower(): void;
  37070. /**
  37071. * Connect the sound track to an audio analyser allowing some amazing
  37072. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  37073. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  37074. * @param analyser The analyser to connect to the engine
  37075. */
  37076. connectToAnalyser(analyser: Analyser): void;
  37077. }
  37078. }
  37079. declare module "babylonjs/Audio/audioSceneComponent" {
  37080. import { Sound } from "babylonjs/Audio/sound";
  37081. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  37082. import { Nullable } from "babylonjs/types";
  37083. import { Vector3 } from "babylonjs/Maths/math.vector";
  37084. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  37085. import { Scene } from "babylonjs/scene";
  37086. import { AbstractScene } from "babylonjs/abstractScene";
  37087. import "babylonjs/Audio/audioEngine";
  37088. module "babylonjs/abstractScene" {
  37089. interface AbstractScene {
  37090. /**
  37091. * The list of sounds used in the scene.
  37092. */
  37093. sounds: Nullable<Array<Sound>>;
  37094. }
  37095. }
  37096. module "babylonjs/scene" {
  37097. interface Scene {
  37098. /**
  37099. * @hidden
  37100. * Backing field
  37101. */
  37102. _mainSoundTrack: SoundTrack;
  37103. /**
  37104. * The main sound track played by the scene.
  37105. * It cotains your primary collection of sounds.
  37106. */
  37107. mainSoundTrack: SoundTrack;
  37108. /**
  37109. * The list of sound tracks added to the scene
  37110. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37111. */
  37112. soundTracks: Nullable<Array<SoundTrack>>;
  37113. /**
  37114. * Gets a sound using a given name
  37115. * @param name defines the name to search for
  37116. * @return the found sound or null if not found at all.
  37117. */
  37118. getSoundByName(name: string): Nullable<Sound>;
  37119. /**
  37120. * Gets or sets if audio support is enabled
  37121. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37122. */
  37123. audioEnabled: boolean;
  37124. /**
  37125. * Gets or sets if audio will be output to headphones
  37126. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37127. */
  37128. headphone: boolean;
  37129. /**
  37130. * Gets or sets custom audio listener position provider
  37131. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37132. */
  37133. audioListenerPositionProvider: Nullable<() => Vector3>;
  37134. /**
  37135. * Gets or sets a refresh rate when using 3D audio positioning
  37136. */
  37137. audioPositioningRefreshRate: number;
  37138. }
  37139. }
  37140. /**
  37141. * Defines the sound scene component responsible to manage any sounds
  37142. * in a given scene.
  37143. */
  37144. export class AudioSceneComponent implements ISceneSerializableComponent {
  37145. /**
  37146. * The component name helpfull to identify the component in the list of scene components.
  37147. */
  37148. readonly name: string;
  37149. /**
  37150. * The scene the component belongs to.
  37151. */
  37152. scene: Scene;
  37153. private _audioEnabled;
  37154. /**
  37155. * Gets whether audio is enabled or not.
  37156. * Please use related enable/disable method to switch state.
  37157. */
  37158. readonly audioEnabled: boolean;
  37159. private _headphone;
  37160. /**
  37161. * Gets whether audio is outputing to headphone or not.
  37162. * Please use the according Switch methods to change output.
  37163. */
  37164. readonly headphone: boolean;
  37165. /**
  37166. * Gets or sets a refresh rate when using 3D audio positioning
  37167. */
  37168. audioPositioningRefreshRate: number;
  37169. private _audioListenerPositionProvider;
  37170. /**
  37171. * Gets the current audio listener position provider
  37172. */
  37173. /**
  37174. * Sets a custom listener position for all sounds in the scene
  37175. * By default, this is the position of the first active camera
  37176. */
  37177. audioListenerPositionProvider: Nullable<() => Vector3>;
  37178. /**
  37179. * Creates a new instance of the component for the given scene
  37180. * @param scene Defines the scene to register the component in
  37181. */
  37182. constructor(scene: Scene);
  37183. /**
  37184. * Registers the component in a given scene
  37185. */
  37186. register(): void;
  37187. /**
  37188. * Rebuilds the elements related to this component in case of
  37189. * context lost for instance.
  37190. */
  37191. rebuild(): void;
  37192. /**
  37193. * Serializes the component data to the specified json object
  37194. * @param serializationObject The object to serialize to
  37195. */
  37196. serialize(serializationObject: any): void;
  37197. /**
  37198. * Adds all the elements from the container to the scene
  37199. * @param container the container holding the elements
  37200. */
  37201. addFromContainer(container: AbstractScene): void;
  37202. /**
  37203. * Removes all the elements in the container from the scene
  37204. * @param container contains the elements to remove
  37205. * @param dispose if the removed element should be disposed (default: false)
  37206. */
  37207. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  37208. /**
  37209. * Disposes the component and the associated ressources.
  37210. */
  37211. dispose(): void;
  37212. /**
  37213. * Disables audio in the associated scene.
  37214. */
  37215. disableAudio(): void;
  37216. /**
  37217. * Enables audio in the associated scene.
  37218. */
  37219. enableAudio(): void;
  37220. /**
  37221. * Switch audio to headphone output.
  37222. */
  37223. switchAudioModeForHeadphones(): void;
  37224. /**
  37225. * Switch audio to normal speakers.
  37226. */
  37227. switchAudioModeForNormalSpeakers(): void;
  37228. private _cachedCameraDirection;
  37229. private _cachedCameraPosition;
  37230. private _lastCheck;
  37231. private _afterRender;
  37232. }
  37233. }
  37234. declare module "babylonjs/Audio/weightedsound" {
  37235. import { Sound } from "babylonjs/Audio/sound";
  37236. /**
  37237. * Wraps one or more Sound objects and selects one with random weight for playback.
  37238. */
  37239. export class WeightedSound {
  37240. /** When true a Sound will be selected and played when the current playing Sound completes. */
  37241. loop: boolean;
  37242. private _coneInnerAngle;
  37243. private _coneOuterAngle;
  37244. private _volume;
  37245. /** A Sound is currently playing. */
  37246. isPlaying: boolean;
  37247. /** A Sound is currently paused. */
  37248. isPaused: boolean;
  37249. private _sounds;
  37250. private _weights;
  37251. private _currentIndex?;
  37252. /**
  37253. * Creates a new WeightedSound from the list of sounds given.
  37254. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  37255. * @param sounds Array of Sounds that will be selected from.
  37256. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  37257. */
  37258. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  37259. /**
  37260. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  37261. */
  37262. /**
  37263. * The size of cone in degress for a directional sound in which there will be no attenuation.
  37264. */
  37265. directionalConeInnerAngle: number;
  37266. /**
  37267. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37268. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37269. */
  37270. /**
  37271. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37272. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37273. */
  37274. directionalConeOuterAngle: number;
  37275. /**
  37276. * Playback volume.
  37277. */
  37278. /**
  37279. * Playback volume.
  37280. */
  37281. volume: number;
  37282. private _onended;
  37283. /**
  37284. * Suspend playback
  37285. */
  37286. pause(): void;
  37287. /**
  37288. * Stop playback
  37289. */
  37290. stop(): void;
  37291. /**
  37292. * Start playback.
  37293. * @param startOffset Position the clip head at a specific time in seconds.
  37294. */
  37295. play(startOffset?: number): void;
  37296. }
  37297. }
  37298. declare module "babylonjs/Audio/index" {
  37299. export * from "babylonjs/Audio/analyser";
  37300. export * from "babylonjs/Audio/audioEngine";
  37301. export * from "babylonjs/Audio/audioSceneComponent";
  37302. export * from "babylonjs/Audio/sound";
  37303. export * from "babylonjs/Audio/soundTrack";
  37304. export * from "babylonjs/Audio/weightedsound";
  37305. }
  37306. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  37307. import { Behavior } from "babylonjs/Behaviors/behavior";
  37308. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37309. import { BackEase } from "babylonjs/Animations/easing";
  37310. /**
  37311. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  37312. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37313. */
  37314. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  37315. /**
  37316. * Gets the name of the behavior.
  37317. */
  37318. readonly name: string;
  37319. /**
  37320. * The easing function used by animations
  37321. */
  37322. static EasingFunction: BackEase;
  37323. /**
  37324. * The easing mode used by animations
  37325. */
  37326. static EasingMode: number;
  37327. /**
  37328. * The duration of the animation, in milliseconds
  37329. */
  37330. transitionDuration: number;
  37331. /**
  37332. * Length of the distance animated by the transition when lower radius is reached
  37333. */
  37334. lowerRadiusTransitionRange: number;
  37335. /**
  37336. * Length of the distance animated by the transition when upper radius is reached
  37337. */
  37338. upperRadiusTransitionRange: number;
  37339. private _autoTransitionRange;
  37340. /**
  37341. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37342. */
  37343. /**
  37344. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37345. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  37346. */
  37347. autoTransitionRange: boolean;
  37348. private _attachedCamera;
  37349. private _onAfterCheckInputsObserver;
  37350. private _onMeshTargetChangedObserver;
  37351. /**
  37352. * Initializes the behavior.
  37353. */
  37354. init(): void;
  37355. /**
  37356. * Attaches the behavior to its arc rotate camera.
  37357. * @param camera Defines the camera to attach the behavior to
  37358. */
  37359. attach(camera: ArcRotateCamera): void;
  37360. /**
  37361. * Detaches the behavior from its current arc rotate camera.
  37362. */
  37363. detach(): void;
  37364. private _radiusIsAnimating;
  37365. private _radiusBounceTransition;
  37366. private _animatables;
  37367. private _cachedWheelPrecision;
  37368. /**
  37369. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  37370. * @param radiusLimit The limit to check against.
  37371. * @return Bool to indicate if at limit.
  37372. */
  37373. private _isRadiusAtLimit;
  37374. /**
  37375. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  37376. * @param radiusDelta The delta by which to animate to. Can be negative.
  37377. */
  37378. private _applyBoundRadiusAnimation;
  37379. /**
  37380. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  37381. */
  37382. protected _clearAnimationLocks(): void;
  37383. /**
  37384. * Stops and removes all animations that have been applied to the camera
  37385. */
  37386. stopAllAnimations(): void;
  37387. }
  37388. }
  37389. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  37390. import { Behavior } from "babylonjs/Behaviors/behavior";
  37391. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37392. import { ExponentialEase } from "babylonjs/Animations/easing";
  37393. import { Nullable } from "babylonjs/types";
  37394. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37395. import { Vector3 } from "babylonjs/Maths/math.vector";
  37396. /**
  37397. * 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.
  37398. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37399. */
  37400. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37401. /**
  37402. * Gets the name of the behavior.
  37403. */
  37404. readonly name: string;
  37405. private _mode;
  37406. private _radiusScale;
  37407. private _positionScale;
  37408. private _defaultElevation;
  37409. private _elevationReturnTime;
  37410. private _elevationReturnWaitTime;
  37411. private _zoomStopsAnimation;
  37412. private _framingTime;
  37413. /**
  37414. * The easing function used by animations
  37415. */
  37416. static EasingFunction: ExponentialEase;
  37417. /**
  37418. * The easing mode used by animations
  37419. */
  37420. static EasingMode: number;
  37421. /**
  37422. * Sets the current mode used by the behavior
  37423. */
  37424. /**
  37425. * Gets current mode used by the behavior.
  37426. */
  37427. mode: number;
  37428. /**
  37429. * Sets the scale applied to the radius (1 by default)
  37430. */
  37431. /**
  37432. * Gets the scale applied to the radius
  37433. */
  37434. radiusScale: number;
  37435. /**
  37436. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37437. */
  37438. /**
  37439. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37440. */
  37441. positionScale: number;
  37442. /**
  37443. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37444. * behaviour is triggered, in radians.
  37445. */
  37446. /**
  37447. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37448. * behaviour is triggered, in radians.
  37449. */
  37450. defaultElevation: number;
  37451. /**
  37452. * Sets the time (in milliseconds) taken to return to the default beta position.
  37453. * Negative value indicates camera should not return to default.
  37454. */
  37455. /**
  37456. * Gets the time (in milliseconds) taken to return to the default beta position.
  37457. * Negative value indicates camera should not return to default.
  37458. */
  37459. elevationReturnTime: number;
  37460. /**
  37461. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37462. */
  37463. /**
  37464. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37465. */
  37466. elevationReturnWaitTime: number;
  37467. /**
  37468. * Sets the flag that indicates if user zooming should stop animation.
  37469. */
  37470. /**
  37471. * Gets the flag that indicates if user zooming should stop animation.
  37472. */
  37473. zoomStopsAnimation: boolean;
  37474. /**
  37475. * Sets the transition time when framing the mesh, in milliseconds
  37476. */
  37477. /**
  37478. * Gets the transition time when framing the mesh, in milliseconds
  37479. */
  37480. framingTime: number;
  37481. /**
  37482. * Define if the behavior should automatically change the configured
  37483. * camera limits and sensibilities.
  37484. */
  37485. autoCorrectCameraLimitsAndSensibility: boolean;
  37486. private _onPrePointerObservableObserver;
  37487. private _onAfterCheckInputsObserver;
  37488. private _onMeshTargetChangedObserver;
  37489. private _attachedCamera;
  37490. private _isPointerDown;
  37491. private _lastInteractionTime;
  37492. /**
  37493. * Initializes the behavior.
  37494. */
  37495. init(): void;
  37496. /**
  37497. * Attaches the behavior to its arc rotate camera.
  37498. * @param camera Defines the camera to attach the behavior to
  37499. */
  37500. attach(camera: ArcRotateCamera): void;
  37501. /**
  37502. * Detaches the behavior from its current arc rotate camera.
  37503. */
  37504. detach(): void;
  37505. private _animatables;
  37506. private _betaIsAnimating;
  37507. private _betaTransition;
  37508. private _radiusTransition;
  37509. private _vectorTransition;
  37510. /**
  37511. * Targets the given mesh and updates zoom level accordingly.
  37512. * @param mesh The mesh to target.
  37513. * @param radius Optional. If a cached radius position already exists, overrides default.
  37514. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37515. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37516. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37517. */
  37518. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37519. /**
  37520. * Targets the given mesh with its children and updates zoom level accordingly.
  37521. * @param mesh The mesh to target.
  37522. * @param radius Optional. If a cached radius position already exists, overrides default.
  37523. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37524. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37525. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37526. */
  37527. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37528. /**
  37529. * Targets the given meshes with their children and updates zoom level accordingly.
  37530. * @param meshes The mesh to target.
  37531. * @param radius Optional. If a cached radius position already exists, overrides default.
  37532. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37533. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37534. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37535. */
  37536. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37537. /**
  37538. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37539. * @param minimumWorld Determines the smaller position of the bounding box extend
  37540. * @param maximumWorld Determines the bigger position of the bounding box extend
  37541. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37542. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37543. */
  37544. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37545. /**
  37546. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37547. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37548. * frustum width.
  37549. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37550. * to fully enclose the mesh in the viewing frustum.
  37551. */
  37552. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37553. /**
  37554. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37555. * is automatically returned to its default position (expected to be above ground plane).
  37556. */
  37557. private _maintainCameraAboveGround;
  37558. /**
  37559. * Returns the frustum slope based on the canvas ratio and camera FOV
  37560. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37561. */
  37562. private _getFrustumSlope;
  37563. /**
  37564. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37565. */
  37566. private _clearAnimationLocks;
  37567. /**
  37568. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37569. */
  37570. private _applyUserInteraction;
  37571. /**
  37572. * Stops and removes all animations that have been applied to the camera
  37573. */
  37574. stopAllAnimations(): void;
  37575. /**
  37576. * Gets a value indicating if the user is moving the camera
  37577. */
  37578. readonly isUserIsMoving: boolean;
  37579. /**
  37580. * The camera can move all the way towards the mesh.
  37581. */
  37582. static IgnoreBoundsSizeMode: number;
  37583. /**
  37584. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37585. */
  37586. static FitFrustumSidesMode: number;
  37587. }
  37588. }
  37589. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37590. import { Nullable } from "babylonjs/types";
  37591. import { Camera } from "babylonjs/Cameras/camera";
  37592. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37593. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37594. /**
  37595. * Base class for Camera Pointer Inputs.
  37596. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37597. * for example usage.
  37598. */
  37599. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37600. /**
  37601. * Defines the camera the input is attached to.
  37602. */
  37603. abstract camera: Camera;
  37604. /**
  37605. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37606. */
  37607. protected _altKey: boolean;
  37608. protected _ctrlKey: boolean;
  37609. protected _metaKey: boolean;
  37610. protected _shiftKey: boolean;
  37611. /**
  37612. * Which mouse buttons were pressed at time of last mouse event.
  37613. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37614. */
  37615. protected _buttonsPressed: number;
  37616. /**
  37617. * Defines the buttons associated with the input to handle camera move.
  37618. */
  37619. buttons: number[];
  37620. /**
  37621. * Attach the input controls to a specific dom element to get the input from.
  37622. * @param element Defines the element the controls should be listened from
  37623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37624. */
  37625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37626. /**
  37627. * Detach the current controls from the specified dom element.
  37628. * @param element Defines the element to stop listening the inputs from
  37629. */
  37630. detachControl(element: Nullable<HTMLElement>): void;
  37631. /**
  37632. * Gets the class name of the current input.
  37633. * @returns the class name
  37634. */
  37635. getClassName(): string;
  37636. /**
  37637. * Get the friendly name associated with the input class.
  37638. * @returns the input friendly name
  37639. */
  37640. getSimpleName(): string;
  37641. /**
  37642. * Called on pointer POINTERDOUBLETAP event.
  37643. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37644. */
  37645. protected onDoubleTap(type: string): void;
  37646. /**
  37647. * Called on pointer POINTERMOVE event if only a single touch is active.
  37648. * Override this method to provide functionality.
  37649. */
  37650. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37651. /**
  37652. * Called on pointer POINTERMOVE event if multiple touches are active.
  37653. * Override this method to provide functionality.
  37654. */
  37655. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37656. /**
  37657. * Called on JS contextmenu event.
  37658. * Override this method to provide functionality.
  37659. */
  37660. protected onContextMenu(evt: PointerEvent): void;
  37661. /**
  37662. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37663. * press.
  37664. * Override this method to provide functionality.
  37665. */
  37666. protected onButtonDown(evt: PointerEvent): void;
  37667. /**
  37668. * Called each time a new POINTERUP event occurs. Ie, for each button
  37669. * release.
  37670. * Override this method to provide functionality.
  37671. */
  37672. protected onButtonUp(evt: PointerEvent): void;
  37673. /**
  37674. * Called when window becomes inactive.
  37675. * Override this method to provide functionality.
  37676. */
  37677. protected onLostFocus(): void;
  37678. private _pointerInput;
  37679. private _observer;
  37680. private _onLostFocus;
  37681. private pointA;
  37682. private pointB;
  37683. }
  37684. }
  37685. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37686. import { Nullable } from "babylonjs/types";
  37687. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37688. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37689. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37690. /**
  37691. * Manage the pointers inputs to control an arc rotate camera.
  37692. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37693. */
  37694. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37695. /**
  37696. * Defines the camera the input is attached to.
  37697. */
  37698. camera: ArcRotateCamera;
  37699. /**
  37700. * Gets the class name of the current input.
  37701. * @returns the class name
  37702. */
  37703. getClassName(): string;
  37704. /**
  37705. * Defines the buttons associated with the input to handle camera move.
  37706. */
  37707. buttons: number[];
  37708. /**
  37709. * Defines the pointer angular sensibility along the X axis or how fast is
  37710. * the camera rotating.
  37711. */
  37712. angularSensibilityX: number;
  37713. /**
  37714. * Defines the pointer angular sensibility along the Y axis or how fast is
  37715. * the camera rotating.
  37716. */
  37717. angularSensibilityY: number;
  37718. /**
  37719. * Defines the pointer pinch precision or how fast is the camera zooming.
  37720. */
  37721. pinchPrecision: number;
  37722. /**
  37723. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37724. * from 0.
  37725. * It defines the percentage of current camera.radius to use as delta when
  37726. * pinch zoom is used.
  37727. */
  37728. pinchDeltaPercentage: number;
  37729. /**
  37730. * Defines the pointer panning sensibility or how fast is the camera moving.
  37731. */
  37732. panningSensibility: number;
  37733. /**
  37734. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37735. */
  37736. multiTouchPanning: boolean;
  37737. /**
  37738. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37739. * zoom (pinch) through multitouch.
  37740. */
  37741. multiTouchPanAndZoom: boolean;
  37742. /**
  37743. * Revers pinch action direction.
  37744. */
  37745. pinchInwards: boolean;
  37746. private _isPanClick;
  37747. private _twoFingerActivityCount;
  37748. private _isPinching;
  37749. /**
  37750. * Called on pointer POINTERMOVE event if only a single touch is active.
  37751. */
  37752. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37753. /**
  37754. * Called on pointer POINTERDOUBLETAP event.
  37755. */
  37756. protected onDoubleTap(type: string): void;
  37757. /**
  37758. * Called on pointer POINTERMOVE event if multiple touches are active.
  37759. */
  37760. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37761. /**
  37762. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37763. * press.
  37764. */
  37765. protected onButtonDown(evt: PointerEvent): void;
  37766. /**
  37767. * Called each time a new POINTERUP event occurs. Ie, for each button
  37768. * release.
  37769. */
  37770. protected onButtonUp(evt: PointerEvent): void;
  37771. /**
  37772. * Called when window becomes inactive.
  37773. */
  37774. protected onLostFocus(): void;
  37775. }
  37776. }
  37777. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37778. import { Nullable } from "babylonjs/types";
  37779. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37780. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37781. /**
  37782. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37783. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37784. */
  37785. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37786. /**
  37787. * Defines the camera the input is attached to.
  37788. */
  37789. camera: ArcRotateCamera;
  37790. /**
  37791. * Defines the list of key codes associated with the up action (increase alpha)
  37792. */
  37793. keysUp: number[];
  37794. /**
  37795. * Defines the list of key codes associated with the down action (decrease alpha)
  37796. */
  37797. keysDown: number[];
  37798. /**
  37799. * Defines the list of key codes associated with the left action (increase beta)
  37800. */
  37801. keysLeft: number[];
  37802. /**
  37803. * Defines the list of key codes associated with the right action (decrease beta)
  37804. */
  37805. keysRight: number[];
  37806. /**
  37807. * Defines the list of key codes associated with the reset action.
  37808. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37809. */
  37810. keysReset: number[];
  37811. /**
  37812. * Defines the panning sensibility of the inputs.
  37813. * (How fast is the camera paning)
  37814. */
  37815. panningSensibility: number;
  37816. /**
  37817. * Defines the zooming sensibility of the inputs.
  37818. * (How fast is the camera zooming)
  37819. */
  37820. zoomingSensibility: number;
  37821. /**
  37822. * Defines wether maintaining the alt key down switch the movement mode from
  37823. * orientation to zoom.
  37824. */
  37825. useAltToZoom: boolean;
  37826. /**
  37827. * Rotation speed of the camera
  37828. */
  37829. angularSpeed: number;
  37830. private _keys;
  37831. private _ctrlPressed;
  37832. private _altPressed;
  37833. private _onCanvasBlurObserver;
  37834. private _onKeyboardObserver;
  37835. private _engine;
  37836. private _scene;
  37837. /**
  37838. * Attach the input controls to a specific dom element to get the input from.
  37839. * @param element Defines the element the controls should be listened from
  37840. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37841. */
  37842. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37843. /**
  37844. * Detach the current controls from the specified dom element.
  37845. * @param element Defines the element to stop listening the inputs from
  37846. */
  37847. detachControl(element: Nullable<HTMLElement>): void;
  37848. /**
  37849. * Update the current camera state depending on the inputs that have been used this frame.
  37850. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37851. */
  37852. checkInputs(): void;
  37853. /**
  37854. * Gets the class name of the current intput.
  37855. * @returns the class name
  37856. */
  37857. getClassName(): string;
  37858. /**
  37859. * Get the friendly name associated with the input class.
  37860. * @returns the input friendly name
  37861. */
  37862. getSimpleName(): string;
  37863. }
  37864. }
  37865. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37866. import { Nullable } from "babylonjs/types";
  37867. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37868. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37869. /**
  37870. * Manage the mouse wheel inputs to control an arc rotate camera.
  37871. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37872. */
  37873. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37874. /**
  37875. * Defines the camera the input is attached to.
  37876. */
  37877. camera: ArcRotateCamera;
  37878. /**
  37879. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37880. */
  37881. wheelPrecision: number;
  37882. /**
  37883. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37884. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37885. */
  37886. wheelDeltaPercentage: number;
  37887. private _wheel;
  37888. private _observer;
  37889. private computeDeltaFromMouseWheelLegacyEvent;
  37890. /**
  37891. * Attach the input controls to a specific dom element to get the input from.
  37892. * @param element Defines the element the controls should be listened from
  37893. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37894. */
  37895. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37896. /**
  37897. * Detach the current controls from the specified dom element.
  37898. * @param element Defines the element to stop listening the inputs from
  37899. */
  37900. detachControl(element: Nullable<HTMLElement>): void;
  37901. /**
  37902. * Gets the class name of the current intput.
  37903. * @returns the class name
  37904. */
  37905. getClassName(): string;
  37906. /**
  37907. * Get the friendly name associated with the input class.
  37908. * @returns the input friendly name
  37909. */
  37910. getSimpleName(): string;
  37911. }
  37912. }
  37913. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37914. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37915. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37916. /**
  37917. * Default Inputs manager for the ArcRotateCamera.
  37918. * It groups all the default supported inputs for ease of use.
  37919. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37920. */
  37921. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37922. /**
  37923. * Instantiates a new ArcRotateCameraInputsManager.
  37924. * @param camera Defines the camera the inputs belong to
  37925. */
  37926. constructor(camera: ArcRotateCamera);
  37927. /**
  37928. * Add mouse wheel input support to the input manager.
  37929. * @returns the current input manager
  37930. */
  37931. addMouseWheel(): ArcRotateCameraInputsManager;
  37932. /**
  37933. * Add pointers input support to the input manager.
  37934. * @returns the current input manager
  37935. */
  37936. addPointers(): ArcRotateCameraInputsManager;
  37937. /**
  37938. * Add keyboard input support to the input manager.
  37939. * @returns the current input manager
  37940. */
  37941. addKeyboard(): ArcRotateCameraInputsManager;
  37942. }
  37943. }
  37944. declare module "babylonjs/Cameras/arcRotateCamera" {
  37945. import { Observable } from "babylonjs/Misc/observable";
  37946. import { Nullable } from "babylonjs/types";
  37947. import { Scene } from "babylonjs/scene";
  37948. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37949. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37950. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37951. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37952. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37953. import { Camera } from "babylonjs/Cameras/camera";
  37954. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37955. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37956. import { Collider } from "babylonjs/Collisions/collider";
  37957. /**
  37958. * This represents an orbital type of camera.
  37959. *
  37960. * 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.
  37961. * 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.
  37962. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37963. */
  37964. export class ArcRotateCamera extends TargetCamera {
  37965. /**
  37966. * Defines the rotation angle of the camera along the longitudinal axis.
  37967. */
  37968. alpha: number;
  37969. /**
  37970. * Defines the rotation angle of the camera along the latitudinal axis.
  37971. */
  37972. beta: number;
  37973. /**
  37974. * Defines the radius of the camera from it s target point.
  37975. */
  37976. radius: number;
  37977. protected _target: Vector3;
  37978. protected _targetHost: Nullable<AbstractMesh>;
  37979. /**
  37980. * Defines the target point of the camera.
  37981. * The camera looks towards it form the radius distance.
  37982. */
  37983. target: Vector3;
  37984. /**
  37985. * Define the current local position of the camera in the scene
  37986. */
  37987. position: Vector3;
  37988. protected _upVector: Vector3;
  37989. protected _upToYMatrix: Matrix;
  37990. protected _YToUpMatrix: Matrix;
  37991. /**
  37992. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37993. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37994. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37995. */
  37996. upVector: Vector3;
  37997. /**
  37998. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37999. */
  38000. setMatUp(): void;
  38001. /**
  38002. * Current inertia value on the longitudinal axis.
  38003. * The bigger this number the longer it will take for the camera to stop.
  38004. */
  38005. inertialAlphaOffset: number;
  38006. /**
  38007. * Current inertia value on the latitudinal axis.
  38008. * The bigger this number the longer it will take for the camera to stop.
  38009. */
  38010. inertialBetaOffset: number;
  38011. /**
  38012. * Current inertia value on the radius axis.
  38013. * The bigger this number the longer it will take for the camera to stop.
  38014. */
  38015. inertialRadiusOffset: number;
  38016. /**
  38017. * Minimum allowed angle on the longitudinal axis.
  38018. * This can help limiting how the Camera is able to move in the scene.
  38019. */
  38020. lowerAlphaLimit: Nullable<number>;
  38021. /**
  38022. * Maximum allowed angle on the longitudinal axis.
  38023. * This can help limiting how the Camera is able to move in the scene.
  38024. */
  38025. upperAlphaLimit: Nullable<number>;
  38026. /**
  38027. * Minimum allowed angle on the latitudinal axis.
  38028. * This can help limiting how the Camera is able to move in the scene.
  38029. */
  38030. lowerBetaLimit: number;
  38031. /**
  38032. * Maximum allowed angle on the latitudinal axis.
  38033. * This can help limiting how the Camera is able to move in the scene.
  38034. */
  38035. upperBetaLimit: number;
  38036. /**
  38037. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  38038. * This can help limiting how the Camera is able to move in the scene.
  38039. */
  38040. lowerRadiusLimit: Nullable<number>;
  38041. /**
  38042. * Maximum allowed distance of the camera to the target (The camera can not get further).
  38043. * This can help limiting how the Camera is able to move in the scene.
  38044. */
  38045. upperRadiusLimit: Nullable<number>;
  38046. /**
  38047. * Defines the current inertia value used during panning of the camera along the X axis.
  38048. */
  38049. inertialPanningX: number;
  38050. /**
  38051. * Defines the current inertia value used during panning of the camera along the Y axis.
  38052. */
  38053. inertialPanningY: number;
  38054. /**
  38055. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  38056. * Basically if your fingers moves away from more than this distance you will be considered
  38057. * in pinch mode.
  38058. */
  38059. pinchToPanMaxDistance: number;
  38060. /**
  38061. * Defines the maximum distance the camera can pan.
  38062. * This could help keeping the cammera always in your scene.
  38063. */
  38064. panningDistanceLimit: Nullable<number>;
  38065. /**
  38066. * Defines the target of the camera before paning.
  38067. */
  38068. panningOriginTarget: Vector3;
  38069. /**
  38070. * Defines the value of the inertia used during panning.
  38071. * 0 would mean stop inertia and one would mean no decelleration at all.
  38072. */
  38073. panningInertia: number;
  38074. /**
  38075. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  38076. */
  38077. angularSensibilityX: number;
  38078. /**
  38079. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  38080. */
  38081. angularSensibilityY: number;
  38082. /**
  38083. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  38084. */
  38085. pinchPrecision: number;
  38086. /**
  38087. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  38088. * It will be used instead of pinchDeltaPrecision if different from 0.
  38089. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38090. */
  38091. pinchDeltaPercentage: number;
  38092. /**
  38093. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  38094. */
  38095. panningSensibility: number;
  38096. /**
  38097. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  38098. */
  38099. keysUp: number[];
  38100. /**
  38101. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  38102. */
  38103. keysDown: number[];
  38104. /**
  38105. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  38106. */
  38107. keysLeft: number[];
  38108. /**
  38109. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  38110. */
  38111. keysRight: number[];
  38112. /**
  38113. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  38114. */
  38115. wheelPrecision: number;
  38116. /**
  38117. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  38118. * It will be used instead of pinchDeltaPrecision if different from 0.
  38119. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38120. */
  38121. wheelDeltaPercentage: number;
  38122. /**
  38123. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  38124. */
  38125. zoomOnFactor: number;
  38126. /**
  38127. * Defines a screen offset for the camera position.
  38128. */
  38129. targetScreenOffset: Vector2;
  38130. /**
  38131. * Allows the camera to be completely reversed.
  38132. * If false the camera can not arrive upside down.
  38133. */
  38134. allowUpsideDown: boolean;
  38135. /**
  38136. * Define if double tap/click is used to restore the previously saved state of the camera.
  38137. */
  38138. useInputToRestoreState: boolean;
  38139. /** @hidden */
  38140. _viewMatrix: Matrix;
  38141. /** @hidden */
  38142. _useCtrlForPanning: boolean;
  38143. /** @hidden */
  38144. _panningMouseButton: number;
  38145. /**
  38146. * Defines the input associated to the camera.
  38147. */
  38148. inputs: ArcRotateCameraInputsManager;
  38149. /** @hidden */
  38150. _reset: () => void;
  38151. /**
  38152. * Defines the allowed panning axis.
  38153. */
  38154. panningAxis: Vector3;
  38155. protected _localDirection: Vector3;
  38156. protected _transformedDirection: Vector3;
  38157. private _bouncingBehavior;
  38158. /**
  38159. * Gets the bouncing behavior of the camera if it has been enabled.
  38160. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38161. */
  38162. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  38163. /**
  38164. * Defines if the bouncing behavior of the camera is enabled on the camera.
  38165. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38166. */
  38167. useBouncingBehavior: boolean;
  38168. private _framingBehavior;
  38169. /**
  38170. * Gets the framing behavior of the camera if it has been enabled.
  38171. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38172. */
  38173. readonly framingBehavior: Nullable<FramingBehavior>;
  38174. /**
  38175. * Defines if the framing behavior of the camera is enabled on the camera.
  38176. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38177. */
  38178. useFramingBehavior: boolean;
  38179. private _autoRotationBehavior;
  38180. /**
  38181. * Gets the auto rotation behavior of the camera if it has been enabled.
  38182. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38183. */
  38184. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  38185. /**
  38186. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  38187. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38188. */
  38189. useAutoRotationBehavior: boolean;
  38190. /**
  38191. * Observable triggered when the mesh target has been changed on the camera.
  38192. */
  38193. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  38194. /**
  38195. * Event raised when the camera is colliding with a mesh.
  38196. */
  38197. onCollide: (collidedMesh: AbstractMesh) => void;
  38198. /**
  38199. * Defines whether the camera should check collision with the objects oh the scene.
  38200. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  38201. */
  38202. checkCollisions: boolean;
  38203. /**
  38204. * Defines the collision radius of the camera.
  38205. * This simulates a sphere around the camera.
  38206. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38207. */
  38208. collisionRadius: Vector3;
  38209. protected _collider: Collider;
  38210. protected _previousPosition: Vector3;
  38211. protected _collisionVelocity: Vector3;
  38212. protected _newPosition: Vector3;
  38213. protected _previousAlpha: number;
  38214. protected _previousBeta: number;
  38215. protected _previousRadius: number;
  38216. protected _collisionTriggered: boolean;
  38217. protected _targetBoundingCenter: Nullable<Vector3>;
  38218. private _computationVector;
  38219. /**
  38220. * Instantiates a new ArcRotateCamera in a given scene
  38221. * @param name Defines the name of the camera
  38222. * @param alpha Defines the camera rotation along the logitudinal axis
  38223. * @param beta Defines the camera rotation along the latitudinal axis
  38224. * @param radius Defines the camera distance from its target
  38225. * @param target Defines the camera target
  38226. * @param scene Defines the scene the camera belongs to
  38227. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  38228. */
  38229. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38230. /** @hidden */
  38231. _initCache(): void;
  38232. /** @hidden */
  38233. _updateCache(ignoreParentClass?: boolean): void;
  38234. protected _getTargetPosition(): Vector3;
  38235. private _storedAlpha;
  38236. private _storedBeta;
  38237. private _storedRadius;
  38238. private _storedTarget;
  38239. private _storedTargetScreenOffset;
  38240. /**
  38241. * Stores the current state of the camera (alpha, beta, radius and target)
  38242. * @returns the camera itself
  38243. */
  38244. storeState(): Camera;
  38245. /**
  38246. * @hidden
  38247. * Restored camera state. You must call storeState() first
  38248. */
  38249. _restoreStateValues(): boolean;
  38250. /** @hidden */
  38251. _isSynchronizedViewMatrix(): boolean;
  38252. /**
  38253. * Attached controls to the current camera.
  38254. * @param element Defines the element the controls should be listened from
  38255. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38256. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  38257. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  38258. */
  38259. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  38260. /**
  38261. * Detach the current controls from the camera.
  38262. * The camera will stop reacting to inputs.
  38263. * @param element Defines the element to stop listening the inputs from
  38264. */
  38265. detachControl(element: HTMLElement): void;
  38266. /** @hidden */
  38267. _checkInputs(): void;
  38268. protected _checkLimits(): void;
  38269. /**
  38270. * Rebuilds angles (alpha, beta) and radius from the give position and target
  38271. */
  38272. rebuildAnglesAndRadius(): void;
  38273. /**
  38274. * Use a position to define the current camera related information like alpha, beta and radius
  38275. * @param position Defines the position to set the camera at
  38276. */
  38277. setPosition(position: Vector3): void;
  38278. /**
  38279. * Defines the target the camera should look at.
  38280. * This will automatically adapt alpha beta and radius to fit within the new target.
  38281. * @param target Defines the new target as a Vector or a mesh
  38282. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  38283. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  38284. */
  38285. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  38286. /** @hidden */
  38287. _getViewMatrix(): Matrix;
  38288. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  38289. /**
  38290. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  38291. * @param meshes Defines the mesh to zoom on
  38292. * @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)
  38293. */
  38294. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  38295. /**
  38296. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  38297. * The target will be changed but the radius
  38298. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  38299. * @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)
  38300. */
  38301. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  38302. min: Vector3;
  38303. max: Vector3;
  38304. distance: number;
  38305. }, doNotUpdateMaxZ?: boolean): void;
  38306. /**
  38307. * @override
  38308. * Override Camera.createRigCamera
  38309. */
  38310. createRigCamera(name: string, cameraIndex: number): Camera;
  38311. /**
  38312. * @hidden
  38313. * @override
  38314. * Override Camera._updateRigCameras
  38315. */
  38316. _updateRigCameras(): void;
  38317. /**
  38318. * Destroy the camera and release the current resources hold by it.
  38319. */
  38320. dispose(): void;
  38321. /**
  38322. * Gets the current object class name.
  38323. * @return the class name
  38324. */
  38325. getClassName(): string;
  38326. }
  38327. }
  38328. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  38329. import { Behavior } from "babylonjs/Behaviors/behavior";
  38330. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38331. /**
  38332. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  38333. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38334. */
  38335. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  38336. /**
  38337. * Gets the name of the behavior.
  38338. */
  38339. readonly name: string;
  38340. private _zoomStopsAnimation;
  38341. private _idleRotationSpeed;
  38342. private _idleRotationWaitTime;
  38343. private _idleRotationSpinupTime;
  38344. /**
  38345. * Sets the flag that indicates if user zooming should stop animation.
  38346. */
  38347. /**
  38348. * Gets the flag that indicates if user zooming should stop animation.
  38349. */
  38350. zoomStopsAnimation: boolean;
  38351. /**
  38352. * Sets the default speed at which the camera rotates around the model.
  38353. */
  38354. /**
  38355. * Gets the default speed at which the camera rotates around the model.
  38356. */
  38357. idleRotationSpeed: number;
  38358. /**
  38359. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  38360. */
  38361. /**
  38362. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  38363. */
  38364. idleRotationWaitTime: number;
  38365. /**
  38366. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38367. */
  38368. /**
  38369. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38370. */
  38371. idleRotationSpinupTime: number;
  38372. /**
  38373. * Gets a value indicating if the camera is currently rotating because of this behavior
  38374. */
  38375. readonly rotationInProgress: boolean;
  38376. private _onPrePointerObservableObserver;
  38377. private _onAfterCheckInputsObserver;
  38378. private _attachedCamera;
  38379. private _isPointerDown;
  38380. private _lastFrameTime;
  38381. private _lastInteractionTime;
  38382. private _cameraRotationSpeed;
  38383. /**
  38384. * Initializes the behavior.
  38385. */
  38386. init(): void;
  38387. /**
  38388. * Attaches the behavior to its arc rotate camera.
  38389. * @param camera Defines the camera to attach the behavior to
  38390. */
  38391. attach(camera: ArcRotateCamera): void;
  38392. /**
  38393. * Detaches the behavior from its current arc rotate camera.
  38394. */
  38395. detach(): void;
  38396. /**
  38397. * Returns true if user is scrolling.
  38398. * @return true if user is scrolling.
  38399. */
  38400. private _userIsZooming;
  38401. private _lastFrameRadius;
  38402. private _shouldAnimationStopForInteraction;
  38403. /**
  38404. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38405. */
  38406. private _applyUserInteraction;
  38407. private _userIsMoving;
  38408. }
  38409. }
  38410. declare module "babylonjs/Behaviors/Cameras/index" {
  38411. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38412. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38413. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38414. }
  38415. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38416. import { Mesh } from "babylonjs/Meshes/mesh";
  38417. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38418. import { Behavior } from "babylonjs/Behaviors/behavior";
  38419. /**
  38420. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38421. */
  38422. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38423. private ui;
  38424. /**
  38425. * The name of the behavior
  38426. */
  38427. name: string;
  38428. /**
  38429. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38430. */
  38431. distanceAwayFromFace: number;
  38432. /**
  38433. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38434. */
  38435. distanceAwayFromBottomOfFace: number;
  38436. private _faceVectors;
  38437. private _target;
  38438. private _scene;
  38439. private _onRenderObserver;
  38440. private _tmpMatrix;
  38441. private _tmpVector;
  38442. /**
  38443. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38444. * @param ui The transform node that should be attched to the mesh
  38445. */
  38446. constructor(ui: TransformNode);
  38447. /**
  38448. * Initializes the behavior
  38449. */
  38450. init(): void;
  38451. private _closestFace;
  38452. private _zeroVector;
  38453. private _lookAtTmpMatrix;
  38454. private _lookAtToRef;
  38455. /**
  38456. * Attaches the AttachToBoxBehavior to the passed in mesh
  38457. * @param target The mesh that the specified node will be attached to
  38458. */
  38459. attach(target: Mesh): void;
  38460. /**
  38461. * Detaches the behavior from the mesh
  38462. */
  38463. detach(): void;
  38464. }
  38465. }
  38466. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38467. import { Behavior } from "babylonjs/Behaviors/behavior";
  38468. import { Mesh } from "babylonjs/Meshes/mesh";
  38469. /**
  38470. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38471. */
  38472. export class FadeInOutBehavior implements Behavior<Mesh> {
  38473. /**
  38474. * Time in milliseconds to delay before fading in (Default: 0)
  38475. */
  38476. delay: number;
  38477. /**
  38478. * Time in milliseconds for the mesh to fade in (Default: 300)
  38479. */
  38480. fadeInTime: number;
  38481. private _millisecondsPerFrame;
  38482. private _hovered;
  38483. private _hoverValue;
  38484. private _ownerNode;
  38485. /**
  38486. * Instatiates the FadeInOutBehavior
  38487. */
  38488. constructor();
  38489. /**
  38490. * The name of the behavior
  38491. */
  38492. readonly name: string;
  38493. /**
  38494. * Initializes the behavior
  38495. */
  38496. init(): void;
  38497. /**
  38498. * Attaches the fade behavior on the passed in mesh
  38499. * @param ownerNode The mesh that will be faded in/out once attached
  38500. */
  38501. attach(ownerNode: Mesh): void;
  38502. /**
  38503. * Detaches the behavior from the mesh
  38504. */
  38505. detach(): void;
  38506. /**
  38507. * Triggers the mesh to begin fading in or out
  38508. * @param value if the object should fade in or out (true to fade in)
  38509. */
  38510. fadeIn(value: boolean): void;
  38511. private _update;
  38512. private _setAllVisibility;
  38513. }
  38514. }
  38515. declare module "babylonjs/Misc/pivotTools" {
  38516. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38517. /**
  38518. * Class containing a set of static utilities functions for managing Pivots
  38519. * @hidden
  38520. */
  38521. export class PivotTools {
  38522. private static _PivotCached;
  38523. private static _OldPivotPoint;
  38524. private static _PivotTranslation;
  38525. private static _PivotTmpVector;
  38526. /** @hidden */
  38527. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38528. /** @hidden */
  38529. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38530. }
  38531. }
  38532. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38533. import { Scene } from "babylonjs/scene";
  38534. import { Vector4 } from "babylonjs/Maths/math.vector";
  38535. import { Mesh } from "babylonjs/Meshes/mesh";
  38536. import { Nullable } from "babylonjs/types";
  38537. import { Plane } from "babylonjs/Maths/math.plane";
  38538. /**
  38539. * Class containing static functions to help procedurally build meshes
  38540. */
  38541. export class PlaneBuilder {
  38542. /**
  38543. * Creates a plane mesh
  38544. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38545. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38546. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38547. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38548. * * 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
  38549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38550. * @param name defines the name of the mesh
  38551. * @param options defines the options used to create the mesh
  38552. * @param scene defines the hosting scene
  38553. * @returns the plane mesh
  38554. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38555. */
  38556. static CreatePlane(name: string, options: {
  38557. size?: number;
  38558. width?: number;
  38559. height?: number;
  38560. sideOrientation?: number;
  38561. frontUVs?: Vector4;
  38562. backUVs?: Vector4;
  38563. updatable?: boolean;
  38564. sourcePlane?: Plane;
  38565. }, scene?: Nullable<Scene>): Mesh;
  38566. }
  38567. }
  38568. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38569. import { Behavior } from "babylonjs/Behaviors/behavior";
  38570. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38571. import { Observable } from "babylonjs/Misc/observable";
  38572. import { Vector3 } from "babylonjs/Maths/math.vector";
  38573. import { Ray } from "babylonjs/Culling/ray";
  38574. import "babylonjs/Meshes/Builders/planeBuilder";
  38575. /**
  38576. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38577. */
  38578. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38579. private static _AnyMouseID;
  38580. /**
  38581. * Abstract mesh the behavior is set on
  38582. */
  38583. attachedNode: AbstractMesh;
  38584. private _dragPlane;
  38585. private _scene;
  38586. private _pointerObserver;
  38587. private _beforeRenderObserver;
  38588. private static _planeScene;
  38589. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38590. /**
  38591. * 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)
  38592. */
  38593. maxDragAngle: number;
  38594. /**
  38595. * @hidden
  38596. */
  38597. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38598. /**
  38599. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38600. */
  38601. currentDraggingPointerID: number;
  38602. /**
  38603. * The last position where the pointer hit the drag plane in world space
  38604. */
  38605. lastDragPosition: Vector3;
  38606. /**
  38607. * If the behavior is currently in a dragging state
  38608. */
  38609. dragging: boolean;
  38610. /**
  38611. * 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)
  38612. */
  38613. dragDeltaRatio: number;
  38614. /**
  38615. * If the drag plane orientation should be updated during the dragging (Default: true)
  38616. */
  38617. updateDragPlane: boolean;
  38618. private _debugMode;
  38619. private _moving;
  38620. /**
  38621. * Fires each time the attached mesh is dragged with the pointer
  38622. * * delta between last drag position and current drag position in world space
  38623. * * dragDistance along the drag axis
  38624. * * dragPlaneNormal normal of the current drag plane used during the drag
  38625. * * dragPlanePoint in world space where the drag intersects the drag plane
  38626. */
  38627. onDragObservable: Observable<{
  38628. delta: Vector3;
  38629. dragPlanePoint: Vector3;
  38630. dragPlaneNormal: Vector3;
  38631. dragDistance: number;
  38632. pointerId: number;
  38633. }>;
  38634. /**
  38635. * Fires each time a drag begins (eg. mouse down on mesh)
  38636. */
  38637. onDragStartObservable: Observable<{
  38638. dragPlanePoint: Vector3;
  38639. pointerId: number;
  38640. }>;
  38641. /**
  38642. * Fires each time a drag ends (eg. mouse release after drag)
  38643. */
  38644. onDragEndObservable: Observable<{
  38645. dragPlanePoint: Vector3;
  38646. pointerId: number;
  38647. }>;
  38648. /**
  38649. * If the attached mesh should be moved when dragged
  38650. */
  38651. moveAttached: boolean;
  38652. /**
  38653. * If the drag behavior will react to drag events (Default: true)
  38654. */
  38655. enabled: boolean;
  38656. /**
  38657. * If pointer events should start and release the drag (Default: true)
  38658. */
  38659. startAndReleaseDragOnPointerEvents: boolean;
  38660. /**
  38661. * If camera controls should be detached during the drag
  38662. */
  38663. detachCameraControls: boolean;
  38664. /**
  38665. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38666. */
  38667. useObjectOrienationForDragging: boolean;
  38668. private _options;
  38669. /**
  38670. * Creates a pointer drag behavior that can be attached to a mesh
  38671. * @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)
  38672. */
  38673. constructor(options?: {
  38674. dragAxis?: Vector3;
  38675. dragPlaneNormal?: Vector3;
  38676. });
  38677. /**
  38678. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38679. */
  38680. validateDrag: (targetPosition: Vector3) => boolean;
  38681. /**
  38682. * The name of the behavior
  38683. */
  38684. readonly name: string;
  38685. /**
  38686. * Initializes the behavior
  38687. */
  38688. init(): void;
  38689. private _tmpVector;
  38690. private _alternatePickedPoint;
  38691. private _worldDragAxis;
  38692. private _targetPosition;
  38693. private _attachedElement;
  38694. /**
  38695. * Attaches the drag behavior the passed in mesh
  38696. * @param ownerNode The mesh that will be dragged around once attached
  38697. * @param predicate Predicate to use for pick filtering
  38698. */
  38699. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38700. /**
  38701. * Force relase the drag action by code.
  38702. */
  38703. releaseDrag(): void;
  38704. private _startDragRay;
  38705. private _lastPointerRay;
  38706. /**
  38707. * Simulates the start of a pointer drag event on the behavior
  38708. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38709. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38710. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38711. */
  38712. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38713. private _startDrag;
  38714. private _dragDelta;
  38715. private _moveDrag;
  38716. private _pickWithRayOnDragPlane;
  38717. private _pointA;
  38718. private _pointB;
  38719. private _pointC;
  38720. private _lineA;
  38721. private _lineB;
  38722. private _localAxis;
  38723. private _lookAt;
  38724. private _updateDragPlanePosition;
  38725. /**
  38726. * Detaches the behavior from the mesh
  38727. */
  38728. detach(): void;
  38729. }
  38730. }
  38731. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38732. import { Mesh } from "babylonjs/Meshes/mesh";
  38733. import { Behavior } from "babylonjs/Behaviors/behavior";
  38734. /**
  38735. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38736. */
  38737. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38738. private _dragBehaviorA;
  38739. private _dragBehaviorB;
  38740. private _startDistance;
  38741. private _initialScale;
  38742. private _targetScale;
  38743. private _ownerNode;
  38744. private _sceneRenderObserver;
  38745. /**
  38746. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38747. */
  38748. constructor();
  38749. /**
  38750. * The name of the behavior
  38751. */
  38752. readonly name: string;
  38753. /**
  38754. * Initializes the behavior
  38755. */
  38756. init(): void;
  38757. private _getCurrentDistance;
  38758. /**
  38759. * Attaches the scale behavior the passed in mesh
  38760. * @param ownerNode The mesh that will be scaled around once attached
  38761. */
  38762. attach(ownerNode: Mesh): void;
  38763. /**
  38764. * Detaches the behavior from the mesh
  38765. */
  38766. detach(): void;
  38767. }
  38768. }
  38769. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38770. import { Behavior } from "babylonjs/Behaviors/behavior";
  38771. import { Mesh } from "babylonjs/Meshes/mesh";
  38772. import { Observable } from "babylonjs/Misc/observable";
  38773. /**
  38774. * 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
  38775. */
  38776. export class SixDofDragBehavior implements Behavior<Mesh> {
  38777. private static _virtualScene;
  38778. private _ownerNode;
  38779. private _sceneRenderObserver;
  38780. private _scene;
  38781. private _targetPosition;
  38782. private _virtualOriginMesh;
  38783. private _virtualDragMesh;
  38784. private _pointerObserver;
  38785. private _moving;
  38786. private _startingOrientation;
  38787. /**
  38788. * 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)
  38789. */
  38790. private zDragFactor;
  38791. /**
  38792. * If the object should rotate to face the drag origin
  38793. */
  38794. rotateDraggedObject: boolean;
  38795. /**
  38796. * If the behavior is currently in a dragging state
  38797. */
  38798. dragging: boolean;
  38799. /**
  38800. * 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)
  38801. */
  38802. dragDeltaRatio: number;
  38803. /**
  38804. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38805. */
  38806. currentDraggingPointerID: number;
  38807. /**
  38808. * If camera controls should be detached during the drag
  38809. */
  38810. detachCameraControls: boolean;
  38811. /**
  38812. * Fires each time a drag starts
  38813. */
  38814. onDragStartObservable: Observable<{}>;
  38815. /**
  38816. * Fires each time a drag ends (eg. mouse release after drag)
  38817. */
  38818. onDragEndObservable: Observable<{}>;
  38819. /**
  38820. * 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
  38821. */
  38822. constructor();
  38823. /**
  38824. * The name of the behavior
  38825. */
  38826. readonly name: string;
  38827. /**
  38828. * Initializes the behavior
  38829. */
  38830. init(): void;
  38831. /**
  38832. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38833. */
  38834. private readonly _pointerCamera;
  38835. /**
  38836. * Attaches the scale behavior the passed in mesh
  38837. * @param ownerNode The mesh that will be scaled around once attached
  38838. */
  38839. attach(ownerNode: Mesh): void;
  38840. /**
  38841. * Detaches the behavior from the mesh
  38842. */
  38843. detach(): void;
  38844. }
  38845. }
  38846. declare module "babylonjs/Behaviors/Meshes/index" {
  38847. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38848. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38849. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38850. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38851. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38852. }
  38853. declare module "babylonjs/Behaviors/index" {
  38854. export * from "babylonjs/Behaviors/behavior";
  38855. export * from "babylonjs/Behaviors/Cameras/index";
  38856. export * from "babylonjs/Behaviors/Meshes/index";
  38857. }
  38858. declare module "babylonjs/Bones/boneIKController" {
  38859. import { Bone } from "babylonjs/Bones/bone";
  38860. import { Vector3 } from "babylonjs/Maths/math.vector";
  38861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38862. import { Nullable } from "babylonjs/types";
  38863. /**
  38864. * Class used to apply inverse kinematics to bones
  38865. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38866. */
  38867. export class BoneIKController {
  38868. private static _tmpVecs;
  38869. private static _tmpQuat;
  38870. private static _tmpMats;
  38871. /**
  38872. * Gets or sets the target mesh
  38873. */
  38874. targetMesh: AbstractMesh;
  38875. /** Gets or sets the mesh used as pole */
  38876. poleTargetMesh: AbstractMesh;
  38877. /**
  38878. * Gets or sets the bone used as pole
  38879. */
  38880. poleTargetBone: Nullable<Bone>;
  38881. /**
  38882. * Gets or sets the target position
  38883. */
  38884. targetPosition: Vector3;
  38885. /**
  38886. * Gets or sets the pole target position
  38887. */
  38888. poleTargetPosition: Vector3;
  38889. /**
  38890. * Gets or sets the pole target local offset
  38891. */
  38892. poleTargetLocalOffset: Vector3;
  38893. /**
  38894. * Gets or sets the pole angle
  38895. */
  38896. poleAngle: number;
  38897. /**
  38898. * Gets or sets the mesh associated with the controller
  38899. */
  38900. mesh: AbstractMesh;
  38901. /**
  38902. * 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)
  38903. */
  38904. slerpAmount: number;
  38905. private _bone1Quat;
  38906. private _bone1Mat;
  38907. private _bone2Ang;
  38908. private _bone1;
  38909. private _bone2;
  38910. private _bone1Length;
  38911. private _bone2Length;
  38912. private _maxAngle;
  38913. private _maxReach;
  38914. private _rightHandedSystem;
  38915. private _bendAxis;
  38916. private _slerping;
  38917. private _adjustRoll;
  38918. /**
  38919. * Gets or sets maximum allowed angle
  38920. */
  38921. maxAngle: number;
  38922. /**
  38923. * Creates a new BoneIKController
  38924. * @param mesh defines the mesh to control
  38925. * @param bone defines the bone to control
  38926. * @param options defines options to set up the controller
  38927. */
  38928. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38929. targetMesh?: AbstractMesh;
  38930. poleTargetMesh?: AbstractMesh;
  38931. poleTargetBone?: Bone;
  38932. poleTargetLocalOffset?: Vector3;
  38933. poleAngle?: number;
  38934. bendAxis?: Vector3;
  38935. maxAngle?: number;
  38936. slerpAmount?: number;
  38937. });
  38938. private _setMaxAngle;
  38939. /**
  38940. * Force the controller to update the bones
  38941. */
  38942. update(): void;
  38943. }
  38944. }
  38945. declare module "babylonjs/Bones/boneLookController" {
  38946. import { Vector3 } from "babylonjs/Maths/math.vector";
  38947. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38948. import { Bone } from "babylonjs/Bones/bone";
  38949. import { Space } from "babylonjs/Maths/math.axis";
  38950. /**
  38951. * Class used to make a bone look toward a point in space
  38952. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38953. */
  38954. export class BoneLookController {
  38955. private static _tmpVecs;
  38956. private static _tmpQuat;
  38957. private static _tmpMats;
  38958. /**
  38959. * The target Vector3 that the bone will look at
  38960. */
  38961. target: Vector3;
  38962. /**
  38963. * The mesh that the bone is attached to
  38964. */
  38965. mesh: AbstractMesh;
  38966. /**
  38967. * The bone that will be looking to the target
  38968. */
  38969. bone: Bone;
  38970. /**
  38971. * The up axis of the coordinate system that is used when the bone is rotated
  38972. */
  38973. upAxis: Vector3;
  38974. /**
  38975. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38976. */
  38977. upAxisSpace: Space;
  38978. /**
  38979. * Used to make an adjustment to the yaw of the bone
  38980. */
  38981. adjustYaw: number;
  38982. /**
  38983. * Used to make an adjustment to the pitch of the bone
  38984. */
  38985. adjustPitch: number;
  38986. /**
  38987. * Used to make an adjustment to the roll of the bone
  38988. */
  38989. adjustRoll: number;
  38990. /**
  38991. * 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)
  38992. */
  38993. slerpAmount: number;
  38994. private _minYaw;
  38995. private _maxYaw;
  38996. private _minPitch;
  38997. private _maxPitch;
  38998. private _minYawSin;
  38999. private _minYawCos;
  39000. private _maxYawSin;
  39001. private _maxYawCos;
  39002. private _midYawConstraint;
  39003. private _minPitchTan;
  39004. private _maxPitchTan;
  39005. private _boneQuat;
  39006. private _slerping;
  39007. private _transformYawPitch;
  39008. private _transformYawPitchInv;
  39009. private _firstFrameSkipped;
  39010. private _yawRange;
  39011. private _fowardAxis;
  39012. /**
  39013. * Gets or sets the minimum yaw angle that the bone can look to
  39014. */
  39015. minYaw: number;
  39016. /**
  39017. * Gets or sets the maximum yaw angle that the bone can look to
  39018. */
  39019. maxYaw: number;
  39020. /**
  39021. * Gets or sets the minimum pitch angle that the bone can look to
  39022. */
  39023. minPitch: number;
  39024. /**
  39025. * Gets or sets the maximum pitch angle that the bone can look to
  39026. */
  39027. maxPitch: number;
  39028. /**
  39029. * Create a BoneLookController
  39030. * @param mesh the mesh that the bone belongs to
  39031. * @param bone the bone that will be looking to the target
  39032. * @param target the target Vector3 to look at
  39033. * @param options optional settings:
  39034. * * maxYaw: the maximum angle the bone will yaw to
  39035. * * minYaw: the minimum angle the bone will yaw to
  39036. * * maxPitch: the maximum angle the bone will pitch to
  39037. * * minPitch: the minimum angle the bone will yaw to
  39038. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  39039. * * upAxis: the up axis of the coordinate system
  39040. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  39041. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  39042. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  39043. * * adjustYaw: used to make an adjustment to the yaw of the bone
  39044. * * adjustPitch: used to make an adjustment to the pitch of the bone
  39045. * * adjustRoll: used to make an adjustment to the roll of the bone
  39046. **/
  39047. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  39048. maxYaw?: number;
  39049. minYaw?: number;
  39050. maxPitch?: number;
  39051. minPitch?: number;
  39052. slerpAmount?: number;
  39053. upAxis?: Vector3;
  39054. upAxisSpace?: Space;
  39055. yawAxis?: Vector3;
  39056. pitchAxis?: Vector3;
  39057. adjustYaw?: number;
  39058. adjustPitch?: number;
  39059. adjustRoll?: number;
  39060. });
  39061. /**
  39062. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  39063. */
  39064. update(): void;
  39065. private _getAngleDiff;
  39066. private _getAngleBetween;
  39067. private _isAngleBetween;
  39068. }
  39069. }
  39070. declare module "babylonjs/Bones/index" {
  39071. export * from "babylonjs/Bones/bone";
  39072. export * from "babylonjs/Bones/boneIKController";
  39073. export * from "babylonjs/Bones/boneLookController";
  39074. export * from "babylonjs/Bones/skeleton";
  39075. }
  39076. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  39077. import { Nullable } from "babylonjs/types";
  39078. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39079. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39080. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39081. /**
  39082. * Manage the gamepad inputs to control an arc rotate camera.
  39083. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39084. */
  39085. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  39086. /**
  39087. * Defines the camera the input is attached to.
  39088. */
  39089. camera: ArcRotateCamera;
  39090. /**
  39091. * Defines the gamepad the input is gathering event from.
  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. gamepadRotationSensibility: 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 _yAxisScale;
  39105. /**
  39106. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39107. */
  39108. invertYAxis: boolean;
  39109. private _onGamepadConnectedObserver;
  39110. private _onGamepadDisconnectedObserver;
  39111. /**
  39112. * Attach the input controls to a specific dom element to get the input from.
  39113. * @param element Defines the element the controls should be listened from
  39114. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39115. */
  39116. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39117. /**
  39118. * Detach the current controls from the specified dom element.
  39119. * @param element Defines the element to stop listening the inputs from
  39120. */
  39121. detachControl(element: Nullable<HTMLElement>): void;
  39122. /**
  39123. * Update the current camera state depending on the inputs that have been used this frame.
  39124. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39125. */
  39126. checkInputs(): void;
  39127. /**
  39128. * Gets the class name of the current intput.
  39129. * @returns the class name
  39130. */
  39131. getClassName(): string;
  39132. /**
  39133. * Get the friendly name associated with the input class.
  39134. * @returns the input friendly name
  39135. */
  39136. getSimpleName(): string;
  39137. }
  39138. }
  39139. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  39140. import { Nullable } from "babylonjs/types";
  39141. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39142. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39143. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39144. interface ArcRotateCameraInputsManager {
  39145. /**
  39146. * Add orientation input support to the input manager.
  39147. * @returns the current input manager
  39148. */
  39149. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  39150. }
  39151. }
  39152. /**
  39153. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  39154. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39155. */
  39156. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  39157. /**
  39158. * Defines the camera the input is attached to.
  39159. */
  39160. camera: ArcRotateCamera;
  39161. /**
  39162. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  39163. */
  39164. alphaCorrection: number;
  39165. /**
  39166. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  39167. */
  39168. gammaCorrection: number;
  39169. private _alpha;
  39170. private _gamma;
  39171. private _dirty;
  39172. private _deviceOrientationHandler;
  39173. /**
  39174. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  39175. */
  39176. constructor();
  39177. /**
  39178. * Attach the input controls to a specific dom element to get the input from.
  39179. * @param element Defines the element the controls should be listened from
  39180. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39181. */
  39182. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39183. /** @hidden */
  39184. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  39185. /**
  39186. * Update the current camera state depending on the inputs that have been used this frame.
  39187. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39188. */
  39189. checkInputs(): void;
  39190. /**
  39191. * Detach the current controls from the specified dom element.
  39192. * @param element Defines the element to stop listening the inputs from
  39193. */
  39194. detachControl(element: Nullable<HTMLElement>): void;
  39195. /**
  39196. * Gets the class name of the current intput.
  39197. * @returns the class name
  39198. */
  39199. getClassName(): string;
  39200. /**
  39201. * Get the friendly name associated with the input class.
  39202. * @returns the input friendly name
  39203. */
  39204. getSimpleName(): string;
  39205. }
  39206. }
  39207. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  39208. import { Nullable } from "babylonjs/types";
  39209. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39210. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39211. /**
  39212. * Listen to mouse events to control the camera.
  39213. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39214. */
  39215. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  39216. /**
  39217. * Defines the camera the input is attached to.
  39218. */
  39219. camera: FlyCamera;
  39220. /**
  39221. * Defines if touch is enabled. (Default is true.)
  39222. */
  39223. touchEnabled: boolean;
  39224. /**
  39225. * Defines the buttons associated with the input to handle camera rotation.
  39226. */
  39227. buttons: number[];
  39228. /**
  39229. * Assign buttons for Yaw control.
  39230. */
  39231. buttonsYaw: number[];
  39232. /**
  39233. * Assign buttons for Pitch control.
  39234. */
  39235. buttonsPitch: number[];
  39236. /**
  39237. * Assign buttons for Roll control.
  39238. */
  39239. buttonsRoll: number[];
  39240. /**
  39241. * Detect if any button is being pressed while mouse is moved.
  39242. * -1 = Mouse locked.
  39243. * 0 = Left button.
  39244. * 1 = Middle Button.
  39245. * 2 = Right Button.
  39246. */
  39247. activeButton: number;
  39248. /**
  39249. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  39250. * Higher values reduce its sensitivity.
  39251. */
  39252. angularSensibility: number;
  39253. private _mousemoveCallback;
  39254. private _observer;
  39255. private _rollObserver;
  39256. private previousPosition;
  39257. private noPreventDefault;
  39258. private element;
  39259. /**
  39260. * Listen to mouse events to control the camera.
  39261. * @param touchEnabled Define if touch is enabled. (Default is true.)
  39262. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39263. */
  39264. constructor(touchEnabled?: boolean);
  39265. /**
  39266. * Attach the mouse control to the HTML DOM element.
  39267. * @param element Defines the element that listens to the input events.
  39268. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  39269. */
  39270. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39271. /**
  39272. * Detach the current controls from the specified dom element.
  39273. * @param element Defines the element to stop listening the inputs from
  39274. */
  39275. detachControl(element: Nullable<HTMLElement>): void;
  39276. /**
  39277. * Gets the class name of the current input.
  39278. * @returns the class name.
  39279. */
  39280. getClassName(): string;
  39281. /**
  39282. * Get the friendly name associated with the input class.
  39283. * @returns the input's friendly name.
  39284. */
  39285. getSimpleName(): string;
  39286. private _pointerInput;
  39287. private _onMouseMove;
  39288. /**
  39289. * Rotate camera by mouse offset.
  39290. */
  39291. private rotateCamera;
  39292. }
  39293. }
  39294. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  39295. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39296. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39297. /**
  39298. * Default Inputs manager for the FlyCamera.
  39299. * It groups all the default supported inputs for ease of use.
  39300. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39301. */
  39302. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  39303. /**
  39304. * Instantiates a new FlyCameraInputsManager.
  39305. * @param camera Defines the camera the inputs belong to.
  39306. */
  39307. constructor(camera: FlyCamera);
  39308. /**
  39309. * Add keyboard input support to the input manager.
  39310. * @returns the new FlyCameraKeyboardMoveInput().
  39311. */
  39312. addKeyboard(): FlyCameraInputsManager;
  39313. /**
  39314. * Add mouse input support to the input manager.
  39315. * @param touchEnabled Enable touch screen support.
  39316. * @returns the new FlyCameraMouseInput().
  39317. */
  39318. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  39319. }
  39320. }
  39321. declare module "babylonjs/Cameras/flyCamera" {
  39322. import { Scene } from "babylonjs/scene";
  39323. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  39324. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39325. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39326. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  39327. /**
  39328. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39329. * such as in a 3D Space Shooter or a Flight Simulator.
  39330. */
  39331. export class FlyCamera extends TargetCamera {
  39332. /**
  39333. * Define the collision ellipsoid of the camera.
  39334. * This is helpful for simulating a camera body, like a player's body.
  39335. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39336. */
  39337. ellipsoid: Vector3;
  39338. /**
  39339. * Define an offset for the position of the ellipsoid around the camera.
  39340. * This can be helpful if the camera is attached away from the player's body center,
  39341. * such as at its head.
  39342. */
  39343. ellipsoidOffset: Vector3;
  39344. /**
  39345. * Enable or disable collisions of the camera with the rest of the scene objects.
  39346. */
  39347. checkCollisions: boolean;
  39348. /**
  39349. * Enable or disable gravity on the camera.
  39350. */
  39351. applyGravity: boolean;
  39352. /**
  39353. * Define the current direction the camera is moving to.
  39354. */
  39355. cameraDirection: Vector3;
  39356. /**
  39357. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  39358. * This overrides and empties cameraRotation.
  39359. */
  39360. rotationQuaternion: Quaternion;
  39361. /**
  39362. * Track Roll to maintain the wanted Rolling when looking around.
  39363. */
  39364. _trackRoll: number;
  39365. /**
  39366. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  39367. */
  39368. rollCorrect: number;
  39369. /**
  39370. * Mimic a banked turn, Rolling the camera when Yawing.
  39371. * It's recommended to use rollCorrect = 10 for faster banking correction.
  39372. */
  39373. bankedTurn: boolean;
  39374. /**
  39375. * Limit in radians for how much Roll banking will add. (Default: 90°)
  39376. */
  39377. bankedTurnLimit: number;
  39378. /**
  39379. * Value of 0 disables the banked Roll.
  39380. * Value of 1 is equal to the Yaw angle in radians.
  39381. */
  39382. bankedTurnMultiplier: number;
  39383. /**
  39384. * The inputs manager loads all the input sources, such as keyboard and mouse.
  39385. */
  39386. inputs: FlyCameraInputsManager;
  39387. /**
  39388. * Gets the input sensibility for mouse input.
  39389. * Higher values reduce sensitivity.
  39390. */
  39391. /**
  39392. * Sets the input sensibility for a mouse input.
  39393. * Higher values reduce sensitivity.
  39394. */
  39395. angularSensibility: number;
  39396. /**
  39397. * Get the keys for camera movement forward.
  39398. */
  39399. /**
  39400. * Set the keys for camera movement forward.
  39401. */
  39402. keysForward: number[];
  39403. /**
  39404. * Get the keys for camera movement backward.
  39405. */
  39406. keysBackward: number[];
  39407. /**
  39408. * Get the keys for camera movement up.
  39409. */
  39410. /**
  39411. * Set the keys for camera movement up.
  39412. */
  39413. keysUp: number[];
  39414. /**
  39415. * Get the keys for camera movement down.
  39416. */
  39417. /**
  39418. * Set the keys for camera movement down.
  39419. */
  39420. keysDown: number[];
  39421. /**
  39422. * Get the keys for camera movement left.
  39423. */
  39424. /**
  39425. * Set the keys for camera movement left.
  39426. */
  39427. keysLeft: number[];
  39428. /**
  39429. * Set the keys for camera movement right.
  39430. */
  39431. /**
  39432. * Set the keys for camera movement right.
  39433. */
  39434. keysRight: number[];
  39435. /**
  39436. * Event raised when the camera collides with a mesh in the scene.
  39437. */
  39438. onCollide: (collidedMesh: AbstractMesh) => void;
  39439. private _collider;
  39440. private _needMoveForGravity;
  39441. private _oldPosition;
  39442. private _diffPosition;
  39443. private _newPosition;
  39444. /** @hidden */
  39445. _localDirection: Vector3;
  39446. /** @hidden */
  39447. _transformedDirection: Vector3;
  39448. /**
  39449. * Instantiates a FlyCamera.
  39450. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39451. * such as in a 3D Space Shooter or a Flight Simulator.
  39452. * @param name Define the name of the camera in the scene.
  39453. * @param position Define the starting position of the camera in the scene.
  39454. * @param scene Define the scene the camera belongs to.
  39455. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39456. */
  39457. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39458. /**
  39459. * Attach a control to the HTML DOM element.
  39460. * @param element Defines the element that listens to the input events.
  39461. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39462. */
  39463. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39464. /**
  39465. * Detach a control from the HTML DOM element.
  39466. * The camera will stop reacting to that input.
  39467. * @param element Defines the element that listens to the input events.
  39468. */
  39469. detachControl(element: HTMLElement): void;
  39470. private _collisionMask;
  39471. /**
  39472. * Get the mask that the camera ignores in collision events.
  39473. */
  39474. /**
  39475. * Set the mask that the camera ignores in collision events.
  39476. */
  39477. collisionMask: number;
  39478. /** @hidden */
  39479. _collideWithWorld(displacement: Vector3): void;
  39480. /** @hidden */
  39481. private _onCollisionPositionChange;
  39482. /** @hidden */
  39483. _checkInputs(): void;
  39484. /** @hidden */
  39485. _decideIfNeedsToMove(): boolean;
  39486. /** @hidden */
  39487. _updatePosition(): void;
  39488. /**
  39489. * Restore the Roll to its target value at the rate specified.
  39490. * @param rate - Higher means slower restoring.
  39491. * @hidden
  39492. */
  39493. restoreRoll(rate: number): void;
  39494. /**
  39495. * Destroy the camera and release the current resources held by it.
  39496. */
  39497. dispose(): void;
  39498. /**
  39499. * Get the current object class name.
  39500. * @returns the class name.
  39501. */
  39502. getClassName(): string;
  39503. }
  39504. }
  39505. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39506. import { Nullable } from "babylonjs/types";
  39507. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39508. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39509. /**
  39510. * Listen to keyboard events to control the camera.
  39511. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39512. */
  39513. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39514. /**
  39515. * Defines the camera the input is attached to.
  39516. */
  39517. camera: FlyCamera;
  39518. /**
  39519. * The list of keyboard keys used to control the forward move of the camera.
  39520. */
  39521. keysForward: number[];
  39522. /**
  39523. * The list of keyboard keys used to control the backward move of the camera.
  39524. */
  39525. keysBackward: number[];
  39526. /**
  39527. * The list of keyboard keys used to control the forward move of the camera.
  39528. */
  39529. keysUp: number[];
  39530. /**
  39531. * The list of keyboard keys used to control the backward move of the camera.
  39532. */
  39533. keysDown: number[];
  39534. /**
  39535. * The list of keyboard keys used to control the right strafe move of the camera.
  39536. */
  39537. keysRight: number[];
  39538. /**
  39539. * The list of keyboard keys used to control the left strafe move of the camera.
  39540. */
  39541. keysLeft: number[];
  39542. private _keys;
  39543. private _onCanvasBlurObserver;
  39544. private _onKeyboardObserver;
  39545. private _engine;
  39546. private _scene;
  39547. /**
  39548. * Attach the input controls to a specific dom element to get the input from.
  39549. * @param element Defines the element the controls should be listened from
  39550. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39551. */
  39552. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39553. /**
  39554. * Detach the current controls from the specified dom element.
  39555. * @param element Defines the element to stop listening the inputs from
  39556. */
  39557. detachControl(element: Nullable<HTMLElement>): void;
  39558. /**
  39559. * Gets the class name of the current intput.
  39560. * @returns the class name
  39561. */
  39562. getClassName(): string;
  39563. /** @hidden */
  39564. _onLostFocus(e: FocusEvent): void;
  39565. /**
  39566. * Get the friendly name associated with the input class.
  39567. * @returns the input friendly name
  39568. */
  39569. getSimpleName(): string;
  39570. /**
  39571. * Update the current camera state depending on the inputs that have been used this frame.
  39572. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39573. */
  39574. checkInputs(): void;
  39575. }
  39576. }
  39577. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39578. import { Nullable } from "babylonjs/types";
  39579. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39580. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39581. /**
  39582. * Manage the mouse wheel inputs to control a follow camera.
  39583. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39584. */
  39585. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39586. /**
  39587. * Defines the camera the input is attached to.
  39588. */
  39589. camera: FollowCamera;
  39590. /**
  39591. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39592. */
  39593. axisControlRadius: boolean;
  39594. /**
  39595. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39596. */
  39597. axisControlHeight: boolean;
  39598. /**
  39599. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39600. */
  39601. axisControlRotation: boolean;
  39602. /**
  39603. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39604. * relation to mouseWheel events.
  39605. */
  39606. wheelPrecision: number;
  39607. /**
  39608. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39609. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39610. */
  39611. wheelDeltaPercentage: number;
  39612. private _wheel;
  39613. private _observer;
  39614. /**
  39615. * Attach the input controls to a specific dom element to get the input from.
  39616. * @param element Defines the element the controls should be listened from
  39617. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39618. */
  39619. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39620. /**
  39621. * Detach the current controls from the specified dom element.
  39622. * @param element Defines the element to stop listening the inputs from
  39623. */
  39624. detachControl(element: Nullable<HTMLElement>): void;
  39625. /**
  39626. * Gets the class name of the current intput.
  39627. * @returns the class name
  39628. */
  39629. getClassName(): string;
  39630. /**
  39631. * Get the friendly name associated with the input class.
  39632. * @returns the input friendly name
  39633. */
  39634. getSimpleName(): string;
  39635. }
  39636. }
  39637. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39638. import { Nullable } from "babylonjs/types";
  39639. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39640. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39641. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39642. /**
  39643. * Manage the pointers inputs to control an follow camera.
  39644. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39645. */
  39646. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39647. /**
  39648. * Defines the camera the input is attached to.
  39649. */
  39650. camera: FollowCamera;
  39651. /**
  39652. * Gets the class name of the current input.
  39653. * @returns the class name
  39654. */
  39655. getClassName(): string;
  39656. /**
  39657. * Defines the pointer angular sensibility along the X axis or how fast is
  39658. * the camera rotating.
  39659. * A negative number will reverse the axis direction.
  39660. */
  39661. angularSensibilityX: number;
  39662. /**
  39663. * Defines the pointer angular sensibility along the Y axis or how fast is
  39664. * the camera rotating.
  39665. * A negative number will reverse the axis direction.
  39666. */
  39667. angularSensibilityY: number;
  39668. /**
  39669. * Defines the pointer pinch precision or how fast is the camera zooming.
  39670. * A negative number will reverse the axis direction.
  39671. */
  39672. pinchPrecision: number;
  39673. /**
  39674. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39675. * from 0.
  39676. * It defines the percentage of current camera.radius to use as delta when
  39677. * pinch zoom is used.
  39678. */
  39679. pinchDeltaPercentage: number;
  39680. /**
  39681. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39682. */
  39683. axisXControlRadius: boolean;
  39684. /**
  39685. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39686. */
  39687. axisXControlHeight: boolean;
  39688. /**
  39689. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39690. */
  39691. axisXControlRotation: boolean;
  39692. /**
  39693. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39694. */
  39695. axisYControlRadius: boolean;
  39696. /**
  39697. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39698. */
  39699. axisYControlHeight: boolean;
  39700. /**
  39701. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39702. */
  39703. axisYControlRotation: boolean;
  39704. /**
  39705. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39706. */
  39707. axisPinchControlRadius: boolean;
  39708. /**
  39709. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39710. */
  39711. axisPinchControlHeight: boolean;
  39712. /**
  39713. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39714. */
  39715. axisPinchControlRotation: boolean;
  39716. /**
  39717. * Log error messages if basic misconfiguration has occurred.
  39718. */
  39719. warningEnable: boolean;
  39720. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39721. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39722. private _warningCounter;
  39723. private _warning;
  39724. }
  39725. }
  39726. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39727. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39728. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39729. /**
  39730. * Default Inputs manager for the FollowCamera.
  39731. * It groups all the default supported inputs for ease of use.
  39732. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39733. */
  39734. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39735. /**
  39736. * Instantiates a new FollowCameraInputsManager.
  39737. * @param camera Defines the camera the inputs belong to
  39738. */
  39739. constructor(camera: FollowCamera);
  39740. /**
  39741. * Add keyboard input support to the input manager.
  39742. * @returns the current input manager
  39743. */
  39744. addKeyboard(): FollowCameraInputsManager;
  39745. /**
  39746. * Add mouse wheel input support to the input manager.
  39747. * @returns the current input manager
  39748. */
  39749. addMouseWheel(): FollowCameraInputsManager;
  39750. /**
  39751. * Add pointers input support to the input manager.
  39752. * @returns the current input manager
  39753. */
  39754. addPointers(): FollowCameraInputsManager;
  39755. /**
  39756. * Add orientation input support to the input manager.
  39757. * @returns the current input manager
  39758. */
  39759. addVRDeviceOrientation(): FollowCameraInputsManager;
  39760. }
  39761. }
  39762. declare module "babylonjs/Cameras/followCamera" {
  39763. import { Nullable } from "babylonjs/types";
  39764. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39765. import { Scene } from "babylonjs/scene";
  39766. import { Vector3 } from "babylonjs/Maths/math.vector";
  39767. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39768. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39769. /**
  39770. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39771. * an arc rotate version arcFollowCamera are available.
  39772. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39773. */
  39774. export class FollowCamera extends TargetCamera {
  39775. /**
  39776. * Distance the follow camera should follow an object at
  39777. */
  39778. radius: number;
  39779. /**
  39780. * Minimum allowed distance of the camera to the axis of rotation
  39781. * (The camera can not get closer).
  39782. * This can help limiting how the Camera is able to move in the scene.
  39783. */
  39784. lowerRadiusLimit: Nullable<number>;
  39785. /**
  39786. * Maximum allowed distance of the camera to the axis of rotation
  39787. * (The camera can not get further).
  39788. * This can help limiting how the Camera is able to move in the scene.
  39789. */
  39790. upperRadiusLimit: Nullable<number>;
  39791. /**
  39792. * Define a rotation offset between the camera and the object it follows
  39793. */
  39794. rotationOffset: number;
  39795. /**
  39796. * Minimum allowed angle to camera position relative to target object.
  39797. * This can help limiting how the Camera is able to move in the scene.
  39798. */
  39799. lowerRotationOffsetLimit: Nullable<number>;
  39800. /**
  39801. * Maximum allowed angle to camera position relative to target object.
  39802. * This can help limiting how the Camera is able to move in the scene.
  39803. */
  39804. upperRotationOffsetLimit: Nullable<number>;
  39805. /**
  39806. * Define a height offset between the camera and the object it follows.
  39807. * It can help following an object from the top (like a car chaing a plane)
  39808. */
  39809. heightOffset: number;
  39810. /**
  39811. * Minimum allowed height of camera position relative to target object.
  39812. * This can help limiting how the Camera is able to move in the scene.
  39813. */
  39814. lowerHeightOffsetLimit: Nullable<number>;
  39815. /**
  39816. * Maximum allowed height of camera position relative to target object.
  39817. * This can help limiting how the Camera is able to move in the scene.
  39818. */
  39819. upperHeightOffsetLimit: Nullable<number>;
  39820. /**
  39821. * Define how fast the camera can accelerate to follow it s target.
  39822. */
  39823. cameraAcceleration: number;
  39824. /**
  39825. * Define the speed limit of the camera following an object.
  39826. */
  39827. maxCameraSpeed: number;
  39828. /**
  39829. * Define the target of the camera.
  39830. */
  39831. lockedTarget: Nullable<AbstractMesh>;
  39832. /**
  39833. * Defines the input associated with the camera.
  39834. */
  39835. inputs: FollowCameraInputsManager;
  39836. /**
  39837. * Instantiates the follow camera.
  39838. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39839. * @param name Define the name of the camera in the scene
  39840. * @param position Define the position of the camera
  39841. * @param scene Define the scene the camera belong to
  39842. * @param lockedTarget Define the target of the camera
  39843. */
  39844. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39845. private _follow;
  39846. /**
  39847. * Attached controls to the current camera.
  39848. * @param element Defines the element the controls should be listened from
  39849. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39850. */
  39851. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39852. /**
  39853. * Detach the current controls from the camera.
  39854. * The camera will stop reacting to inputs.
  39855. * @param element Defines the element to stop listening the inputs from
  39856. */
  39857. detachControl(element: HTMLElement): void;
  39858. /** @hidden */
  39859. _checkInputs(): void;
  39860. private _checkLimits;
  39861. /**
  39862. * Gets the camera class name.
  39863. * @returns the class name
  39864. */
  39865. getClassName(): string;
  39866. }
  39867. /**
  39868. * Arc Rotate version of the follow camera.
  39869. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39870. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39871. */
  39872. export class ArcFollowCamera extends TargetCamera {
  39873. /** The longitudinal angle of the camera */
  39874. alpha: number;
  39875. /** The latitudinal angle of the camera */
  39876. beta: number;
  39877. /** The radius of the camera from its target */
  39878. radius: number;
  39879. /** Define the camera target (the messh it should follow) */
  39880. target: Nullable<AbstractMesh>;
  39881. private _cartesianCoordinates;
  39882. /**
  39883. * Instantiates a new ArcFollowCamera
  39884. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39885. * @param name Define the name of the camera
  39886. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39887. * @param beta Define the rotation angle of the camera around the elevation axis
  39888. * @param radius Define the radius of the camera from its target point
  39889. * @param target Define the target of the camera
  39890. * @param scene Define the scene the camera belongs to
  39891. */
  39892. constructor(name: string,
  39893. /** The longitudinal angle of the camera */
  39894. alpha: number,
  39895. /** The latitudinal angle of the camera */
  39896. beta: number,
  39897. /** The radius of the camera from its target */
  39898. radius: number,
  39899. /** Define the camera target (the messh it should follow) */
  39900. target: Nullable<AbstractMesh>, scene: Scene);
  39901. private _follow;
  39902. /** @hidden */
  39903. _checkInputs(): void;
  39904. /**
  39905. * Returns the class name of the object.
  39906. * It is mostly used internally for serialization purposes.
  39907. */
  39908. getClassName(): string;
  39909. }
  39910. }
  39911. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39912. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39913. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39914. import { Nullable } from "babylonjs/types";
  39915. /**
  39916. * Manage the keyboard inputs to control the movement of a follow camera.
  39917. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39918. */
  39919. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39920. /**
  39921. * Defines the camera the input is attached to.
  39922. */
  39923. camera: FollowCamera;
  39924. /**
  39925. * Defines the list of key codes associated with the up action (increase heightOffset)
  39926. */
  39927. keysHeightOffsetIncr: number[];
  39928. /**
  39929. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39930. */
  39931. keysHeightOffsetDecr: number[];
  39932. /**
  39933. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39934. */
  39935. keysHeightOffsetModifierAlt: boolean;
  39936. /**
  39937. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39938. */
  39939. keysHeightOffsetModifierCtrl: boolean;
  39940. /**
  39941. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39942. */
  39943. keysHeightOffsetModifierShift: boolean;
  39944. /**
  39945. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39946. */
  39947. keysRotationOffsetIncr: number[];
  39948. /**
  39949. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39950. */
  39951. keysRotationOffsetDecr: number[];
  39952. /**
  39953. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39954. */
  39955. keysRotationOffsetModifierAlt: boolean;
  39956. /**
  39957. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39958. */
  39959. keysRotationOffsetModifierCtrl: boolean;
  39960. /**
  39961. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39962. */
  39963. keysRotationOffsetModifierShift: boolean;
  39964. /**
  39965. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39966. */
  39967. keysRadiusIncr: number[];
  39968. /**
  39969. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39970. */
  39971. keysRadiusDecr: number[];
  39972. /**
  39973. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39974. */
  39975. keysRadiusModifierAlt: boolean;
  39976. /**
  39977. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39978. */
  39979. keysRadiusModifierCtrl: boolean;
  39980. /**
  39981. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39982. */
  39983. keysRadiusModifierShift: boolean;
  39984. /**
  39985. * Defines the rate of change of heightOffset.
  39986. */
  39987. heightSensibility: number;
  39988. /**
  39989. * Defines the rate of change of rotationOffset.
  39990. */
  39991. rotationSensibility: number;
  39992. /**
  39993. * Defines the rate of change of radius.
  39994. */
  39995. radiusSensibility: number;
  39996. private _keys;
  39997. private _ctrlPressed;
  39998. private _altPressed;
  39999. private _shiftPressed;
  40000. private _onCanvasBlurObserver;
  40001. private _onKeyboardObserver;
  40002. private _engine;
  40003. private _scene;
  40004. /**
  40005. * Attach the input controls to a specific dom element to get the input from.
  40006. * @param element Defines the element the controls should be listened from
  40007. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40008. */
  40009. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40010. /**
  40011. * Detach the current controls from the specified dom element.
  40012. * @param element Defines the element to stop listening the inputs from
  40013. */
  40014. detachControl(element: Nullable<HTMLElement>): void;
  40015. /**
  40016. * Update the current camera state depending on the inputs that have been used this frame.
  40017. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40018. */
  40019. checkInputs(): void;
  40020. /**
  40021. * Gets the class name of the current input.
  40022. * @returns the class name
  40023. */
  40024. getClassName(): string;
  40025. /**
  40026. * Get the friendly name associated with the input class.
  40027. * @returns the input friendly name
  40028. */
  40029. getSimpleName(): string;
  40030. /**
  40031. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  40032. * allow modification of the heightOffset value.
  40033. */
  40034. private _modifierHeightOffset;
  40035. /**
  40036. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  40037. * allow modification of the rotationOffset value.
  40038. */
  40039. private _modifierRotationOffset;
  40040. /**
  40041. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  40042. * allow modification of the radius value.
  40043. */
  40044. private _modifierRadius;
  40045. }
  40046. }
  40047. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  40048. import { Nullable } from "babylonjs/types";
  40049. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40050. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40051. import { Observable } from "babylonjs/Misc/observable";
  40052. module "babylonjs/Cameras/freeCameraInputsManager" {
  40053. interface FreeCameraInputsManager {
  40054. /**
  40055. * @hidden
  40056. */
  40057. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  40058. /**
  40059. * Add orientation input support to the input manager.
  40060. * @returns the current input manager
  40061. */
  40062. addDeviceOrientation(): FreeCameraInputsManager;
  40063. }
  40064. }
  40065. /**
  40066. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  40067. * Screen rotation is taken into account.
  40068. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40069. */
  40070. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  40071. private _camera;
  40072. private _screenOrientationAngle;
  40073. private _constantTranform;
  40074. private _screenQuaternion;
  40075. private _alpha;
  40076. private _beta;
  40077. private _gamma;
  40078. /**
  40079. * Can be used to detect if a device orientation sensor is availible on a device
  40080. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  40081. * @returns a promise that will resolve on orientation change
  40082. */
  40083. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  40084. /**
  40085. * @hidden
  40086. */
  40087. _onDeviceOrientationChangedObservable: Observable<void>;
  40088. /**
  40089. * Instantiates a new input
  40090. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40091. */
  40092. constructor();
  40093. /**
  40094. * Define the camera controlled by the input.
  40095. */
  40096. camera: FreeCamera;
  40097. /**
  40098. * Attach the input controls to a specific dom element to get the input from.
  40099. * @param element Defines the element the controls should be listened from
  40100. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40101. */
  40102. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40103. private _orientationChanged;
  40104. private _deviceOrientation;
  40105. /**
  40106. * Detach the current controls from the specified dom element.
  40107. * @param element Defines the element to stop listening the inputs from
  40108. */
  40109. detachControl(element: Nullable<HTMLElement>): void;
  40110. /**
  40111. * Update the current camera state depending on the inputs that have been used this frame.
  40112. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40113. */
  40114. checkInputs(): void;
  40115. /**
  40116. * Gets the class name of the current intput.
  40117. * @returns the class name
  40118. */
  40119. getClassName(): string;
  40120. /**
  40121. * Get the friendly name associated with the input class.
  40122. * @returns the input friendly name
  40123. */
  40124. getSimpleName(): string;
  40125. }
  40126. }
  40127. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  40128. import { Nullable } from "babylonjs/types";
  40129. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40130. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40131. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40132. /**
  40133. * Manage the gamepad inputs to control a free camera.
  40134. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40135. */
  40136. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  40137. /**
  40138. * Define the camera the input is attached to.
  40139. */
  40140. camera: FreeCamera;
  40141. /**
  40142. * Define the Gamepad controlling the input
  40143. */
  40144. gamepad: Nullable<Gamepad>;
  40145. /**
  40146. * Defines the gamepad rotation sensiblity.
  40147. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40148. */
  40149. gamepadAngularSensibility: number;
  40150. /**
  40151. * Defines the gamepad move sensiblity.
  40152. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40153. */
  40154. gamepadMoveSensibility: number;
  40155. private _yAxisScale;
  40156. /**
  40157. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  40158. */
  40159. invertYAxis: boolean;
  40160. private _onGamepadConnectedObserver;
  40161. private _onGamepadDisconnectedObserver;
  40162. private _cameraTransform;
  40163. private _deltaTransform;
  40164. private _vector3;
  40165. private _vector2;
  40166. /**
  40167. * Attach the input controls to a specific dom element to get the input from.
  40168. * @param element Defines the element the controls should be listened from
  40169. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40170. */
  40171. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40172. /**
  40173. * Detach the current controls from the specified dom element.
  40174. * @param element Defines the element to stop listening the inputs from
  40175. */
  40176. detachControl(element: Nullable<HTMLElement>): void;
  40177. /**
  40178. * Update the current camera state depending on the inputs that have been used this frame.
  40179. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40180. */
  40181. checkInputs(): void;
  40182. /**
  40183. * Gets the class name of the current intput.
  40184. * @returns the class name
  40185. */
  40186. getClassName(): string;
  40187. /**
  40188. * Get the friendly name associated with the input class.
  40189. * @returns the input friendly name
  40190. */
  40191. getSimpleName(): string;
  40192. }
  40193. }
  40194. declare module "babylonjs/Misc/virtualJoystick" {
  40195. import { Nullable } from "babylonjs/types";
  40196. import { Vector3 } from "babylonjs/Maths/math.vector";
  40197. /**
  40198. * Defines the potential axis of a Joystick
  40199. */
  40200. export enum JoystickAxis {
  40201. /** X axis */
  40202. X = 0,
  40203. /** Y axis */
  40204. Y = 1,
  40205. /** Z axis */
  40206. Z = 2
  40207. }
  40208. /**
  40209. * Class used to define virtual joystick (used in touch mode)
  40210. */
  40211. export class VirtualJoystick {
  40212. /**
  40213. * Gets or sets a boolean indicating that left and right values must be inverted
  40214. */
  40215. reverseLeftRight: boolean;
  40216. /**
  40217. * Gets or sets a boolean indicating that up and down values must be inverted
  40218. */
  40219. reverseUpDown: boolean;
  40220. /**
  40221. * Gets the offset value for the position (ie. the change of the position value)
  40222. */
  40223. deltaPosition: Vector3;
  40224. /**
  40225. * Gets a boolean indicating if the virtual joystick was pressed
  40226. */
  40227. pressed: boolean;
  40228. /**
  40229. * Canvas the virtual joystick will render onto, default z-index of this is 5
  40230. */
  40231. static Canvas: Nullable<HTMLCanvasElement>;
  40232. private static _globalJoystickIndex;
  40233. private static vjCanvasContext;
  40234. private static vjCanvasWidth;
  40235. private static vjCanvasHeight;
  40236. private static halfWidth;
  40237. private _action;
  40238. private _axisTargetedByLeftAndRight;
  40239. private _axisTargetedByUpAndDown;
  40240. private _joystickSensibility;
  40241. private _inversedSensibility;
  40242. private _joystickPointerID;
  40243. private _joystickColor;
  40244. private _joystickPointerPos;
  40245. private _joystickPreviousPointerPos;
  40246. private _joystickPointerStartPos;
  40247. private _deltaJoystickVector;
  40248. private _leftJoystick;
  40249. private _touches;
  40250. private _onPointerDownHandlerRef;
  40251. private _onPointerMoveHandlerRef;
  40252. private _onPointerUpHandlerRef;
  40253. private _onResize;
  40254. /**
  40255. * Creates a new virtual joystick
  40256. * @param leftJoystick defines that the joystick is for left hand (false by default)
  40257. */
  40258. constructor(leftJoystick?: boolean);
  40259. /**
  40260. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  40261. * @param newJoystickSensibility defines the new sensibility
  40262. */
  40263. setJoystickSensibility(newJoystickSensibility: number): void;
  40264. private _onPointerDown;
  40265. private _onPointerMove;
  40266. private _onPointerUp;
  40267. /**
  40268. * Change the color of the virtual joystick
  40269. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  40270. */
  40271. setJoystickColor(newColor: string): void;
  40272. /**
  40273. * Defines a callback to call when the joystick is touched
  40274. * @param action defines the callback
  40275. */
  40276. setActionOnTouch(action: () => any): void;
  40277. /**
  40278. * Defines which axis you'd like to control for left & right
  40279. * @param axis defines the axis to use
  40280. */
  40281. setAxisForLeftRight(axis: JoystickAxis): void;
  40282. /**
  40283. * Defines which axis you'd like to control for up & down
  40284. * @param axis defines the axis to use
  40285. */
  40286. setAxisForUpDown(axis: JoystickAxis): void;
  40287. private _drawVirtualJoystick;
  40288. /**
  40289. * Release internal HTML canvas
  40290. */
  40291. releaseCanvas(): void;
  40292. }
  40293. }
  40294. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  40295. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  40296. import { Nullable } from "babylonjs/types";
  40297. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40298. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40299. module "babylonjs/Cameras/freeCameraInputsManager" {
  40300. interface FreeCameraInputsManager {
  40301. /**
  40302. * Add virtual joystick input support to the input manager.
  40303. * @returns the current input manager
  40304. */
  40305. addVirtualJoystick(): FreeCameraInputsManager;
  40306. }
  40307. }
  40308. /**
  40309. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  40310. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40311. */
  40312. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  40313. /**
  40314. * Defines the camera the input is attached to.
  40315. */
  40316. camera: FreeCamera;
  40317. private _leftjoystick;
  40318. private _rightjoystick;
  40319. /**
  40320. * Gets the left stick of the virtual joystick.
  40321. * @returns The virtual Joystick
  40322. */
  40323. getLeftJoystick(): VirtualJoystick;
  40324. /**
  40325. * Gets the right stick of the virtual joystick.
  40326. * @returns The virtual Joystick
  40327. */
  40328. getRightJoystick(): VirtualJoystick;
  40329. /**
  40330. * Update the current camera state depending on the inputs that have been used this frame.
  40331. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40332. */
  40333. checkInputs(): void;
  40334. /**
  40335. * Attach the input controls to a specific dom element to get the input from.
  40336. * @param element Defines the element the controls should be listened from
  40337. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40338. */
  40339. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40340. /**
  40341. * Detach the current controls from the specified dom element.
  40342. * @param element Defines the element to stop listening the inputs from
  40343. */
  40344. detachControl(element: Nullable<HTMLElement>): void;
  40345. /**
  40346. * Gets the class name of the current intput.
  40347. * @returns the class name
  40348. */
  40349. getClassName(): string;
  40350. /**
  40351. * Get the friendly name associated with the input class.
  40352. * @returns the input friendly name
  40353. */
  40354. getSimpleName(): string;
  40355. }
  40356. }
  40357. declare module "babylonjs/Cameras/Inputs/index" {
  40358. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  40359. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  40360. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  40361. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  40362. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40363. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  40364. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  40365. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  40366. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  40367. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  40368. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40369. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  40370. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  40371. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  40372. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  40373. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40374. }
  40375. declare module "babylonjs/Cameras/touchCamera" {
  40376. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40377. import { Scene } from "babylonjs/scene";
  40378. import { Vector3 } from "babylonjs/Maths/math.vector";
  40379. /**
  40380. * This represents a FPS type of camera controlled by touch.
  40381. * This is like a universal camera minus the Gamepad controls.
  40382. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40383. */
  40384. export class TouchCamera extends FreeCamera {
  40385. /**
  40386. * Defines the touch sensibility for rotation.
  40387. * The higher the faster.
  40388. */
  40389. touchAngularSensibility: number;
  40390. /**
  40391. * Defines the touch sensibility for move.
  40392. * The higher the faster.
  40393. */
  40394. touchMoveSensibility: number;
  40395. /**
  40396. * Instantiates a new touch camera.
  40397. * This represents a FPS type of camera controlled by touch.
  40398. * This is like a universal camera minus the Gamepad controls.
  40399. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40400. * @param name Define the name of the camera in the scene
  40401. * @param position Define the start position of the camera in the scene
  40402. * @param scene Define the scene the camera belongs to
  40403. */
  40404. constructor(name: string, position: Vector3, scene: Scene);
  40405. /**
  40406. * Gets the current object class name.
  40407. * @return the class name
  40408. */
  40409. getClassName(): string;
  40410. /** @hidden */
  40411. _setupInputs(): void;
  40412. }
  40413. }
  40414. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40415. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40416. import { Scene } from "babylonjs/scene";
  40417. import { Vector3 } from "babylonjs/Maths/math.vector";
  40418. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40419. import { Axis } from "babylonjs/Maths/math.axis";
  40420. /**
  40421. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40422. * being tilted forward or back and left or right.
  40423. */
  40424. export class DeviceOrientationCamera extends FreeCamera {
  40425. private _initialQuaternion;
  40426. private _quaternionCache;
  40427. private _tmpDragQuaternion;
  40428. private _disablePointerInputWhenUsingDeviceOrientation;
  40429. /**
  40430. * Creates a new device orientation camera
  40431. * @param name The name of the camera
  40432. * @param position The start position camera
  40433. * @param scene The scene the camera belongs to
  40434. */
  40435. constructor(name: string, position: Vector3, scene: Scene);
  40436. /**
  40437. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40438. */
  40439. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40440. private _dragFactor;
  40441. /**
  40442. * Enabled turning on the y axis when the orientation sensor is active
  40443. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40444. */
  40445. enableHorizontalDragging(dragFactor?: number): void;
  40446. /**
  40447. * Gets the current instance class name ("DeviceOrientationCamera").
  40448. * This helps avoiding instanceof at run time.
  40449. * @returns the class name
  40450. */
  40451. getClassName(): string;
  40452. /**
  40453. * @hidden
  40454. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40455. */
  40456. _checkInputs(): void;
  40457. /**
  40458. * Reset the camera to its default orientation on the specified axis only.
  40459. * @param axis The axis to reset
  40460. */
  40461. resetToCurrentRotation(axis?: Axis): void;
  40462. }
  40463. }
  40464. declare module "babylonjs/Gamepads/xboxGamepad" {
  40465. import { Observable } from "babylonjs/Misc/observable";
  40466. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40467. /**
  40468. * Defines supported buttons for XBox360 compatible gamepads
  40469. */
  40470. export enum Xbox360Button {
  40471. /** A */
  40472. A = 0,
  40473. /** B */
  40474. B = 1,
  40475. /** X */
  40476. X = 2,
  40477. /** Y */
  40478. Y = 3,
  40479. /** Start */
  40480. Start = 4,
  40481. /** Back */
  40482. Back = 5,
  40483. /** Left button */
  40484. LB = 6,
  40485. /** Right button */
  40486. RB = 7,
  40487. /** Left stick */
  40488. LeftStick = 8,
  40489. /** Right stick */
  40490. RightStick = 9
  40491. }
  40492. /** Defines values for XBox360 DPad */
  40493. export enum Xbox360Dpad {
  40494. /** Up */
  40495. Up = 0,
  40496. /** Down */
  40497. Down = 1,
  40498. /** Left */
  40499. Left = 2,
  40500. /** Right */
  40501. Right = 3
  40502. }
  40503. /**
  40504. * Defines a XBox360 gamepad
  40505. */
  40506. export class Xbox360Pad extends Gamepad {
  40507. private _leftTrigger;
  40508. private _rightTrigger;
  40509. private _onlefttriggerchanged;
  40510. private _onrighttriggerchanged;
  40511. private _onbuttondown;
  40512. private _onbuttonup;
  40513. private _ondpaddown;
  40514. private _ondpadup;
  40515. /** Observable raised when a button is pressed */
  40516. onButtonDownObservable: Observable<Xbox360Button>;
  40517. /** Observable raised when a button is released */
  40518. onButtonUpObservable: Observable<Xbox360Button>;
  40519. /** Observable raised when a pad is pressed */
  40520. onPadDownObservable: Observable<Xbox360Dpad>;
  40521. /** Observable raised when a pad is released */
  40522. onPadUpObservable: Observable<Xbox360Dpad>;
  40523. private _buttonA;
  40524. private _buttonB;
  40525. private _buttonX;
  40526. private _buttonY;
  40527. private _buttonBack;
  40528. private _buttonStart;
  40529. private _buttonLB;
  40530. private _buttonRB;
  40531. private _buttonLeftStick;
  40532. private _buttonRightStick;
  40533. private _dPadUp;
  40534. private _dPadDown;
  40535. private _dPadLeft;
  40536. private _dPadRight;
  40537. private _isXboxOnePad;
  40538. /**
  40539. * Creates a new XBox360 gamepad object
  40540. * @param id defines the id of this gamepad
  40541. * @param index defines its index
  40542. * @param gamepad defines the internal HTML gamepad object
  40543. * @param xboxOne defines if it is a XBox One gamepad
  40544. */
  40545. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40546. /**
  40547. * Defines the callback to call when left trigger is pressed
  40548. * @param callback defines the callback to use
  40549. */
  40550. onlefttriggerchanged(callback: (value: number) => void): void;
  40551. /**
  40552. * Defines the callback to call when right trigger is pressed
  40553. * @param callback defines the callback to use
  40554. */
  40555. onrighttriggerchanged(callback: (value: number) => void): void;
  40556. /**
  40557. * Gets the left trigger value
  40558. */
  40559. /**
  40560. * Sets the left trigger value
  40561. */
  40562. leftTrigger: number;
  40563. /**
  40564. * Gets the right trigger value
  40565. */
  40566. /**
  40567. * Sets the right trigger value
  40568. */
  40569. rightTrigger: number;
  40570. /**
  40571. * Defines the callback to call when a button is pressed
  40572. * @param callback defines the callback to use
  40573. */
  40574. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40575. /**
  40576. * Defines the callback to call when a button is released
  40577. * @param callback defines the callback to use
  40578. */
  40579. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40580. /**
  40581. * Defines the callback to call when a pad is pressed
  40582. * @param callback defines the callback to use
  40583. */
  40584. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40585. /**
  40586. * Defines the callback to call when a pad is released
  40587. * @param callback defines the callback to use
  40588. */
  40589. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40590. private _setButtonValue;
  40591. private _setDPadValue;
  40592. /**
  40593. * Gets the value of the `A` button
  40594. */
  40595. /**
  40596. * Sets the value of the `A` button
  40597. */
  40598. buttonA: number;
  40599. /**
  40600. * Gets the value of the `B` button
  40601. */
  40602. /**
  40603. * Sets the value of the `B` button
  40604. */
  40605. buttonB: number;
  40606. /**
  40607. * Gets the value of the `X` button
  40608. */
  40609. /**
  40610. * Sets the value of the `X` button
  40611. */
  40612. buttonX: number;
  40613. /**
  40614. * Gets the value of the `Y` button
  40615. */
  40616. /**
  40617. * Sets the value of the `Y` button
  40618. */
  40619. buttonY: number;
  40620. /**
  40621. * Gets the value of the `Start` button
  40622. */
  40623. /**
  40624. * Sets the value of the `Start` button
  40625. */
  40626. buttonStart: number;
  40627. /**
  40628. * Gets the value of the `Back` button
  40629. */
  40630. /**
  40631. * Sets the value of the `Back` button
  40632. */
  40633. buttonBack: number;
  40634. /**
  40635. * Gets the value of the `Left` button
  40636. */
  40637. /**
  40638. * Sets the value of the `Left` button
  40639. */
  40640. buttonLB: number;
  40641. /**
  40642. * Gets the value of the `Right` button
  40643. */
  40644. /**
  40645. * Sets the value of the `Right` button
  40646. */
  40647. buttonRB: number;
  40648. /**
  40649. * Gets the value of the Left joystick
  40650. */
  40651. /**
  40652. * Sets the value of the Left joystick
  40653. */
  40654. buttonLeftStick: number;
  40655. /**
  40656. * Gets the value of the Right joystick
  40657. */
  40658. /**
  40659. * Sets the value of the Right joystick
  40660. */
  40661. buttonRightStick: number;
  40662. /**
  40663. * Gets the value of D-pad up
  40664. */
  40665. /**
  40666. * Sets the value of D-pad up
  40667. */
  40668. dPadUp: number;
  40669. /**
  40670. * Gets the value of D-pad down
  40671. */
  40672. /**
  40673. * Sets the value of D-pad down
  40674. */
  40675. dPadDown: number;
  40676. /**
  40677. * Gets the value of D-pad left
  40678. */
  40679. /**
  40680. * Sets the value of D-pad left
  40681. */
  40682. dPadLeft: number;
  40683. /**
  40684. * Gets the value of D-pad right
  40685. */
  40686. /**
  40687. * Sets the value of D-pad right
  40688. */
  40689. dPadRight: number;
  40690. /**
  40691. * Force the gamepad to synchronize with device values
  40692. */
  40693. update(): void;
  40694. /**
  40695. * Disposes the gamepad
  40696. */
  40697. dispose(): void;
  40698. }
  40699. }
  40700. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40701. import { Observable } from "babylonjs/Misc/observable";
  40702. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40703. /**
  40704. * Defines supported buttons for DualShock compatible gamepads
  40705. */
  40706. export enum DualShockButton {
  40707. /** Cross */
  40708. Cross = 0,
  40709. /** Circle */
  40710. Circle = 1,
  40711. /** Square */
  40712. Square = 2,
  40713. /** Triangle */
  40714. Triangle = 3,
  40715. /** Options */
  40716. Options = 4,
  40717. /** Share */
  40718. Share = 5,
  40719. /** L1 */
  40720. L1 = 6,
  40721. /** R1 */
  40722. R1 = 7,
  40723. /** Left stick */
  40724. LeftStick = 8,
  40725. /** Right stick */
  40726. RightStick = 9
  40727. }
  40728. /** Defines values for DualShock DPad */
  40729. export enum DualShockDpad {
  40730. /** Up */
  40731. Up = 0,
  40732. /** Down */
  40733. Down = 1,
  40734. /** Left */
  40735. Left = 2,
  40736. /** Right */
  40737. Right = 3
  40738. }
  40739. /**
  40740. * Defines a DualShock gamepad
  40741. */
  40742. export class DualShockPad extends Gamepad {
  40743. private _leftTrigger;
  40744. private _rightTrigger;
  40745. private _onlefttriggerchanged;
  40746. private _onrighttriggerchanged;
  40747. private _onbuttondown;
  40748. private _onbuttonup;
  40749. private _ondpaddown;
  40750. private _ondpadup;
  40751. /** Observable raised when a button is pressed */
  40752. onButtonDownObservable: Observable<DualShockButton>;
  40753. /** Observable raised when a button is released */
  40754. onButtonUpObservable: Observable<DualShockButton>;
  40755. /** Observable raised when a pad is pressed */
  40756. onPadDownObservable: Observable<DualShockDpad>;
  40757. /** Observable raised when a pad is released */
  40758. onPadUpObservable: Observable<DualShockDpad>;
  40759. private _buttonCross;
  40760. private _buttonCircle;
  40761. private _buttonSquare;
  40762. private _buttonTriangle;
  40763. private _buttonShare;
  40764. private _buttonOptions;
  40765. private _buttonL1;
  40766. private _buttonR1;
  40767. private _buttonLeftStick;
  40768. private _buttonRightStick;
  40769. private _dPadUp;
  40770. private _dPadDown;
  40771. private _dPadLeft;
  40772. private _dPadRight;
  40773. /**
  40774. * Creates a new DualShock gamepad object
  40775. * @param id defines the id of this gamepad
  40776. * @param index defines its index
  40777. * @param gamepad defines the internal HTML gamepad object
  40778. */
  40779. constructor(id: string, index: number, gamepad: any);
  40780. /**
  40781. * Defines the callback to call when left trigger is pressed
  40782. * @param callback defines the callback to use
  40783. */
  40784. onlefttriggerchanged(callback: (value: number) => void): void;
  40785. /**
  40786. * Defines the callback to call when right trigger is pressed
  40787. * @param callback defines the callback to use
  40788. */
  40789. onrighttriggerchanged(callback: (value: number) => void): void;
  40790. /**
  40791. * Gets the left trigger value
  40792. */
  40793. /**
  40794. * Sets the left trigger value
  40795. */
  40796. leftTrigger: number;
  40797. /**
  40798. * Gets the right trigger value
  40799. */
  40800. /**
  40801. * Sets the right trigger value
  40802. */
  40803. rightTrigger: number;
  40804. /**
  40805. * Defines the callback to call when a button is pressed
  40806. * @param callback defines the callback to use
  40807. */
  40808. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40809. /**
  40810. * Defines the callback to call when a button is released
  40811. * @param callback defines the callback to use
  40812. */
  40813. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40814. /**
  40815. * Defines the callback to call when a pad is pressed
  40816. * @param callback defines the callback to use
  40817. */
  40818. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40819. /**
  40820. * Defines the callback to call when a pad is released
  40821. * @param callback defines the callback to use
  40822. */
  40823. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40824. private _setButtonValue;
  40825. private _setDPadValue;
  40826. /**
  40827. * Gets the value of the `Cross` button
  40828. */
  40829. /**
  40830. * Sets the value of the `Cross` button
  40831. */
  40832. buttonCross: number;
  40833. /**
  40834. * Gets the value of the `Circle` button
  40835. */
  40836. /**
  40837. * Sets the value of the `Circle` button
  40838. */
  40839. buttonCircle: number;
  40840. /**
  40841. * Gets the value of the `Square` button
  40842. */
  40843. /**
  40844. * Sets the value of the `Square` button
  40845. */
  40846. buttonSquare: number;
  40847. /**
  40848. * Gets the value of the `Triangle` button
  40849. */
  40850. /**
  40851. * Sets the value of the `Triangle` button
  40852. */
  40853. buttonTriangle: number;
  40854. /**
  40855. * Gets the value of the `Options` button
  40856. */
  40857. /**
  40858. * Sets the value of the `Options` button
  40859. */
  40860. buttonOptions: number;
  40861. /**
  40862. * Gets the value of the `Share` button
  40863. */
  40864. /**
  40865. * Sets the value of the `Share` button
  40866. */
  40867. buttonShare: number;
  40868. /**
  40869. * Gets the value of the `L1` button
  40870. */
  40871. /**
  40872. * Sets the value of the `L1` button
  40873. */
  40874. buttonL1: number;
  40875. /**
  40876. * Gets the value of the `R1` button
  40877. */
  40878. /**
  40879. * Sets the value of the `R1` button
  40880. */
  40881. buttonR1: number;
  40882. /**
  40883. * Gets the value of the Left joystick
  40884. */
  40885. /**
  40886. * Sets the value of the Left joystick
  40887. */
  40888. buttonLeftStick: number;
  40889. /**
  40890. * Gets the value of the Right joystick
  40891. */
  40892. /**
  40893. * Sets the value of the Right joystick
  40894. */
  40895. buttonRightStick: number;
  40896. /**
  40897. * Gets the value of D-pad up
  40898. */
  40899. /**
  40900. * Sets the value of D-pad up
  40901. */
  40902. dPadUp: number;
  40903. /**
  40904. * Gets the value of D-pad down
  40905. */
  40906. /**
  40907. * Sets the value of D-pad down
  40908. */
  40909. dPadDown: number;
  40910. /**
  40911. * Gets the value of D-pad left
  40912. */
  40913. /**
  40914. * Sets the value of D-pad left
  40915. */
  40916. dPadLeft: number;
  40917. /**
  40918. * Gets the value of D-pad right
  40919. */
  40920. /**
  40921. * Sets the value of D-pad right
  40922. */
  40923. dPadRight: number;
  40924. /**
  40925. * Force the gamepad to synchronize with device values
  40926. */
  40927. update(): void;
  40928. /**
  40929. * Disposes the gamepad
  40930. */
  40931. dispose(): void;
  40932. }
  40933. }
  40934. declare module "babylonjs/Gamepads/gamepadManager" {
  40935. import { Observable } from "babylonjs/Misc/observable";
  40936. import { Nullable } from "babylonjs/types";
  40937. import { Scene } from "babylonjs/scene";
  40938. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40939. /**
  40940. * Manager for handling gamepads
  40941. */
  40942. export class GamepadManager {
  40943. private _scene?;
  40944. private _babylonGamepads;
  40945. private _oneGamepadConnected;
  40946. /** @hidden */
  40947. _isMonitoring: boolean;
  40948. private _gamepadEventSupported;
  40949. private _gamepadSupport;
  40950. /**
  40951. * observable to be triggered when the gamepad controller has been connected
  40952. */
  40953. onGamepadConnectedObservable: Observable<Gamepad>;
  40954. /**
  40955. * observable to be triggered when the gamepad controller has been disconnected
  40956. */
  40957. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40958. private _onGamepadConnectedEvent;
  40959. private _onGamepadDisconnectedEvent;
  40960. /**
  40961. * Initializes the gamepad manager
  40962. * @param _scene BabylonJS scene
  40963. */
  40964. constructor(_scene?: Scene | undefined);
  40965. /**
  40966. * The gamepads in the game pad manager
  40967. */
  40968. readonly gamepads: Gamepad[];
  40969. /**
  40970. * Get the gamepad controllers based on type
  40971. * @param type The type of gamepad controller
  40972. * @returns Nullable gamepad
  40973. */
  40974. getGamepadByType(type?: number): Nullable<Gamepad>;
  40975. /**
  40976. * Disposes the gamepad manager
  40977. */
  40978. dispose(): void;
  40979. private _addNewGamepad;
  40980. private _startMonitoringGamepads;
  40981. private _stopMonitoringGamepads;
  40982. /** @hidden */
  40983. _checkGamepadsStatus(): void;
  40984. private _updateGamepadObjects;
  40985. }
  40986. }
  40987. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40988. import { Nullable } from "babylonjs/types";
  40989. import { Scene } from "babylonjs/scene";
  40990. import { ISceneComponent } from "babylonjs/sceneComponent";
  40991. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40992. module "babylonjs/scene" {
  40993. interface Scene {
  40994. /** @hidden */
  40995. _gamepadManager: Nullable<GamepadManager>;
  40996. /**
  40997. * Gets the gamepad manager associated with the scene
  40998. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40999. */
  41000. gamepadManager: GamepadManager;
  41001. }
  41002. }
  41003. module "babylonjs/Cameras/freeCameraInputsManager" {
  41004. /**
  41005. * Interface representing a free camera inputs manager
  41006. */
  41007. interface FreeCameraInputsManager {
  41008. /**
  41009. * Adds gamepad input support to the FreeCameraInputsManager.
  41010. * @returns the FreeCameraInputsManager
  41011. */
  41012. addGamepad(): FreeCameraInputsManager;
  41013. }
  41014. }
  41015. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  41016. /**
  41017. * Interface representing an arc rotate camera inputs manager
  41018. */
  41019. interface ArcRotateCameraInputsManager {
  41020. /**
  41021. * Adds gamepad input support to the ArcRotateCamera InputManager.
  41022. * @returns the camera inputs manager
  41023. */
  41024. addGamepad(): ArcRotateCameraInputsManager;
  41025. }
  41026. }
  41027. /**
  41028. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  41029. */
  41030. export class GamepadSystemSceneComponent implements ISceneComponent {
  41031. /**
  41032. * The component name helpfull to identify the component in the list of scene components.
  41033. */
  41034. readonly name: string;
  41035. /**
  41036. * The scene the component belongs to.
  41037. */
  41038. scene: Scene;
  41039. /**
  41040. * Creates a new instance of the component for the given scene
  41041. * @param scene Defines the scene to register the component in
  41042. */
  41043. constructor(scene: Scene);
  41044. /**
  41045. * Registers the component in a given scene
  41046. */
  41047. register(): void;
  41048. /**
  41049. * Rebuilds the elements related to this component in case of
  41050. * context lost for instance.
  41051. */
  41052. rebuild(): void;
  41053. /**
  41054. * Disposes the component and the associated ressources
  41055. */
  41056. dispose(): void;
  41057. private _beforeCameraUpdate;
  41058. }
  41059. }
  41060. declare module "babylonjs/Cameras/universalCamera" {
  41061. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  41062. import { Scene } from "babylonjs/scene";
  41063. import { Vector3 } from "babylonjs/Maths/math.vector";
  41064. import "babylonjs/Gamepads/gamepadSceneComponent";
  41065. /**
  41066. * 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,
  41067. * which still works and will still be found in many Playgrounds.
  41068. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41069. */
  41070. export class UniversalCamera extends TouchCamera {
  41071. /**
  41072. * Defines the gamepad rotation sensiblity.
  41073. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  41074. */
  41075. gamepadAngularSensibility: number;
  41076. /**
  41077. * Defines the gamepad move sensiblity.
  41078. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  41079. */
  41080. gamepadMoveSensibility: number;
  41081. /**
  41082. * 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,
  41083. * which still works and will still be found in many Playgrounds.
  41084. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41085. * @param name Define the name of the camera in the scene
  41086. * @param position Define the start position of the camera in the scene
  41087. * @param scene Define the scene the camera belongs to
  41088. */
  41089. constructor(name: string, position: Vector3, scene: Scene);
  41090. /**
  41091. * Gets the current object class name.
  41092. * @return the class name
  41093. */
  41094. getClassName(): string;
  41095. }
  41096. }
  41097. declare module "babylonjs/Cameras/gamepadCamera" {
  41098. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41099. import { Scene } from "babylonjs/scene";
  41100. import { Vector3 } from "babylonjs/Maths/math.vector";
  41101. /**
  41102. * This represents a FPS type of camera. This is only here for back compat purpose.
  41103. * Please use the UniversalCamera instead as both are identical.
  41104. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41105. */
  41106. export class GamepadCamera extends UniversalCamera {
  41107. /**
  41108. * Instantiates a new Gamepad Camera
  41109. * This represents a FPS type of camera. This is only here for back compat purpose.
  41110. * Please use the UniversalCamera instead as both are identical.
  41111. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41112. * @param name Define the name of the camera in the scene
  41113. * @param position Define the start position of the camera in the scene
  41114. * @param scene Define the scene the camera belongs to
  41115. */
  41116. constructor(name: string, position: Vector3, scene: Scene);
  41117. /**
  41118. * Gets the current object class name.
  41119. * @return the class name
  41120. */
  41121. getClassName(): string;
  41122. }
  41123. }
  41124. declare module "babylonjs/Shaders/pass.fragment" {
  41125. /** @hidden */
  41126. export var passPixelShader: {
  41127. name: string;
  41128. shader: string;
  41129. };
  41130. }
  41131. declare module "babylonjs/Shaders/passCube.fragment" {
  41132. /** @hidden */
  41133. export var passCubePixelShader: {
  41134. name: string;
  41135. shader: string;
  41136. };
  41137. }
  41138. declare module "babylonjs/PostProcesses/passPostProcess" {
  41139. import { Nullable } from "babylonjs/types";
  41140. import { Camera } from "babylonjs/Cameras/camera";
  41141. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41142. import { Engine } from "babylonjs/Engines/engine";
  41143. import "babylonjs/Shaders/pass.fragment";
  41144. import "babylonjs/Shaders/passCube.fragment";
  41145. /**
  41146. * PassPostProcess which produces an output the same as it's input
  41147. */
  41148. export class PassPostProcess extends PostProcess {
  41149. /**
  41150. * Creates the PassPostProcess
  41151. * @param name The name of the effect.
  41152. * @param options The required width/height ratio to downsize to before computing the render pass.
  41153. * @param camera The camera to apply the render pass to.
  41154. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41155. * @param engine The engine which the post process will be applied. (default: current engine)
  41156. * @param reusable If the post process can be reused on the same frame. (default: false)
  41157. * @param textureType The type of texture to be used when performing the post processing.
  41158. * @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)
  41159. */
  41160. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41161. }
  41162. /**
  41163. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  41164. */
  41165. export class PassCubePostProcess extends PostProcess {
  41166. private _face;
  41167. /**
  41168. * Gets or sets the cube face to display.
  41169. * * 0 is +X
  41170. * * 1 is -X
  41171. * * 2 is +Y
  41172. * * 3 is -Y
  41173. * * 4 is +Z
  41174. * * 5 is -Z
  41175. */
  41176. face: number;
  41177. /**
  41178. * Creates the PassCubePostProcess
  41179. * @param name The name of the effect.
  41180. * @param options The required width/height ratio to downsize to before computing the render pass.
  41181. * @param camera The camera to apply the render pass to.
  41182. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41183. * @param engine The engine which the post process will be applied. (default: current engine)
  41184. * @param reusable If the post process can be reused on the same frame. (default: false)
  41185. * @param textureType The type of texture to be used when performing the post processing.
  41186. * @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)
  41187. */
  41188. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41189. }
  41190. }
  41191. declare module "babylonjs/Shaders/anaglyph.fragment" {
  41192. /** @hidden */
  41193. export var anaglyphPixelShader: {
  41194. name: string;
  41195. shader: string;
  41196. };
  41197. }
  41198. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  41199. import { Engine } from "babylonjs/Engines/engine";
  41200. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41201. import { Camera } from "babylonjs/Cameras/camera";
  41202. import "babylonjs/Shaders/anaglyph.fragment";
  41203. /**
  41204. * Postprocess used to generate anaglyphic rendering
  41205. */
  41206. export class AnaglyphPostProcess extends PostProcess {
  41207. private _passedProcess;
  41208. /**
  41209. * Creates a new AnaglyphPostProcess
  41210. * @param name defines postprocess name
  41211. * @param options defines creation options or target ratio scale
  41212. * @param rigCameras defines cameras using this postprocess
  41213. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  41214. * @param engine defines hosting engine
  41215. * @param reusable defines if the postprocess will be reused multiple times per frame
  41216. */
  41217. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  41218. }
  41219. }
  41220. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  41221. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  41222. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41223. import { Scene } from "babylonjs/scene";
  41224. import { Vector3 } from "babylonjs/Maths/math.vector";
  41225. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41226. /**
  41227. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  41228. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41229. */
  41230. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  41231. /**
  41232. * Creates a new AnaglyphArcRotateCamera
  41233. * @param name defines camera name
  41234. * @param alpha defines alpha angle (in radians)
  41235. * @param beta defines beta angle (in radians)
  41236. * @param radius defines radius
  41237. * @param target defines camera target
  41238. * @param interaxialDistance defines distance between each color axis
  41239. * @param scene defines the hosting scene
  41240. */
  41241. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  41242. /**
  41243. * Gets camera class name
  41244. * @returns AnaglyphArcRotateCamera
  41245. */
  41246. getClassName(): string;
  41247. }
  41248. }
  41249. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  41250. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41251. import { Scene } from "babylonjs/scene";
  41252. import { Vector3 } from "babylonjs/Maths/math.vector";
  41253. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41254. /**
  41255. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  41256. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41257. */
  41258. export class AnaglyphFreeCamera extends FreeCamera {
  41259. /**
  41260. * Creates a new AnaglyphFreeCamera
  41261. * @param name defines camera name
  41262. * @param position defines initial position
  41263. * @param interaxialDistance defines distance between each color axis
  41264. * @param scene defines the hosting scene
  41265. */
  41266. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41267. /**
  41268. * Gets camera class name
  41269. * @returns AnaglyphFreeCamera
  41270. */
  41271. getClassName(): string;
  41272. }
  41273. }
  41274. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  41275. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41276. import { Scene } from "babylonjs/scene";
  41277. import { Vector3 } from "babylonjs/Maths/math.vector";
  41278. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41279. /**
  41280. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  41281. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41282. */
  41283. export class AnaglyphGamepadCamera extends GamepadCamera {
  41284. /**
  41285. * Creates a new AnaglyphGamepadCamera
  41286. * @param name defines camera name
  41287. * @param position defines initial position
  41288. * @param interaxialDistance defines distance between each color axis
  41289. * @param scene defines the hosting scene
  41290. */
  41291. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41292. /**
  41293. * Gets camera class name
  41294. * @returns AnaglyphGamepadCamera
  41295. */
  41296. getClassName(): string;
  41297. }
  41298. }
  41299. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  41300. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41301. import { Scene } from "babylonjs/scene";
  41302. import { Vector3 } from "babylonjs/Maths/math.vector";
  41303. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41304. /**
  41305. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  41306. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41307. */
  41308. export class AnaglyphUniversalCamera extends UniversalCamera {
  41309. /**
  41310. * Creates a new AnaglyphUniversalCamera
  41311. * @param name defines camera name
  41312. * @param position defines initial position
  41313. * @param interaxialDistance defines distance between each color axis
  41314. * @param scene defines the hosting scene
  41315. */
  41316. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41317. /**
  41318. * Gets camera class name
  41319. * @returns AnaglyphUniversalCamera
  41320. */
  41321. getClassName(): string;
  41322. }
  41323. }
  41324. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  41325. /** @hidden */
  41326. export var stereoscopicInterlacePixelShader: {
  41327. name: string;
  41328. shader: string;
  41329. };
  41330. }
  41331. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  41332. import { Camera } from "babylonjs/Cameras/camera";
  41333. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41334. import { Engine } from "babylonjs/Engines/engine";
  41335. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  41336. /**
  41337. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  41338. */
  41339. export class StereoscopicInterlacePostProcess extends PostProcess {
  41340. private _stepSize;
  41341. private _passedProcess;
  41342. /**
  41343. * Initializes a StereoscopicInterlacePostProcess
  41344. * @param name The name of the effect.
  41345. * @param rigCameras The rig cameras to be appled to the post process
  41346. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  41347. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41348. * @param engine The engine which the post process will be applied. (default: current engine)
  41349. * @param reusable If the post process can be reused on the same frame. (default: false)
  41350. */
  41351. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  41352. }
  41353. }
  41354. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  41355. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  41356. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41357. import { Scene } from "babylonjs/scene";
  41358. import { Vector3 } from "babylonjs/Maths/math.vector";
  41359. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41360. /**
  41361. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  41362. * @see http://doc.babylonjs.com/features/cameras
  41363. */
  41364. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  41365. /**
  41366. * Creates a new StereoscopicArcRotateCamera
  41367. * @param name defines camera name
  41368. * @param alpha defines alpha angle (in radians)
  41369. * @param beta defines beta angle (in radians)
  41370. * @param radius defines radius
  41371. * @param target defines camera target
  41372. * @param interaxialDistance defines distance between each color axis
  41373. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41374. * @param scene defines the hosting scene
  41375. */
  41376. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41377. /**
  41378. * Gets camera class name
  41379. * @returns StereoscopicArcRotateCamera
  41380. */
  41381. getClassName(): string;
  41382. }
  41383. }
  41384. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  41385. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41386. import { Scene } from "babylonjs/scene";
  41387. import { Vector3 } from "babylonjs/Maths/math.vector";
  41388. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41389. /**
  41390. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  41391. * @see http://doc.babylonjs.com/features/cameras
  41392. */
  41393. export class StereoscopicFreeCamera extends FreeCamera {
  41394. /**
  41395. * Creates a new StereoscopicFreeCamera
  41396. * @param name defines camera name
  41397. * @param position defines initial position
  41398. * @param interaxialDistance defines distance between each color axis
  41399. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41400. * @param scene defines the hosting scene
  41401. */
  41402. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41403. /**
  41404. * Gets camera class name
  41405. * @returns StereoscopicFreeCamera
  41406. */
  41407. getClassName(): string;
  41408. }
  41409. }
  41410. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41411. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41412. import { Scene } from "babylonjs/scene";
  41413. import { Vector3 } from "babylonjs/Maths/math.vector";
  41414. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41415. /**
  41416. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41417. * @see http://doc.babylonjs.com/features/cameras
  41418. */
  41419. export class StereoscopicGamepadCamera extends GamepadCamera {
  41420. /**
  41421. * Creates a new StereoscopicGamepadCamera
  41422. * @param name defines camera name
  41423. * @param position defines initial position
  41424. * @param interaxialDistance defines distance between each color axis
  41425. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41426. * @param scene defines the hosting scene
  41427. */
  41428. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41429. /**
  41430. * Gets camera class name
  41431. * @returns StereoscopicGamepadCamera
  41432. */
  41433. getClassName(): string;
  41434. }
  41435. }
  41436. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41437. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41438. import { Scene } from "babylonjs/scene";
  41439. import { Vector3 } from "babylonjs/Maths/math.vector";
  41440. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41441. /**
  41442. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41443. * @see http://doc.babylonjs.com/features/cameras
  41444. */
  41445. export class StereoscopicUniversalCamera extends UniversalCamera {
  41446. /**
  41447. * Creates a new StereoscopicUniversalCamera
  41448. * @param name defines camera name
  41449. * @param position defines initial position
  41450. * @param interaxialDistance defines distance between each color axis
  41451. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41452. * @param scene defines the hosting scene
  41453. */
  41454. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41455. /**
  41456. * Gets camera class name
  41457. * @returns StereoscopicUniversalCamera
  41458. */
  41459. getClassName(): string;
  41460. }
  41461. }
  41462. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41463. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41464. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41465. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41466. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41467. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41468. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41469. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41470. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41471. }
  41472. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41473. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41474. import { Scene } from "babylonjs/scene";
  41475. import { Vector3 } from "babylonjs/Maths/math.vector";
  41476. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41477. /**
  41478. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41479. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41480. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41481. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41482. */
  41483. export class VirtualJoysticksCamera extends FreeCamera {
  41484. /**
  41485. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41486. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41487. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41488. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41489. * @param name Define the name of the camera in the scene
  41490. * @param position Define the start position of the camera in the scene
  41491. * @param scene Define the scene the camera belongs to
  41492. */
  41493. constructor(name: string, position: Vector3, scene: Scene);
  41494. /**
  41495. * Gets the current object class name.
  41496. * @return the class name
  41497. */
  41498. getClassName(): string;
  41499. }
  41500. }
  41501. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41502. import { Matrix } from "babylonjs/Maths/math.vector";
  41503. /**
  41504. * This represents all the required metrics to create a VR camera.
  41505. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41506. */
  41507. export class VRCameraMetrics {
  41508. /**
  41509. * Define the horizontal resolution off the screen.
  41510. */
  41511. hResolution: number;
  41512. /**
  41513. * Define the vertical resolution off the screen.
  41514. */
  41515. vResolution: number;
  41516. /**
  41517. * Define the horizontal screen size.
  41518. */
  41519. hScreenSize: number;
  41520. /**
  41521. * Define the vertical screen size.
  41522. */
  41523. vScreenSize: number;
  41524. /**
  41525. * Define the vertical screen center position.
  41526. */
  41527. vScreenCenter: number;
  41528. /**
  41529. * Define the distance of the eyes to the screen.
  41530. */
  41531. eyeToScreenDistance: number;
  41532. /**
  41533. * Define the distance between both lenses
  41534. */
  41535. lensSeparationDistance: number;
  41536. /**
  41537. * Define the distance between both viewer's eyes.
  41538. */
  41539. interpupillaryDistance: number;
  41540. /**
  41541. * Define the distortion factor of the VR postprocess.
  41542. * Please, touch with care.
  41543. */
  41544. distortionK: number[];
  41545. /**
  41546. * Define the chromatic aberration correction factors for the VR post process.
  41547. */
  41548. chromaAbCorrection: number[];
  41549. /**
  41550. * Define the scale factor of the post process.
  41551. * The smaller the better but the slower.
  41552. */
  41553. postProcessScaleFactor: number;
  41554. /**
  41555. * Define an offset for the lens center.
  41556. */
  41557. lensCenterOffset: number;
  41558. /**
  41559. * Define if the current vr camera should compensate the distortion of the lense or not.
  41560. */
  41561. compensateDistortion: boolean;
  41562. /**
  41563. * Defines if multiview should be enabled when rendering (Default: false)
  41564. */
  41565. multiviewEnabled: boolean;
  41566. /**
  41567. * Gets the rendering aspect ratio based on the provided resolutions.
  41568. */
  41569. readonly aspectRatio: number;
  41570. /**
  41571. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41572. */
  41573. readonly aspectRatioFov: number;
  41574. /**
  41575. * @hidden
  41576. */
  41577. readonly leftHMatrix: Matrix;
  41578. /**
  41579. * @hidden
  41580. */
  41581. readonly rightHMatrix: Matrix;
  41582. /**
  41583. * @hidden
  41584. */
  41585. readonly leftPreViewMatrix: Matrix;
  41586. /**
  41587. * @hidden
  41588. */
  41589. readonly rightPreViewMatrix: Matrix;
  41590. /**
  41591. * Get the default VRMetrics based on the most generic setup.
  41592. * @returns the default vr metrics
  41593. */
  41594. static GetDefault(): VRCameraMetrics;
  41595. }
  41596. }
  41597. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41598. /** @hidden */
  41599. export var vrDistortionCorrectionPixelShader: {
  41600. name: string;
  41601. shader: string;
  41602. };
  41603. }
  41604. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41605. import { Camera } from "babylonjs/Cameras/camera";
  41606. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41607. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41608. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41609. /**
  41610. * VRDistortionCorrectionPostProcess used for mobile VR
  41611. */
  41612. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41613. private _isRightEye;
  41614. private _distortionFactors;
  41615. private _postProcessScaleFactor;
  41616. private _lensCenterOffset;
  41617. private _scaleIn;
  41618. private _scaleFactor;
  41619. private _lensCenter;
  41620. /**
  41621. * Initializes the VRDistortionCorrectionPostProcess
  41622. * @param name The name of the effect.
  41623. * @param camera The camera to apply the render pass to.
  41624. * @param isRightEye If this is for the right eye distortion
  41625. * @param vrMetrics All the required metrics for the VR camera
  41626. */
  41627. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41628. }
  41629. }
  41630. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41631. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41632. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41633. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41634. import { Scene } from "babylonjs/scene";
  41635. import { Vector3 } from "babylonjs/Maths/math.vector";
  41636. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41637. import "babylonjs/Cameras/RigModes/vrRigMode";
  41638. /**
  41639. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41640. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41641. */
  41642. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41643. /**
  41644. * Creates a new VRDeviceOrientationArcRotateCamera
  41645. * @param name defines camera name
  41646. * @param alpha defines the camera rotation along the logitudinal axis
  41647. * @param beta defines the camera rotation along the latitudinal axis
  41648. * @param radius defines the camera distance from its target
  41649. * @param target defines the camera target
  41650. * @param scene defines the scene the camera belongs to
  41651. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41652. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41653. */
  41654. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41655. /**
  41656. * Gets camera class name
  41657. * @returns VRDeviceOrientationArcRotateCamera
  41658. */
  41659. getClassName(): string;
  41660. }
  41661. }
  41662. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41663. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41664. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41665. import { Scene } from "babylonjs/scene";
  41666. import { Vector3 } from "babylonjs/Maths/math.vector";
  41667. import "babylonjs/Cameras/RigModes/vrRigMode";
  41668. /**
  41669. * Camera used to simulate VR rendering (based on FreeCamera)
  41670. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41671. */
  41672. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41673. /**
  41674. * Creates a new VRDeviceOrientationFreeCamera
  41675. * @param name defines camera name
  41676. * @param position defines the start position of the camera
  41677. * @param scene defines the scene the camera belongs to
  41678. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41679. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41680. */
  41681. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41682. /**
  41683. * Gets camera class name
  41684. * @returns VRDeviceOrientationFreeCamera
  41685. */
  41686. getClassName(): string;
  41687. }
  41688. }
  41689. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41690. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41691. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41692. import { Scene } from "babylonjs/scene";
  41693. import { Vector3 } from "babylonjs/Maths/math.vector";
  41694. import "babylonjs/Gamepads/gamepadSceneComponent";
  41695. /**
  41696. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41697. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41698. */
  41699. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41700. /**
  41701. * Creates a new VRDeviceOrientationGamepadCamera
  41702. * @param name defines camera name
  41703. * @param position defines the start position of the camera
  41704. * @param scene defines the scene the camera belongs to
  41705. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41706. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41707. */
  41708. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41709. /**
  41710. * Gets camera class name
  41711. * @returns VRDeviceOrientationGamepadCamera
  41712. */
  41713. getClassName(): string;
  41714. }
  41715. }
  41716. declare module "babylonjs/Materials/pushMaterial" {
  41717. import { Nullable } from "babylonjs/types";
  41718. import { Scene } from "babylonjs/scene";
  41719. import { Matrix } from "babylonjs/Maths/math.vector";
  41720. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41721. import { Mesh } from "babylonjs/Meshes/mesh";
  41722. import { Material } from "babylonjs/Materials/material";
  41723. import { Effect } from "babylonjs/Materials/effect";
  41724. /**
  41725. * Base class of materials working in push mode in babylon JS
  41726. * @hidden
  41727. */
  41728. export class PushMaterial extends Material {
  41729. protected _activeEffect: Effect;
  41730. protected _normalMatrix: Matrix;
  41731. /**
  41732. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41733. * This means that the material can keep using a previous shader while a new one is being compiled.
  41734. * This is mostly used when shader parallel compilation is supported (true by default)
  41735. */
  41736. allowShaderHotSwapping: boolean;
  41737. constructor(name: string, scene: Scene);
  41738. getEffect(): Effect;
  41739. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41740. /**
  41741. * Binds the given world matrix to the active effect
  41742. *
  41743. * @param world the matrix to bind
  41744. */
  41745. bindOnlyWorldMatrix(world: Matrix): void;
  41746. /**
  41747. * Binds the given normal matrix to the active effect
  41748. *
  41749. * @param normalMatrix the matrix to bind
  41750. */
  41751. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41752. bind(world: Matrix, mesh?: Mesh): void;
  41753. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41754. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41755. }
  41756. }
  41757. declare module "babylonjs/Materials/materialFlags" {
  41758. /**
  41759. * This groups all the flags used to control the materials channel.
  41760. */
  41761. export class MaterialFlags {
  41762. private static _DiffuseTextureEnabled;
  41763. /**
  41764. * Are diffuse textures enabled in the application.
  41765. */
  41766. static DiffuseTextureEnabled: boolean;
  41767. private static _AmbientTextureEnabled;
  41768. /**
  41769. * Are ambient textures enabled in the application.
  41770. */
  41771. static AmbientTextureEnabled: boolean;
  41772. private static _OpacityTextureEnabled;
  41773. /**
  41774. * Are opacity textures enabled in the application.
  41775. */
  41776. static OpacityTextureEnabled: boolean;
  41777. private static _ReflectionTextureEnabled;
  41778. /**
  41779. * Are reflection textures enabled in the application.
  41780. */
  41781. static ReflectionTextureEnabled: boolean;
  41782. private static _EmissiveTextureEnabled;
  41783. /**
  41784. * Are emissive textures enabled in the application.
  41785. */
  41786. static EmissiveTextureEnabled: boolean;
  41787. private static _SpecularTextureEnabled;
  41788. /**
  41789. * Are specular textures enabled in the application.
  41790. */
  41791. static SpecularTextureEnabled: boolean;
  41792. private static _BumpTextureEnabled;
  41793. /**
  41794. * Are bump textures enabled in the application.
  41795. */
  41796. static BumpTextureEnabled: boolean;
  41797. private static _LightmapTextureEnabled;
  41798. /**
  41799. * Are lightmap textures enabled in the application.
  41800. */
  41801. static LightmapTextureEnabled: boolean;
  41802. private static _RefractionTextureEnabled;
  41803. /**
  41804. * Are refraction textures enabled in the application.
  41805. */
  41806. static RefractionTextureEnabled: boolean;
  41807. private static _ColorGradingTextureEnabled;
  41808. /**
  41809. * Are color grading textures enabled in the application.
  41810. */
  41811. static ColorGradingTextureEnabled: boolean;
  41812. private static _FresnelEnabled;
  41813. /**
  41814. * Are fresnels enabled in the application.
  41815. */
  41816. static FresnelEnabled: boolean;
  41817. private static _ClearCoatTextureEnabled;
  41818. /**
  41819. * Are clear coat textures enabled in the application.
  41820. */
  41821. static ClearCoatTextureEnabled: boolean;
  41822. private static _ClearCoatBumpTextureEnabled;
  41823. /**
  41824. * Are clear coat bump textures enabled in the application.
  41825. */
  41826. static ClearCoatBumpTextureEnabled: boolean;
  41827. private static _ClearCoatTintTextureEnabled;
  41828. /**
  41829. * Are clear coat tint textures enabled in the application.
  41830. */
  41831. static ClearCoatTintTextureEnabled: boolean;
  41832. private static _SheenTextureEnabled;
  41833. /**
  41834. * Are sheen textures enabled in the application.
  41835. */
  41836. static SheenTextureEnabled: boolean;
  41837. private static _AnisotropicTextureEnabled;
  41838. /**
  41839. * Are anisotropic textures enabled in the application.
  41840. */
  41841. static AnisotropicTextureEnabled: boolean;
  41842. private static _ThicknessTextureEnabled;
  41843. /**
  41844. * Are thickness textures enabled in the application.
  41845. */
  41846. static ThicknessTextureEnabled: boolean;
  41847. }
  41848. }
  41849. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41850. /** @hidden */
  41851. export var defaultFragmentDeclaration: {
  41852. name: string;
  41853. shader: string;
  41854. };
  41855. }
  41856. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41857. /** @hidden */
  41858. export var defaultUboDeclaration: {
  41859. name: string;
  41860. shader: string;
  41861. };
  41862. }
  41863. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41864. /** @hidden */
  41865. export var lightFragmentDeclaration: {
  41866. name: string;
  41867. shader: string;
  41868. };
  41869. }
  41870. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41871. /** @hidden */
  41872. export var lightUboDeclaration: {
  41873. name: string;
  41874. shader: string;
  41875. };
  41876. }
  41877. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41878. /** @hidden */
  41879. export var lightsFragmentFunctions: {
  41880. name: string;
  41881. shader: string;
  41882. };
  41883. }
  41884. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41885. /** @hidden */
  41886. export var shadowsFragmentFunctions: {
  41887. name: string;
  41888. shader: string;
  41889. };
  41890. }
  41891. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41892. /** @hidden */
  41893. export var fresnelFunction: {
  41894. name: string;
  41895. shader: string;
  41896. };
  41897. }
  41898. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41899. /** @hidden */
  41900. export var reflectionFunction: {
  41901. name: string;
  41902. shader: string;
  41903. };
  41904. }
  41905. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41906. /** @hidden */
  41907. export var bumpFragmentFunctions: {
  41908. name: string;
  41909. shader: string;
  41910. };
  41911. }
  41912. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41913. /** @hidden */
  41914. export var logDepthDeclaration: {
  41915. name: string;
  41916. shader: string;
  41917. };
  41918. }
  41919. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41920. /** @hidden */
  41921. export var bumpFragment: {
  41922. name: string;
  41923. shader: string;
  41924. };
  41925. }
  41926. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41927. /** @hidden */
  41928. export var depthPrePass: {
  41929. name: string;
  41930. shader: string;
  41931. };
  41932. }
  41933. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41934. /** @hidden */
  41935. export var lightFragment: {
  41936. name: string;
  41937. shader: string;
  41938. };
  41939. }
  41940. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41941. /** @hidden */
  41942. export var logDepthFragment: {
  41943. name: string;
  41944. shader: string;
  41945. };
  41946. }
  41947. declare module "babylonjs/Shaders/default.fragment" {
  41948. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41949. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41950. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41951. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41952. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41953. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41954. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41955. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41956. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41957. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41958. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41959. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41960. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41961. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41962. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41963. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41964. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41965. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41966. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41967. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41968. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41969. /** @hidden */
  41970. export var defaultPixelShader: {
  41971. name: string;
  41972. shader: string;
  41973. };
  41974. }
  41975. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41976. /** @hidden */
  41977. export var defaultVertexDeclaration: {
  41978. name: string;
  41979. shader: string;
  41980. };
  41981. }
  41982. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41983. /** @hidden */
  41984. export var bumpVertexDeclaration: {
  41985. name: string;
  41986. shader: string;
  41987. };
  41988. }
  41989. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41990. /** @hidden */
  41991. export var bumpVertex: {
  41992. name: string;
  41993. shader: string;
  41994. };
  41995. }
  41996. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41997. /** @hidden */
  41998. export var fogVertex: {
  41999. name: string;
  42000. shader: string;
  42001. };
  42002. }
  42003. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  42004. /** @hidden */
  42005. export var shadowsVertex: {
  42006. name: string;
  42007. shader: string;
  42008. };
  42009. }
  42010. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  42011. /** @hidden */
  42012. export var pointCloudVertex: {
  42013. name: string;
  42014. shader: string;
  42015. };
  42016. }
  42017. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  42018. /** @hidden */
  42019. export var logDepthVertex: {
  42020. name: string;
  42021. shader: string;
  42022. };
  42023. }
  42024. declare module "babylonjs/Shaders/default.vertex" {
  42025. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  42026. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  42027. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42028. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  42029. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  42030. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  42031. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  42032. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  42033. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  42034. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  42035. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  42036. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  42037. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  42038. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  42039. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  42040. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  42041. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  42042. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  42043. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  42044. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  42045. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  42046. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  42047. /** @hidden */
  42048. export var defaultVertexShader: {
  42049. name: string;
  42050. shader: string;
  42051. };
  42052. }
  42053. declare module "babylonjs/Materials/standardMaterial" {
  42054. import { SmartArray } from "babylonjs/Misc/smartArray";
  42055. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  42056. import { Nullable } from "babylonjs/types";
  42057. import { Scene } from "babylonjs/scene";
  42058. import { Matrix } from "babylonjs/Maths/math.vector";
  42059. import { Color3 } from "babylonjs/Maths/math.color";
  42060. import { SubMesh } from "babylonjs/Meshes/subMesh";
  42061. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42062. import { Mesh } from "babylonjs/Meshes/mesh";
  42063. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  42064. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42065. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  42066. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  42067. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  42068. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42069. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42070. import "babylonjs/Shaders/default.fragment";
  42071. import "babylonjs/Shaders/default.vertex";
  42072. /** @hidden */
  42073. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  42074. MAINUV1: boolean;
  42075. MAINUV2: boolean;
  42076. DIFFUSE: boolean;
  42077. DIFFUSEDIRECTUV: number;
  42078. AMBIENT: boolean;
  42079. AMBIENTDIRECTUV: number;
  42080. OPACITY: boolean;
  42081. OPACITYDIRECTUV: number;
  42082. OPACITYRGB: boolean;
  42083. REFLECTION: boolean;
  42084. EMISSIVE: boolean;
  42085. EMISSIVEDIRECTUV: number;
  42086. SPECULAR: boolean;
  42087. SPECULARDIRECTUV: number;
  42088. BUMP: boolean;
  42089. BUMPDIRECTUV: number;
  42090. PARALLAX: boolean;
  42091. PARALLAXOCCLUSION: boolean;
  42092. SPECULAROVERALPHA: boolean;
  42093. CLIPPLANE: boolean;
  42094. CLIPPLANE2: boolean;
  42095. CLIPPLANE3: boolean;
  42096. CLIPPLANE4: boolean;
  42097. ALPHATEST: boolean;
  42098. DEPTHPREPASS: boolean;
  42099. ALPHAFROMDIFFUSE: boolean;
  42100. POINTSIZE: boolean;
  42101. FOG: boolean;
  42102. SPECULARTERM: boolean;
  42103. DIFFUSEFRESNEL: boolean;
  42104. OPACITYFRESNEL: boolean;
  42105. REFLECTIONFRESNEL: boolean;
  42106. REFRACTIONFRESNEL: boolean;
  42107. EMISSIVEFRESNEL: boolean;
  42108. FRESNEL: boolean;
  42109. NORMAL: boolean;
  42110. UV1: boolean;
  42111. UV2: boolean;
  42112. VERTEXCOLOR: boolean;
  42113. VERTEXALPHA: boolean;
  42114. NUM_BONE_INFLUENCERS: number;
  42115. BonesPerMesh: number;
  42116. BONETEXTURE: boolean;
  42117. INSTANCES: boolean;
  42118. GLOSSINESS: boolean;
  42119. ROUGHNESS: boolean;
  42120. EMISSIVEASILLUMINATION: boolean;
  42121. LINKEMISSIVEWITHDIFFUSE: boolean;
  42122. REFLECTIONFRESNELFROMSPECULAR: boolean;
  42123. LIGHTMAP: boolean;
  42124. LIGHTMAPDIRECTUV: number;
  42125. OBJECTSPACE_NORMALMAP: boolean;
  42126. USELIGHTMAPASSHADOWMAP: boolean;
  42127. REFLECTIONMAP_3D: boolean;
  42128. REFLECTIONMAP_SPHERICAL: boolean;
  42129. REFLECTIONMAP_PLANAR: boolean;
  42130. REFLECTIONMAP_CUBIC: boolean;
  42131. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  42132. REFLECTIONMAP_PROJECTION: boolean;
  42133. REFLECTIONMAP_SKYBOX: boolean;
  42134. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  42135. REFLECTIONMAP_EXPLICIT: boolean;
  42136. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  42137. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  42138. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  42139. INVERTCUBICMAP: boolean;
  42140. LOGARITHMICDEPTH: boolean;
  42141. REFRACTION: boolean;
  42142. REFRACTIONMAP_3D: boolean;
  42143. REFLECTIONOVERALPHA: boolean;
  42144. TWOSIDEDLIGHTING: boolean;
  42145. SHADOWFLOAT: boolean;
  42146. MORPHTARGETS: boolean;
  42147. MORPHTARGETS_NORMAL: boolean;
  42148. MORPHTARGETS_TANGENT: boolean;
  42149. MORPHTARGETS_UV: boolean;
  42150. NUM_MORPH_INFLUENCERS: number;
  42151. NONUNIFORMSCALING: boolean;
  42152. PREMULTIPLYALPHA: boolean;
  42153. IMAGEPROCESSING: boolean;
  42154. VIGNETTE: boolean;
  42155. VIGNETTEBLENDMODEMULTIPLY: boolean;
  42156. VIGNETTEBLENDMODEOPAQUE: boolean;
  42157. TONEMAPPING: boolean;
  42158. TONEMAPPING_ACES: boolean;
  42159. CONTRAST: boolean;
  42160. COLORCURVES: boolean;
  42161. COLORGRADING: boolean;
  42162. COLORGRADING3D: boolean;
  42163. SAMPLER3DGREENDEPTH: boolean;
  42164. SAMPLER3DBGRMAP: boolean;
  42165. IMAGEPROCESSINGPOSTPROCESS: boolean;
  42166. MULTIVIEW: boolean;
  42167. /**
  42168. * If the reflection texture on this material is in linear color space
  42169. * @hidden
  42170. */
  42171. IS_REFLECTION_LINEAR: boolean;
  42172. /**
  42173. * If the refraction texture on this material is in linear color space
  42174. * @hidden
  42175. */
  42176. IS_REFRACTION_LINEAR: boolean;
  42177. EXPOSURE: boolean;
  42178. constructor();
  42179. setReflectionMode(modeToEnable: string): void;
  42180. }
  42181. /**
  42182. * This is the default material used in Babylon. It is the best trade off between quality
  42183. * and performances.
  42184. * @see http://doc.babylonjs.com/babylon101/materials
  42185. */
  42186. export class StandardMaterial extends PushMaterial {
  42187. private _diffuseTexture;
  42188. /**
  42189. * The basic texture of the material as viewed under a light.
  42190. */
  42191. diffuseTexture: Nullable<BaseTexture>;
  42192. private _ambientTexture;
  42193. /**
  42194. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  42195. */
  42196. ambientTexture: Nullable<BaseTexture>;
  42197. private _opacityTexture;
  42198. /**
  42199. * Define the transparency of the material from a texture.
  42200. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  42201. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  42202. */
  42203. opacityTexture: Nullable<BaseTexture>;
  42204. private _reflectionTexture;
  42205. /**
  42206. * Define the texture used to display the reflection.
  42207. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42208. */
  42209. reflectionTexture: Nullable<BaseTexture>;
  42210. private _emissiveTexture;
  42211. /**
  42212. * Define texture of the material as if self lit.
  42213. * This will be mixed in the final result even in the absence of light.
  42214. */
  42215. emissiveTexture: Nullable<BaseTexture>;
  42216. private _specularTexture;
  42217. /**
  42218. * Define how the color and intensity of the highlight given by the light in the material.
  42219. */
  42220. specularTexture: Nullable<BaseTexture>;
  42221. private _bumpTexture;
  42222. /**
  42223. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  42224. * 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.
  42225. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  42226. */
  42227. bumpTexture: Nullable<BaseTexture>;
  42228. private _lightmapTexture;
  42229. /**
  42230. * Complex lighting can be computationally expensive to compute at runtime.
  42231. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  42232. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  42233. */
  42234. lightmapTexture: Nullable<BaseTexture>;
  42235. private _refractionTexture;
  42236. /**
  42237. * Define the texture used to display the refraction.
  42238. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42239. */
  42240. refractionTexture: Nullable<BaseTexture>;
  42241. /**
  42242. * The color of the material lit by the environmental background lighting.
  42243. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  42244. */
  42245. ambientColor: Color3;
  42246. /**
  42247. * The basic color of the material as viewed under a light.
  42248. */
  42249. diffuseColor: Color3;
  42250. /**
  42251. * Define how the color and intensity of the highlight given by the light in the material.
  42252. */
  42253. specularColor: Color3;
  42254. /**
  42255. * Define the color of the material as if self lit.
  42256. * This will be mixed in the final result even in the absence of light.
  42257. */
  42258. emissiveColor: Color3;
  42259. /**
  42260. * Defines how sharp are the highlights in the material.
  42261. * The bigger the value the sharper giving a more glossy feeling to the result.
  42262. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  42263. */
  42264. specularPower: number;
  42265. private _useAlphaFromDiffuseTexture;
  42266. /**
  42267. * Does the transparency come from the diffuse texture alpha channel.
  42268. */
  42269. useAlphaFromDiffuseTexture: boolean;
  42270. private _useEmissiveAsIllumination;
  42271. /**
  42272. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  42273. */
  42274. useEmissiveAsIllumination: boolean;
  42275. private _linkEmissiveWithDiffuse;
  42276. /**
  42277. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  42278. * the emissive level when the final color is close to one.
  42279. */
  42280. linkEmissiveWithDiffuse: boolean;
  42281. private _useSpecularOverAlpha;
  42282. /**
  42283. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  42284. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  42285. */
  42286. useSpecularOverAlpha: boolean;
  42287. private _useReflectionOverAlpha;
  42288. /**
  42289. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  42290. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  42291. */
  42292. useReflectionOverAlpha: boolean;
  42293. private _disableLighting;
  42294. /**
  42295. * Does lights from the scene impacts this material.
  42296. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  42297. */
  42298. disableLighting: boolean;
  42299. private _useObjectSpaceNormalMap;
  42300. /**
  42301. * Allows using an object space normal map (instead of tangent space).
  42302. */
  42303. useObjectSpaceNormalMap: boolean;
  42304. private _useParallax;
  42305. /**
  42306. * Is parallax enabled or not.
  42307. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42308. */
  42309. useParallax: boolean;
  42310. private _useParallaxOcclusion;
  42311. /**
  42312. * Is parallax occlusion enabled or not.
  42313. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  42314. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42315. */
  42316. useParallaxOcclusion: boolean;
  42317. /**
  42318. * 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.
  42319. */
  42320. parallaxScaleBias: number;
  42321. private _roughness;
  42322. /**
  42323. * Helps to define how blurry the reflections should appears in the material.
  42324. */
  42325. roughness: number;
  42326. /**
  42327. * In case of refraction, define the value of the index of refraction.
  42328. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42329. */
  42330. indexOfRefraction: number;
  42331. /**
  42332. * Invert the refraction texture alongside the y axis.
  42333. * It can be useful with procedural textures or probe for instance.
  42334. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42335. */
  42336. invertRefractionY: boolean;
  42337. /**
  42338. * Defines the alpha limits in alpha test mode.
  42339. */
  42340. alphaCutOff: number;
  42341. private _useLightmapAsShadowmap;
  42342. /**
  42343. * In case of light mapping, define whether the map contains light or shadow informations.
  42344. */
  42345. useLightmapAsShadowmap: boolean;
  42346. private _diffuseFresnelParameters;
  42347. /**
  42348. * Define the diffuse fresnel parameters of the material.
  42349. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42350. */
  42351. diffuseFresnelParameters: FresnelParameters;
  42352. private _opacityFresnelParameters;
  42353. /**
  42354. * Define the opacity fresnel parameters of the material.
  42355. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42356. */
  42357. opacityFresnelParameters: FresnelParameters;
  42358. private _reflectionFresnelParameters;
  42359. /**
  42360. * Define the reflection fresnel parameters of the material.
  42361. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42362. */
  42363. reflectionFresnelParameters: FresnelParameters;
  42364. private _refractionFresnelParameters;
  42365. /**
  42366. * Define the refraction fresnel parameters of the material.
  42367. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42368. */
  42369. refractionFresnelParameters: FresnelParameters;
  42370. private _emissiveFresnelParameters;
  42371. /**
  42372. * Define the emissive fresnel parameters of the material.
  42373. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42374. */
  42375. emissiveFresnelParameters: FresnelParameters;
  42376. private _useReflectionFresnelFromSpecular;
  42377. /**
  42378. * If true automatically deducts the fresnels values from the material specularity.
  42379. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42380. */
  42381. useReflectionFresnelFromSpecular: boolean;
  42382. private _useGlossinessFromSpecularMapAlpha;
  42383. /**
  42384. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  42385. */
  42386. useGlossinessFromSpecularMapAlpha: boolean;
  42387. private _maxSimultaneousLights;
  42388. /**
  42389. * Defines the maximum number of lights that can be used in the material
  42390. */
  42391. maxSimultaneousLights: number;
  42392. private _invertNormalMapX;
  42393. /**
  42394. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42395. */
  42396. invertNormalMapX: boolean;
  42397. private _invertNormalMapY;
  42398. /**
  42399. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42400. */
  42401. invertNormalMapY: boolean;
  42402. private _twoSidedLighting;
  42403. /**
  42404. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42405. */
  42406. twoSidedLighting: boolean;
  42407. /**
  42408. * Default configuration related to image processing available in the standard Material.
  42409. */
  42410. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42411. /**
  42412. * Gets the image processing configuration used either in this material.
  42413. */
  42414. /**
  42415. * Sets the Default image processing configuration used either in the this material.
  42416. *
  42417. * If sets to null, the scene one is in use.
  42418. */
  42419. imageProcessingConfiguration: ImageProcessingConfiguration;
  42420. /**
  42421. * Keep track of the image processing observer to allow dispose and replace.
  42422. */
  42423. private _imageProcessingObserver;
  42424. /**
  42425. * Attaches a new image processing configuration to the Standard Material.
  42426. * @param configuration
  42427. */
  42428. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42429. /**
  42430. * Gets wether the color curves effect is enabled.
  42431. */
  42432. /**
  42433. * Sets wether the color curves effect is enabled.
  42434. */
  42435. cameraColorCurvesEnabled: boolean;
  42436. /**
  42437. * Gets wether the color grading effect is enabled.
  42438. */
  42439. /**
  42440. * Gets wether the color grading effect is enabled.
  42441. */
  42442. cameraColorGradingEnabled: boolean;
  42443. /**
  42444. * Gets wether tonemapping is enabled or not.
  42445. */
  42446. /**
  42447. * Sets wether tonemapping is enabled or not
  42448. */
  42449. cameraToneMappingEnabled: boolean;
  42450. /**
  42451. * The camera exposure used on this material.
  42452. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42453. * This corresponds to a photographic exposure.
  42454. */
  42455. /**
  42456. * The camera exposure used on this material.
  42457. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42458. * This corresponds to a photographic exposure.
  42459. */
  42460. cameraExposure: number;
  42461. /**
  42462. * Gets The camera contrast used on this material.
  42463. */
  42464. /**
  42465. * Sets The camera contrast used on this material.
  42466. */
  42467. cameraContrast: number;
  42468. /**
  42469. * Gets the Color Grading 2D Lookup Texture.
  42470. */
  42471. /**
  42472. * Sets the Color Grading 2D Lookup Texture.
  42473. */
  42474. cameraColorGradingTexture: Nullable<BaseTexture>;
  42475. /**
  42476. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42477. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42478. * 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;
  42479. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42480. */
  42481. /**
  42482. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42483. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42484. * 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;
  42485. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42486. */
  42487. cameraColorCurves: Nullable<ColorCurves>;
  42488. /**
  42489. * Custom callback helping to override the default shader used in the material.
  42490. */
  42491. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42492. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42493. protected _worldViewProjectionMatrix: Matrix;
  42494. protected _globalAmbientColor: Color3;
  42495. protected _useLogarithmicDepth: boolean;
  42496. protected _rebuildInParallel: boolean;
  42497. /**
  42498. * Instantiates a new standard material.
  42499. * This is the default material used in Babylon. It is the best trade off between quality
  42500. * and performances.
  42501. * @see http://doc.babylonjs.com/babylon101/materials
  42502. * @param name Define the name of the material in the scene
  42503. * @param scene Define the scene the material belong to
  42504. */
  42505. constructor(name: string, scene: Scene);
  42506. /**
  42507. * Gets a boolean indicating that current material needs to register RTT
  42508. */
  42509. readonly hasRenderTargetTextures: boolean;
  42510. /**
  42511. * Gets the current class name of the material e.g. "StandardMaterial"
  42512. * Mainly use in serialization.
  42513. * @returns the class name
  42514. */
  42515. getClassName(): string;
  42516. /**
  42517. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42518. * You can try switching to logarithmic depth.
  42519. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42520. */
  42521. useLogarithmicDepth: boolean;
  42522. /**
  42523. * Specifies if the material will require alpha blending
  42524. * @returns a boolean specifying if alpha blending is needed
  42525. */
  42526. needAlphaBlending(): boolean;
  42527. /**
  42528. * Specifies if this material should be rendered in alpha test mode
  42529. * @returns a boolean specifying if an alpha test is needed.
  42530. */
  42531. needAlphaTesting(): boolean;
  42532. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42533. /**
  42534. * Get the texture used for alpha test purpose.
  42535. * @returns the diffuse texture in case of the standard material.
  42536. */
  42537. getAlphaTestTexture(): Nullable<BaseTexture>;
  42538. /**
  42539. * Get if the submesh is ready to be used and all its information available.
  42540. * Child classes can use it to update shaders
  42541. * @param mesh defines the mesh to check
  42542. * @param subMesh defines which submesh to check
  42543. * @param useInstances specifies that instances should be used
  42544. * @returns a boolean indicating that the submesh is ready or not
  42545. */
  42546. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42547. /**
  42548. * Builds the material UBO layouts.
  42549. * Used internally during the effect preparation.
  42550. */
  42551. buildUniformLayout(): void;
  42552. /**
  42553. * Unbinds the material from the mesh
  42554. */
  42555. unbind(): void;
  42556. /**
  42557. * Binds the submesh to this material by preparing the effect and shader to draw
  42558. * @param world defines the world transformation matrix
  42559. * @param mesh defines the mesh containing the submesh
  42560. * @param subMesh defines the submesh to bind the material to
  42561. */
  42562. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42563. /**
  42564. * Get the list of animatables in the material.
  42565. * @returns the list of animatables object used in the material
  42566. */
  42567. getAnimatables(): IAnimatable[];
  42568. /**
  42569. * Gets the active textures from the material
  42570. * @returns an array of textures
  42571. */
  42572. getActiveTextures(): BaseTexture[];
  42573. /**
  42574. * Specifies if the material uses a texture
  42575. * @param texture defines the texture to check against the material
  42576. * @returns a boolean specifying if the material uses the texture
  42577. */
  42578. hasTexture(texture: BaseTexture): boolean;
  42579. /**
  42580. * Disposes the material
  42581. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42582. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42583. */
  42584. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42585. /**
  42586. * Makes a duplicate of the material, and gives it a new name
  42587. * @param name defines the new name for the duplicated material
  42588. * @returns the cloned material
  42589. */
  42590. clone(name: string): StandardMaterial;
  42591. /**
  42592. * Serializes this material in a JSON representation
  42593. * @returns the serialized material object
  42594. */
  42595. serialize(): any;
  42596. /**
  42597. * Creates a standard material from parsed material data
  42598. * @param source defines the JSON representation of the material
  42599. * @param scene defines the hosting scene
  42600. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42601. * @returns a new standard material
  42602. */
  42603. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42604. /**
  42605. * Are diffuse textures enabled in the application.
  42606. */
  42607. static DiffuseTextureEnabled: boolean;
  42608. /**
  42609. * Are ambient textures enabled in the application.
  42610. */
  42611. static AmbientTextureEnabled: boolean;
  42612. /**
  42613. * Are opacity textures enabled in the application.
  42614. */
  42615. static OpacityTextureEnabled: boolean;
  42616. /**
  42617. * Are reflection textures enabled in the application.
  42618. */
  42619. static ReflectionTextureEnabled: boolean;
  42620. /**
  42621. * Are emissive textures enabled in the application.
  42622. */
  42623. static EmissiveTextureEnabled: boolean;
  42624. /**
  42625. * Are specular textures enabled in the application.
  42626. */
  42627. static SpecularTextureEnabled: boolean;
  42628. /**
  42629. * Are bump textures enabled in the application.
  42630. */
  42631. static BumpTextureEnabled: boolean;
  42632. /**
  42633. * Are lightmap textures enabled in the application.
  42634. */
  42635. static LightmapTextureEnabled: boolean;
  42636. /**
  42637. * Are refraction textures enabled in the application.
  42638. */
  42639. static RefractionTextureEnabled: boolean;
  42640. /**
  42641. * Are color grading textures enabled in the application.
  42642. */
  42643. static ColorGradingTextureEnabled: boolean;
  42644. /**
  42645. * Are fresnels enabled in the application.
  42646. */
  42647. static FresnelEnabled: boolean;
  42648. }
  42649. }
  42650. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42651. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42652. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42653. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42654. /** @hidden */
  42655. export var imageProcessingPixelShader: {
  42656. name: string;
  42657. shader: string;
  42658. };
  42659. }
  42660. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42661. import { Nullable } from "babylonjs/types";
  42662. import { Color4 } from "babylonjs/Maths/math.color";
  42663. import { Camera } from "babylonjs/Cameras/camera";
  42664. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42665. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42666. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42667. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42668. import { Engine } from "babylonjs/Engines/engine";
  42669. import "babylonjs/Shaders/imageProcessing.fragment";
  42670. import "babylonjs/Shaders/postprocess.vertex";
  42671. /**
  42672. * ImageProcessingPostProcess
  42673. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42674. */
  42675. export class ImageProcessingPostProcess extends PostProcess {
  42676. /**
  42677. * Default configuration related to image processing available in the PBR Material.
  42678. */
  42679. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42680. /**
  42681. * Gets the image processing configuration used either in this material.
  42682. */
  42683. /**
  42684. * Sets the Default image processing configuration used either in the this material.
  42685. *
  42686. * If sets to null, the scene one is in use.
  42687. */
  42688. imageProcessingConfiguration: ImageProcessingConfiguration;
  42689. /**
  42690. * Keep track of the image processing observer to allow dispose and replace.
  42691. */
  42692. private _imageProcessingObserver;
  42693. /**
  42694. * Attaches a new image processing configuration to the PBR Material.
  42695. * @param configuration
  42696. */
  42697. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42698. /**
  42699. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42700. */
  42701. /**
  42702. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42703. */
  42704. colorCurves: Nullable<ColorCurves>;
  42705. /**
  42706. * Gets wether the color curves effect is enabled.
  42707. */
  42708. /**
  42709. * Sets wether the color curves effect is enabled.
  42710. */
  42711. colorCurvesEnabled: boolean;
  42712. /**
  42713. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42714. */
  42715. /**
  42716. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42717. */
  42718. colorGradingTexture: Nullable<BaseTexture>;
  42719. /**
  42720. * Gets wether the color grading effect is enabled.
  42721. */
  42722. /**
  42723. * Gets wether the color grading effect is enabled.
  42724. */
  42725. colorGradingEnabled: boolean;
  42726. /**
  42727. * Gets exposure used in the effect.
  42728. */
  42729. /**
  42730. * Sets exposure used in the effect.
  42731. */
  42732. exposure: number;
  42733. /**
  42734. * Gets wether tonemapping is enabled or not.
  42735. */
  42736. /**
  42737. * Sets wether tonemapping is enabled or not
  42738. */
  42739. toneMappingEnabled: boolean;
  42740. /**
  42741. * Gets the type of tone mapping effect.
  42742. */
  42743. /**
  42744. * Sets the type of tone mapping effect.
  42745. */
  42746. toneMappingType: number;
  42747. /**
  42748. * Gets contrast used in the effect.
  42749. */
  42750. /**
  42751. * Sets contrast used in the effect.
  42752. */
  42753. contrast: number;
  42754. /**
  42755. * Gets Vignette stretch size.
  42756. */
  42757. /**
  42758. * Sets Vignette stretch size.
  42759. */
  42760. vignetteStretch: number;
  42761. /**
  42762. * Gets Vignette centre X Offset.
  42763. */
  42764. /**
  42765. * Sets Vignette centre X Offset.
  42766. */
  42767. vignetteCentreX: number;
  42768. /**
  42769. * Gets Vignette centre Y Offset.
  42770. */
  42771. /**
  42772. * Sets Vignette centre Y Offset.
  42773. */
  42774. vignetteCentreY: number;
  42775. /**
  42776. * Gets Vignette weight or intensity of the vignette effect.
  42777. */
  42778. /**
  42779. * Sets Vignette weight or intensity of the vignette effect.
  42780. */
  42781. vignetteWeight: number;
  42782. /**
  42783. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42784. * if vignetteEnabled is set to true.
  42785. */
  42786. /**
  42787. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42788. * if vignetteEnabled is set to true.
  42789. */
  42790. vignetteColor: Color4;
  42791. /**
  42792. * Gets Camera field of view used by the Vignette effect.
  42793. */
  42794. /**
  42795. * Sets Camera field of view used by the Vignette effect.
  42796. */
  42797. vignetteCameraFov: number;
  42798. /**
  42799. * Gets the vignette blend mode allowing different kind of effect.
  42800. */
  42801. /**
  42802. * Sets the vignette blend mode allowing different kind of effect.
  42803. */
  42804. vignetteBlendMode: number;
  42805. /**
  42806. * Gets wether the vignette effect is enabled.
  42807. */
  42808. /**
  42809. * Sets wether the vignette effect is enabled.
  42810. */
  42811. vignetteEnabled: boolean;
  42812. private _fromLinearSpace;
  42813. /**
  42814. * Gets wether the input of the processing is in Gamma or Linear Space.
  42815. */
  42816. /**
  42817. * Sets wether the input of the processing is in Gamma or Linear Space.
  42818. */
  42819. fromLinearSpace: boolean;
  42820. /**
  42821. * Defines cache preventing GC.
  42822. */
  42823. private _defines;
  42824. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42825. /**
  42826. * "ImageProcessingPostProcess"
  42827. * @returns "ImageProcessingPostProcess"
  42828. */
  42829. getClassName(): string;
  42830. protected _updateParameters(): void;
  42831. dispose(camera?: Camera): void;
  42832. }
  42833. }
  42834. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42835. import { Scene } from "babylonjs/scene";
  42836. import { Color3 } from "babylonjs/Maths/math.color";
  42837. import { Mesh } from "babylonjs/Meshes/mesh";
  42838. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42839. import { Nullable } from "babylonjs/types";
  42840. /**
  42841. * Class containing static functions to help procedurally build meshes
  42842. */
  42843. export class GroundBuilder {
  42844. /**
  42845. * Creates a ground mesh
  42846. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42847. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42848. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42849. * @param name defines the name of the mesh
  42850. * @param options defines the options used to create the mesh
  42851. * @param scene defines the hosting scene
  42852. * @returns the ground mesh
  42853. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42854. */
  42855. static CreateGround(name: string, options: {
  42856. width?: number;
  42857. height?: number;
  42858. subdivisions?: number;
  42859. subdivisionsX?: number;
  42860. subdivisionsY?: number;
  42861. updatable?: boolean;
  42862. }, scene: any): Mesh;
  42863. /**
  42864. * Creates a tiled ground mesh
  42865. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42866. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42867. * * 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
  42868. * * 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
  42869. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42870. * @param name defines the name of the mesh
  42871. * @param options defines the options used to create the mesh
  42872. * @param scene defines the hosting scene
  42873. * @returns the tiled ground mesh
  42874. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42875. */
  42876. static CreateTiledGround(name: string, options: {
  42877. xmin: number;
  42878. zmin: number;
  42879. xmax: number;
  42880. zmax: number;
  42881. subdivisions?: {
  42882. w: number;
  42883. h: number;
  42884. };
  42885. precision?: {
  42886. w: number;
  42887. h: number;
  42888. };
  42889. updatable?: boolean;
  42890. }, scene?: Nullable<Scene>): Mesh;
  42891. /**
  42892. * Creates a ground mesh from a height map
  42893. * * The parameter `url` sets the URL of the height map image resource.
  42894. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42895. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42896. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42897. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42898. * * 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.
  42899. * * 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).
  42900. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42901. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42902. * @param name defines the name of the mesh
  42903. * @param url defines the url to the height map
  42904. * @param options defines the options used to create the mesh
  42905. * @param scene defines the hosting scene
  42906. * @returns the ground mesh
  42907. * @see https://doc.babylonjs.com/babylon101/height_map
  42908. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42909. */
  42910. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42911. width?: number;
  42912. height?: number;
  42913. subdivisions?: number;
  42914. minHeight?: number;
  42915. maxHeight?: number;
  42916. colorFilter?: Color3;
  42917. alphaFilter?: number;
  42918. updatable?: boolean;
  42919. onReady?: (mesh: GroundMesh) => void;
  42920. }, scene?: Nullable<Scene>): GroundMesh;
  42921. }
  42922. }
  42923. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42924. import { Vector4 } from "babylonjs/Maths/math.vector";
  42925. import { Mesh } from "babylonjs/Meshes/mesh";
  42926. /**
  42927. * Class containing static functions to help procedurally build meshes
  42928. */
  42929. export class TorusBuilder {
  42930. /**
  42931. * Creates a torus mesh
  42932. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42933. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42934. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42935. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42936. * * 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
  42937. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42938. * @param name defines the name of the mesh
  42939. * @param options defines the options used to create the mesh
  42940. * @param scene defines the hosting scene
  42941. * @returns the torus mesh
  42942. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42943. */
  42944. static CreateTorus(name: string, options: {
  42945. diameter?: number;
  42946. thickness?: number;
  42947. tessellation?: number;
  42948. updatable?: boolean;
  42949. sideOrientation?: number;
  42950. frontUVs?: Vector4;
  42951. backUVs?: Vector4;
  42952. }, scene: any): Mesh;
  42953. }
  42954. }
  42955. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42956. import { Vector4 } from "babylonjs/Maths/math.vector";
  42957. import { Color4 } from "babylonjs/Maths/math.color";
  42958. import { Mesh } from "babylonjs/Meshes/mesh";
  42959. /**
  42960. * Class containing static functions to help procedurally build meshes
  42961. */
  42962. export class CylinderBuilder {
  42963. /**
  42964. * Creates a cylinder or a cone mesh
  42965. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42966. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42967. * * 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.
  42968. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42969. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42970. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42971. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42972. * * 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).
  42973. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42974. * * 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).
  42975. * * 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
  42976. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42977. * * 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
  42978. * * 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.
  42979. * * If `enclose` is false, a ring surface is one element.
  42980. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42981. * * 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
  42982. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42983. * * 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
  42984. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42985. * @param name defines the name of the mesh
  42986. * @param options defines the options used to create the mesh
  42987. * @param scene defines the hosting scene
  42988. * @returns the cylinder mesh
  42989. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42990. */
  42991. static CreateCylinder(name: string, options: {
  42992. height?: number;
  42993. diameterTop?: number;
  42994. diameterBottom?: number;
  42995. diameter?: number;
  42996. tessellation?: number;
  42997. subdivisions?: number;
  42998. arc?: number;
  42999. faceColors?: Color4[];
  43000. faceUV?: Vector4[];
  43001. updatable?: boolean;
  43002. hasRings?: boolean;
  43003. enclose?: boolean;
  43004. cap?: number;
  43005. sideOrientation?: number;
  43006. frontUVs?: Vector4;
  43007. backUVs?: Vector4;
  43008. }, scene: any): Mesh;
  43009. }
  43010. }
  43011. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  43012. import { Observable } from "babylonjs/Misc/observable";
  43013. import { Nullable } from "babylonjs/types";
  43014. import { Camera } from "babylonjs/Cameras/camera";
  43015. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  43016. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43017. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  43018. import { Scene } from "babylonjs/scene";
  43019. import { Vector3 } from "babylonjs/Maths/math.vector";
  43020. import { Color3 } from "babylonjs/Maths/math.color";
  43021. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43022. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43023. import { Mesh } from "babylonjs/Meshes/mesh";
  43024. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  43025. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43026. import "babylonjs/Meshes/Builders/groundBuilder";
  43027. import "babylonjs/Meshes/Builders/torusBuilder";
  43028. import "babylonjs/Meshes/Builders/cylinderBuilder";
  43029. import "babylonjs/Gamepads/gamepadSceneComponent";
  43030. import "babylonjs/Animations/animatable";
  43031. /**
  43032. * Options to modify the vr teleportation behavior.
  43033. */
  43034. export interface VRTeleportationOptions {
  43035. /**
  43036. * The name of the mesh which should be used as the teleportation floor. (default: null)
  43037. */
  43038. floorMeshName?: string;
  43039. /**
  43040. * A list of meshes to be used as the teleportation floor. (default: empty)
  43041. */
  43042. floorMeshes?: Mesh[];
  43043. /**
  43044. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  43045. */
  43046. teleportationMode?: number;
  43047. /**
  43048. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  43049. */
  43050. teleportationTime?: number;
  43051. /**
  43052. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  43053. */
  43054. teleportationSpeed?: number;
  43055. }
  43056. /**
  43057. * Options to modify the vr experience helper's behavior.
  43058. */
  43059. export interface VRExperienceHelperOptions extends WebVROptions {
  43060. /**
  43061. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  43062. */
  43063. createDeviceOrientationCamera?: boolean;
  43064. /**
  43065. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  43066. */
  43067. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  43068. /**
  43069. * Uses the main button on the controller to toggle the laser casted. (default: true)
  43070. */
  43071. laserToggle?: boolean;
  43072. /**
  43073. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  43074. */
  43075. floorMeshes?: Mesh[];
  43076. /**
  43077. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  43078. */
  43079. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  43080. }
  43081. /**
  43082. * Event containing information after VR has been entered
  43083. */
  43084. export class OnAfterEnteringVRObservableEvent {
  43085. /**
  43086. * If entering vr was successful
  43087. */
  43088. success: boolean;
  43089. }
  43090. /**
  43091. * Helps to quickly add VR support to an existing scene.
  43092. * See http://doc.babylonjs.com/how_to/webvr_helper
  43093. */
  43094. export class VRExperienceHelper {
  43095. /** Options to modify the vr experience helper's behavior. */
  43096. webVROptions: VRExperienceHelperOptions;
  43097. private _scene;
  43098. private _position;
  43099. private _btnVR;
  43100. private _btnVRDisplayed;
  43101. private _webVRsupported;
  43102. private _webVRready;
  43103. private _webVRrequesting;
  43104. private _webVRpresenting;
  43105. private _hasEnteredVR;
  43106. private _fullscreenVRpresenting;
  43107. private _inputElement;
  43108. private _webVRCamera;
  43109. private _vrDeviceOrientationCamera;
  43110. private _deviceOrientationCamera;
  43111. private _existingCamera;
  43112. private _onKeyDown;
  43113. private _onVrDisplayPresentChange;
  43114. private _onVRDisplayChanged;
  43115. private _onVRRequestPresentStart;
  43116. private _onVRRequestPresentComplete;
  43117. /**
  43118. * 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)
  43119. */
  43120. enableGazeEvenWhenNoPointerLock: boolean;
  43121. /**
  43122. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  43123. */
  43124. exitVROnDoubleTap: boolean;
  43125. /**
  43126. * Observable raised right before entering VR.
  43127. */
  43128. onEnteringVRObservable: Observable<VRExperienceHelper>;
  43129. /**
  43130. * Observable raised when entering VR has completed.
  43131. */
  43132. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  43133. /**
  43134. * Observable raised when exiting VR.
  43135. */
  43136. onExitingVRObservable: Observable<VRExperienceHelper>;
  43137. /**
  43138. * Observable raised when controller mesh is loaded.
  43139. */
  43140. onControllerMeshLoadedObservable: Observable<WebVRController>;
  43141. /** Return this.onEnteringVRObservable
  43142. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  43143. */
  43144. readonly onEnteringVR: Observable<VRExperienceHelper>;
  43145. /** Return this.onExitingVRObservable
  43146. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  43147. */
  43148. readonly onExitingVR: Observable<VRExperienceHelper>;
  43149. /** Return this.onControllerMeshLoadedObservable
  43150. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  43151. */
  43152. readonly onControllerMeshLoaded: Observable<WebVRController>;
  43153. private _rayLength;
  43154. private _useCustomVRButton;
  43155. private _teleportationRequested;
  43156. private _teleportActive;
  43157. private _floorMeshName;
  43158. private _floorMeshesCollection;
  43159. private _teleportationMode;
  43160. private _teleportationTime;
  43161. private _teleportationSpeed;
  43162. private _rotationAllowed;
  43163. private _teleportBackwardsVector;
  43164. private _teleportationTarget;
  43165. private _isDefaultTeleportationTarget;
  43166. private _postProcessMove;
  43167. private _teleportationFillColor;
  43168. private _teleportationBorderColor;
  43169. private _rotationAngle;
  43170. private _haloCenter;
  43171. private _cameraGazer;
  43172. private _padSensibilityUp;
  43173. private _padSensibilityDown;
  43174. private _leftController;
  43175. private _rightController;
  43176. /**
  43177. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  43178. */
  43179. onNewMeshSelected: Observable<AbstractMesh>;
  43180. /**
  43181. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  43182. * This observable will provide the mesh and the controller used to select the mesh
  43183. */
  43184. onMeshSelectedWithController: Observable<{
  43185. mesh: AbstractMesh;
  43186. controller: WebVRController;
  43187. }>;
  43188. /**
  43189. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  43190. */
  43191. onNewMeshPicked: Observable<PickingInfo>;
  43192. private _circleEase;
  43193. /**
  43194. * Observable raised before camera teleportation
  43195. */
  43196. onBeforeCameraTeleport: Observable<Vector3>;
  43197. /**
  43198. * Observable raised after camera teleportation
  43199. */
  43200. onAfterCameraTeleport: Observable<Vector3>;
  43201. /**
  43202. * Observable raised when current selected mesh gets unselected
  43203. */
  43204. onSelectedMeshUnselected: Observable<AbstractMesh>;
  43205. private _raySelectionPredicate;
  43206. /**
  43207. * To be optionaly changed by user to define custom ray selection
  43208. */
  43209. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  43210. /**
  43211. * To be optionaly changed by user to define custom selection logic (after ray selection)
  43212. */
  43213. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  43214. /**
  43215. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  43216. */
  43217. teleportationEnabled: boolean;
  43218. private _defaultHeight;
  43219. private _teleportationInitialized;
  43220. private _interactionsEnabled;
  43221. private _interactionsRequested;
  43222. private _displayGaze;
  43223. private _displayLaserPointer;
  43224. /**
  43225. * The mesh used to display where the user is going to teleport.
  43226. */
  43227. /**
  43228. * Sets the mesh to be used to display where the user is going to teleport.
  43229. */
  43230. teleportationTarget: Mesh;
  43231. /**
  43232. * 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
  43233. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  43234. * See http://doc.babylonjs.com/resources/baking_transformations
  43235. */
  43236. gazeTrackerMesh: Mesh;
  43237. /**
  43238. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  43239. */
  43240. updateGazeTrackerScale: boolean;
  43241. /**
  43242. * If the gaze trackers color should be updated when selecting meshes
  43243. */
  43244. updateGazeTrackerColor: boolean;
  43245. /**
  43246. * If the controller laser color should be updated when selecting meshes
  43247. */
  43248. updateControllerLaserColor: boolean;
  43249. /**
  43250. * The gaze tracking mesh corresponding to the left controller
  43251. */
  43252. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  43253. /**
  43254. * The gaze tracking mesh corresponding to the right controller
  43255. */
  43256. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  43257. /**
  43258. * If the ray of the gaze should be displayed.
  43259. */
  43260. /**
  43261. * Sets if the ray of the gaze should be displayed.
  43262. */
  43263. displayGaze: boolean;
  43264. /**
  43265. * If the ray of the LaserPointer should be displayed.
  43266. */
  43267. /**
  43268. * Sets if the ray of the LaserPointer should be displayed.
  43269. */
  43270. displayLaserPointer: boolean;
  43271. /**
  43272. * The deviceOrientationCamera used as the camera when not in VR.
  43273. */
  43274. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  43275. /**
  43276. * Based on the current WebVR support, returns the current VR camera used.
  43277. */
  43278. readonly currentVRCamera: Nullable<Camera>;
  43279. /**
  43280. * The webVRCamera which is used when in VR.
  43281. */
  43282. readonly webVRCamera: WebVRFreeCamera;
  43283. /**
  43284. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  43285. */
  43286. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  43287. /**
  43288. * The html button that is used to trigger entering into VR.
  43289. */
  43290. readonly vrButton: Nullable<HTMLButtonElement>;
  43291. private readonly _teleportationRequestInitiated;
  43292. /**
  43293. * Defines wether or not Pointer lock should be requested when switching to
  43294. * full screen.
  43295. */
  43296. requestPointerLockOnFullScreen: boolean;
  43297. /**
  43298. * Instantiates a VRExperienceHelper.
  43299. * Helps to quickly add VR support to an existing scene.
  43300. * @param scene The scene the VRExperienceHelper belongs to.
  43301. * @param webVROptions Options to modify the vr experience helper's behavior.
  43302. */
  43303. constructor(scene: Scene,
  43304. /** Options to modify the vr experience helper's behavior. */
  43305. webVROptions?: VRExperienceHelperOptions);
  43306. private _onDefaultMeshLoaded;
  43307. private _onResize;
  43308. private _onFullscreenChange;
  43309. /**
  43310. * Gets a value indicating if we are currently in VR mode.
  43311. */
  43312. readonly isInVRMode: boolean;
  43313. private onVrDisplayPresentChange;
  43314. private onVRDisplayChanged;
  43315. private moveButtonToBottomRight;
  43316. private displayVRButton;
  43317. private updateButtonVisibility;
  43318. private _cachedAngularSensibility;
  43319. /**
  43320. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  43321. * Otherwise, will use the fullscreen API.
  43322. */
  43323. enterVR(): void;
  43324. /**
  43325. * Attempt to exit VR, or fullscreen.
  43326. */
  43327. exitVR(): void;
  43328. /**
  43329. * The position of the vr experience helper.
  43330. */
  43331. /**
  43332. * Sets the position of the vr experience helper.
  43333. */
  43334. position: Vector3;
  43335. /**
  43336. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  43337. */
  43338. enableInteractions(): void;
  43339. private readonly _noControllerIsActive;
  43340. private beforeRender;
  43341. private _isTeleportationFloor;
  43342. /**
  43343. * Adds a floor mesh to be used for teleportation.
  43344. * @param floorMesh the mesh to be used for teleportation.
  43345. */
  43346. addFloorMesh(floorMesh: Mesh): void;
  43347. /**
  43348. * Removes a floor mesh from being used for teleportation.
  43349. * @param floorMesh the mesh to be removed.
  43350. */
  43351. removeFloorMesh(floorMesh: Mesh): void;
  43352. /**
  43353. * Enables interactions and teleportation using the VR controllers and gaze.
  43354. * @param vrTeleportationOptions options to modify teleportation behavior.
  43355. */
  43356. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  43357. private _onNewGamepadConnected;
  43358. private _tryEnableInteractionOnController;
  43359. private _onNewGamepadDisconnected;
  43360. private _enableInteractionOnController;
  43361. private _checkTeleportWithRay;
  43362. private _checkRotate;
  43363. private _checkTeleportBackwards;
  43364. private _enableTeleportationOnController;
  43365. private _createTeleportationCircles;
  43366. private _displayTeleportationTarget;
  43367. private _hideTeleportationTarget;
  43368. private _rotateCamera;
  43369. private _moveTeleportationSelectorTo;
  43370. private _workingVector;
  43371. private _workingQuaternion;
  43372. private _workingMatrix;
  43373. /**
  43374. * Time Constant Teleportation Mode
  43375. */
  43376. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  43377. /**
  43378. * Speed Constant Teleportation Mode
  43379. */
  43380. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  43381. /**
  43382. * Teleports the users feet to the desired location
  43383. * @param location The location where the user's feet should be placed
  43384. */
  43385. teleportCamera(location: Vector3): void;
  43386. private _convertNormalToDirectionOfRay;
  43387. private _castRayAndSelectObject;
  43388. private _notifySelectedMeshUnselected;
  43389. /**
  43390. * Sets the color of the laser ray from the vr controllers.
  43391. * @param color new color for the ray.
  43392. */
  43393. changeLaserColor(color: Color3): void;
  43394. /**
  43395. * Sets the color of the ray from the vr headsets gaze.
  43396. * @param color new color for the ray.
  43397. */
  43398. changeGazeColor(color: Color3): void;
  43399. /**
  43400. * Exits VR and disposes of the vr experience helper
  43401. */
  43402. dispose(): void;
  43403. /**
  43404. * Gets the name of the VRExperienceHelper class
  43405. * @returns "VRExperienceHelper"
  43406. */
  43407. getClassName(): string;
  43408. }
  43409. }
  43410. declare module "babylonjs/Cameras/VR/index" {
  43411. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  43412. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  43413. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43414. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  43415. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  43416. export * from "babylonjs/Cameras/VR/webVRCamera";
  43417. }
  43418. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43419. import { Nullable } from "babylonjs/types";
  43420. import { IDisposable } from "babylonjs/scene";
  43421. /**
  43422. * States of the webXR experience
  43423. */
  43424. export enum WebXRState {
  43425. /**
  43426. * Transitioning to being in XR mode
  43427. */
  43428. ENTERING_XR = 0,
  43429. /**
  43430. * Transitioning to non XR mode
  43431. */
  43432. EXITING_XR = 1,
  43433. /**
  43434. * In XR mode and presenting
  43435. */
  43436. IN_XR = 2,
  43437. /**
  43438. * Not entered XR mode
  43439. */
  43440. NOT_IN_XR = 3
  43441. }
  43442. /**
  43443. * Abstraction of the XR render target
  43444. */
  43445. export interface WebXRRenderTarget extends IDisposable {
  43446. /**
  43447. * xrpresent context of the canvas which can be used to display/mirror xr content
  43448. */
  43449. canvasContext: WebGLRenderingContext;
  43450. /**
  43451. * xr layer for the canvas
  43452. */
  43453. xrLayer: Nullable<XRWebGLLayer>;
  43454. /**
  43455. * Initializes the xr layer for the session
  43456. * @param xrSession xr session
  43457. * @returns a promise that will resolve once the XR Layer has been created
  43458. */
  43459. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43460. }
  43461. }
  43462. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43463. import { Nullable } from "babylonjs/types";
  43464. import { Observable } from "babylonjs/Misc/observable";
  43465. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43466. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43467. /**
  43468. * COnfiguration object for WebXR output canvas
  43469. */
  43470. export class WebXRManagedOutputCanvasOptions {
  43471. /**
  43472. * Options for this XR Layer output
  43473. */
  43474. canvasOptions: XRWebGLLayerOptions;
  43475. /**
  43476. * CSS styling for a newly created canvas (if not provided)
  43477. */
  43478. newCanvasCssStyle?: string;
  43479. /**
  43480. * Get the default values of the configuration object
  43481. * @returns default values of this configuration object
  43482. */
  43483. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  43484. }
  43485. /**
  43486. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43487. */
  43488. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43489. private configuration;
  43490. private _engine;
  43491. private _canvas;
  43492. /**
  43493. * xrpresent context of the canvas which can be used to display/mirror xr content
  43494. */
  43495. canvasContext: WebGLRenderingContext;
  43496. /**
  43497. * xr layer for the canvas
  43498. */
  43499. xrLayer: Nullable<XRWebGLLayer>;
  43500. /**
  43501. * Initializes the xr layer for the session
  43502. * @param xrSession xr session
  43503. * @returns a promise that will resolve once the XR Layer has been created
  43504. */
  43505. initializeXRLayerAsync(xrSession: any): any;
  43506. /**
  43507. * Initializes the canvas to be added/removed upon entering/exiting xr
  43508. * @param engine the Babylon engine
  43509. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43510. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43511. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  43512. */
  43513. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  43514. /**
  43515. * Disposes of the object
  43516. */
  43517. dispose(): void;
  43518. private _setManagedOutputCanvas;
  43519. private _addCanvas;
  43520. private _removeCanvas;
  43521. }
  43522. }
  43523. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43524. import { Observable } from "babylonjs/Misc/observable";
  43525. import { Nullable } from "babylonjs/types";
  43526. import { IDisposable, Scene } from "babylonjs/scene";
  43527. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43528. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43529. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43530. /**
  43531. * Manages an XRSession to work with Babylon's engine
  43532. * @see https://doc.babylonjs.com/how_to/webxr
  43533. */
  43534. export class WebXRSessionManager implements IDisposable {
  43535. private scene;
  43536. /**
  43537. * Fires every time a new xrFrame arrives which can be used to update the camera
  43538. */
  43539. onXRFrameObservable: Observable<any>;
  43540. /**
  43541. * Fires when the xr session is ended either by the device or manually done
  43542. */
  43543. onXRSessionEnded: Observable<any>;
  43544. /**
  43545. * Underlying xr session
  43546. */
  43547. session: XRSession;
  43548. /**
  43549. * Type of reference space used when creating the session
  43550. */
  43551. referenceSpace: XRReferenceSpace;
  43552. /**
  43553. * Current XR frame
  43554. */
  43555. currentFrame: Nullable<XRFrame>;
  43556. private _xrNavigator;
  43557. private baseLayer;
  43558. private _rttProvider;
  43559. private _sessionEnded;
  43560. /**
  43561. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43562. * @param scene The scene which the session should be created for
  43563. */
  43564. constructor(scene: Scene);
  43565. /**
  43566. * Initializes the manager
  43567. * After initialization enterXR can be called to start an XR session
  43568. * @returns Promise which resolves after it is initialized
  43569. */
  43570. initializeAsync(): Promise<void>;
  43571. /**
  43572. * Initializes an xr session
  43573. * @param xrSessionMode mode to initialize
  43574. * @param optionalFeatures defines optional values to pass to the session builder
  43575. * @returns a promise which will resolve once the session has been initialized
  43576. */
  43577. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  43578. /**
  43579. * Sets the reference space on the xr session
  43580. * @param referenceSpace space to set
  43581. * @returns a promise that will resolve once the reference space has been set
  43582. */
  43583. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43584. /**
  43585. * Updates the render state of the session
  43586. * @param state state to set
  43587. * @returns a promise that resolves once the render state has been updated
  43588. */
  43589. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43590. /**
  43591. * Starts rendering to the xr layer
  43592. * @returns a promise that will resolve once rendering has started
  43593. */
  43594. startRenderingToXRAsync(): Promise<void>;
  43595. /**
  43596. * Gets the correct render target texture to be rendered this frame for this eye
  43597. * @param eye the eye for which to get the render target
  43598. * @returns the render target for the specified eye
  43599. */
  43600. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43601. /**
  43602. * Stops the xrSession and restores the renderloop
  43603. * @returns Promise which resolves after it exits XR
  43604. */
  43605. exitXRAsync(): Promise<void>;
  43606. /**
  43607. * Checks if a session would be supported for the creation options specified
  43608. * @param sessionMode session mode to check if supported eg. immersive-vr
  43609. * @returns true if supported
  43610. */
  43611. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43612. /**
  43613. * Creates a WebXRRenderTarget object for the XR session
  43614. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43615. * @param options optional options to provide when creating a new render target
  43616. * @returns a WebXR render target to which the session can render
  43617. */
  43618. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  43619. /**
  43620. * @hidden
  43621. * Converts the render layer of xrSession to a render target
  43622. * @param session session to create render target for
  43623. * @param scene scene the new render target should be created for
  43624. */
  43625. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43626. /**
  43627. * Disposes of the session manager
  43628. */
  43629. dispose(): void;
  43630. }
  43631. }
  43632. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43633. import { Scene } from "babylonjs/scene";
  43634. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43635. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43636. /**
  43637. * WebXR Camera which holds the views for the xrSession
  43638. * @see https://doc.babylonjs.com/how_to/webxr
  43639. */
  43640. export class WebXRCamera extends FreeCamera {
  43641. /**
  43642. * Is the camera in debug mode. Used when using an emulator
  43643. */
  43644. debugMode: boolean;
  43645. /**
  43646. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43647. * @param name the name of the camera
  43648. * @param scene the scene to add the camera to
  43649. */
  43650. constructor(name: string, scene: Scene);
  43651. private _updateNumberOfRigCameras;
  43652. /** @hidden */
  43653. _updateForDualEyeDebugging(): void;
  43654. /**
  43655. * Updates the cameras position from the current pose information of the XR session
  43656. * @param xrSessionManager the session containing pose information
  43657. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43658. */
  43659. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43660. }
  43661. }
  43662. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43663. import { Observable } from "babylonjs/Misc/observable";
  43664. import { IDisposable, Scene } from "babylonjs/scene";
  43665. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43666. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43667. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43668. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43669. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43670. /**
  43671. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43672. * @see https://doc.babylonjs.com/how_to/webxr
  43673. */
  43674. export class WebXRExperienceHelper implements IDisposable {
  43675. private scene;
  43676. /**
  43677. * 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
  43678. */
  43679. container: AbstractMesh;
  43680. /**
  43681. * Camera used to render xr content
  43682. */
  43683. camera: WebXRCamera;
  43684. /**
  43685. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43686. */
  43687. state: WebXRState;
  43688. private _setState;
  43689. private static _TmpVector;
  43690. /**
  43691. * Fires when the state of the experience helper has changed
  43692. */
  43693. onStateChangedObservable: Observable<WebXRState>;
  43694. /** Session manager used to keep track of xr session */
  43695. sessionManager: WebXRSessionManager;
  43696. private _nonVRCamera;
  43697. private _originalSceneAutoClear;
  43698. private _supported;
  43699. /**
  43700. * Creates the experience helper
  43701. * @param scene the scene to attach the experience helper to
  43702. * @returns a promise for the experience helper
  43703. */
  43704. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43705. /**
  43706. * Creates a WebXRExperienceHelper
  43707. * @param scene The scene the helper should be created in
  43708. */
  43709. private constructor();
  43710. /**
  43711. * Exits XR mode and returns the scene to its original state
  43712. * @returns promise that resolves after xr mode has exited
  43713. */
  43714. exitXRAsync(): Promise<void>;
  43715. /**
  43716. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43717. * @param sessionMode options for the XR session
  43718. * @param referenceSpaceType frame of reference of the XR session
  43719. * @param renderTarget the output canvas that will be used to enter XR mode
  43720. * @returns promise that resolves after xr mode has entered
  43721. */
  43722. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  43723. /**
  43724. * Updates the global position of the camera by moving the camera's container
  43725. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43726. * @param position The desired global position of the camera
  43727. */
  43728. setPositionOfCameraUsingContainer(position: Vector3): void;
  43729. /**
  43730. * Rotates the xr camera by rotating the camera's container around the camera's position
  43731. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43732. * @param rotation the desired quaternion rotation to apply to the camera
  43733. */
  43734. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43735. /**
  43736. * Disposes of the experience helper
  43737. */
  43738. dispose(): void;
  43739. }
  43740. }
  43741. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43742. import { Nullable } from "babylonjs/types";
  43743. import { Observable } from "babylonjs/Misc/observable";
  43744. import { IDisposable, Scene } from "babylonjs/scene";
  43745. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43746. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43747. /**
  43748. * Button which can be used to enter a different mode of XR
  43749. */
  43750. export class WebXREnterExitUIButton {
  43751. /** button element */
  43752. element: HTMLElement;
  43753. /** XR initialization options for the button */
  43754. sessionMode: XRSessionMode;
  43755. /** Reference space type */
  43756. referenceSpaceType: XRReferenceSpaceType;
  43757. /**
  43758. * Creates a WebXREnterExitUIButton
  43759. * @param element button element
  43760. * @param sessionMode XR initialization session mode
  43761. * @param referenceSpaceType the type of reference space to be used
  43762. */
  43763. constructor(
  43764. /** button element */
  43765. element: HTMLElement,
  43766. /** XR initialization options for the button */
  43767. sessionMode: XRSessionMode,
  43768. /** Reference space type */
  43769. referenceSpaceType: XRReferenceSpaceType);
  43770. /**
  43771. * Overwritable function which can be used to update the button's visuals when the state changes
  43772. * @param activeButton the current active button in the UI
  43773. */
  43774. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43775. }
  43776. /**
  43777. * Options to create the webXR UI
  43778. */
  43779. export class WebXREnterExitUIOptions {
  43780. /**
  43781. * Context to enter xr with
  43782. */
  43783. renderTarget?: Nullable<WebXRRenderTarget>;
  43784. /**
  43785. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43786. */
  43787. customButtons?: Array<WebXREnterExitUIButton>;
  43788. /**
  43789. * A session mode to use when creating the default button.
  43790. * Default is immersive-vr
  43791. */
  43792. sessionMode?: XRSessionMode;
  43793. /**
  43794. * A reference space type to use when creating the default button.
  43795. * Default is local-floor
  43796. */
  43797. referenceSpaceType?: XRReferenceSpaceType;
  43798. }
  43799. /**
  43800. * UI to allow the user to enter/exit XR mode
  43801. */
  43802. export class WebXREnterExitUI implements IDisposable {
  43803. private scene;
  43804. private _overlay;
  43805. private _buttons;
  43806. private _activeButton;
  43807. /**
  43808. * Fired every time the active button is changed.
  43809. *
  43810. * When xr is entered via a button that launches xr that button will be the callback parameter
  43811. *
  43812. * When exiting xr the callback parameter will be null)
  43813. */
  43814. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43815. /**
  43816. * Creates UI to allow the user to enter/exit XR mode
  43817. * @param scene the scene to add the ui to
  43818. * @param helper the xr experience helper to enter/exit xr with
  43819. * @param options options to configure the UI
  43820. * @returns the created ui
  43821. */
  43822. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43823. private constructor();
  43824. private _updateButtons;
  43825. /**
  43826. * Disposes of the object
  43827. */
  43828. dispose(): void;
  43829. }
  43830. }
  43831. declare module "babylonjs/Cameras/XR/webXRController" {
  43832. import { Nullable } from "babylonjs/types";
  43833. import { Observable } from "babylonjs/Misc/observable";
  43834. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43835. import { Ray } from "babylonjs/Culling/ray";
  43836. import { Scene } from "babylonjs/scene";
  43837. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43838. /**
  43839. * Represents an XR input
  43840. */
  43841. export class WebXRController {
  43842. private scene;
  43843. /** The underlying input source for the controller */
  43844. inputSource: XRInputSource;
  43845. private parentContainer;
  43846. /**
  43847. * 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
  43848. */
  43849. grip?: AbstractMesh;
  43850. /**
  43851. * Pointer which can be used to select objects or attach a visible laser to
  43852. */
  43853. pointer: AbstractMesh;
  43854. private _gamepadMode;
  43855. /**
  43856. * If available, this is the gamepad object related to this controller.
  43857. * Using this object it is possible to get click events and trackpad changes of the
  43858. * webxr controller that is currently being used.
  43859. */
  43860. gamepadController?: WebVRController;
  43861. /**
  43862. * Event that fires when the controller is removed/disposed
  43863. */
  43864. onDisposeObservable: Observable<{}>;
  43865. private _tmpMatrix;
  43866. private _tmpQuaternion;
  43867. private _tmpVector;
  43868. /**
  43869. * Creates the controller
  43870. * @see https://doc.babylonjs.com/how_to/webxr
  43871. * @param scene the scene which the controller should be associated to
  43872. * @param inputSource the underlying input source for the controller
  43873. * @param parentContainer parent that the controller meshes should be children of
  43874. */
  43875. constructor(scene: Scene,
  43876. /** The underlying input source for the controller */
  43877. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43878. /**
  43879. * Updates the controller pose based on the given XRFrame
  43880. * @param xrFrame xr frame to update the pose with
  43881. * @param referenceSpace reference space to use
  43882. */
  43883. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43884. /**
  43885. * Gets a world space ray coming from the controller
  43886. * @param result the resulting ray
  43887. */
  43888. getWorldPointerRayToRef(result: Ray): void;
  43889. /**
  43890. * Get the scene associated with this controller
  43891. * @returns the scene object
  43892. */
  43893. getScene(): Scene;
  43894. /**
  43895. * Disposes of the object
  43896. */
  43897. dispose(): void;
  43898. }
  43899. }
  43900. declare module "babylonjs/Cameras/XR/webXRInput" {
  43901. import { Observable } from "babylonjs/Misc/observable";
  43902. import { IDisposable } from "babylonjs/scene";
  43903. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43904. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43905. /**
  43906. * XR input used to track XR inputs such as controllers/rays
  43907. */
  43908. export class WebXRInput implements IDisposable {
  43909. /**
  43910. * Base experience the input listens to
  43911. */
  43912. baseExperience: WebXRExperienceHelper;
  43913. /**
  43914. * XR controllers being tracked
  43915. */
  43916. controllers: Array<WebXRController>;
  43917. private _frameObserver;
  43918. private _stateObserver;
  43919. /**
  43920. * Event when a controller has been connected/added
  43921. */
  43922. onControllerAddedObservable: Observable<WebXRController>;
  43923. /**
  43924. * Event when a controller has been removed/disconnected
  43925. */
  43926. onControllerRemovedObservable: Observable<WebXRController>;
  43927. /**
  43928. * Initializes the WebXRInput
  43929. * @param baseExperience experience helper which the input should be created for
  43930. */
  43931. constructor(
  43932. /**
  43933. * Base experience the input listens to
  43934. */
  43935. baseExperience: WebXRExperienceHelper);
  43936. private _onInputSourcesChange;
  43937. private _addAndRemoveControllers;
  43938. /**
  43939. * Disposes of the object
  43940. */
  43941. dispose(): void;
  43942. }
  43943. }
  43944. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43946. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43947. /**
  43948. * Enables teleportation
  43949. */
  43950. export class WebXRControllerTeleportation {
  43951. private _teleportationFillColor;
  43952. private _teleportationBorderColor;
  43953. private _tmpRay;
  43954. private _tmpVector;
  43955. /**
  43956. * Creates a WebXRControllerTeleportation
  43957. * @param input input manager to add teleportation to
  43958. * @param floorMeshes floormeshes which can be teleported to
  43959. */
  43960. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43961. }
  43962. }
  43963. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43964. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43965. /**
  43966. * Handles pointer input automatically for the pointer of XR controllers
  43967. */
  43968. export class WebXRControllerPointerSelection {
  43969. private static _idCounter;
  43970. private _tmpRay;
  43971. /**
  43972. * Creates a WebXRControllerPointerSelection
  43973. * @param input input manager to setup pointer selection
  43974. */
  43975. constructor(input: WebXRInput);
  43976. private _convertNormalToDirectionOfRay;
  43977. private _updatePointerDistance;
  43978. }
  43979. }
  43980. declare module "babylonjs/Loading/sceneLoader" {
  43981. import { Observable } from "babylonjs/Misc/observable";
  43982. import { Nullable } from "babylonjs/types";
  43983. import { Scene } from "babylonjs/scene";
  43984. import { Engine } from "babylonjs/Engines/engine";
  43985. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43986. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43987. import { AssetContainer } from "babylonjs/assetContainer";
  43988. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43989. import { Skeleton } from "babylonjs/Bones/skeleton";
  43990. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43991. import { WebRequest } from "babylonjs/Misc/webRequest";
  43992. /**
  43993. * Class used to represent data loading progression
  43994. */
  43995. export class SceneLoaderProgressEvent {
  43996. /** defines if data length to load can be evaluated */
  43997. readonly lengthComputable: boolean;
  43998. /** defines the loaded data length */
  43999. readonly loaded: number;
  44000. /** defines the data length to load */
  44001. readonly total: number;
  44002. /**
  44003. * Create a new progress event
  44004. * @param lengthComputable defines if data length to load can be evaluated
  44005. * @param loaded defines the loaded data length
  44006. * @param total defines the data length to load
  44007. */
  44008. constructor(
  44009. /** defines if data length to load can be evaluated */
  44010. lengthComputable: boolean,
  44011. /** defines the loaded data length */
  44012. loaded: number,
  44013. /** defines the data length to load */
  44014. total: number);
  44015. /**
  44016. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  44017. * @param event defines the source event
  44018. * @returns a new SceneLoaderProgressEvent
  44019. */
  44020. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  44021. }
  44022. /**
  44023. * Interface used by SceneLoader plugins to define supported file extensions
  44024. */
  44025. export interface ISceneLoaderPluginExtensions {
  44026. /**
  44027. * Defines the list of supported extensions
  44028. */
  44029. [extension: string]: {
  44030. isBinary: boolean;
  44031. };
  44032. }
  44033. /**
  44034. * Interface used by SceneLoader plugin factory
  44035. */
  44036. export interface ISceneLoaderPluginFactory {
  44037. /**
  44038. * Defines the name of the factory
  44039. */
  44040. name: string;
  44041. /**
  44042. * Function called to create a new plugin
  44043. * @return the new plugin
  44044. */
  44045. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  44046. /**
  44047. * The callback that returns true if the data can be directly loaded.
  44048. * @param data string containing the file data
  44049. * @returns if the data can be loaded directly
  44050. */
  44051. canDirectLoad?(data: string): boolean;
  44052. }
  44053. /**
  44054. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  44055. */
  44056. export interface ISceneLoaderPluginBase {
  44057. /**
  44058. * The friendly name of this plugin.
  44059. */
  44060. name: string;
  44061. /**
  44062. * The file extensions supported by this plugin.
  44063. */
  44064. extensions: string | ISceneLoaderPluginExtensions;
  44065. /**
  44066. * The callback called when loading from a url.
  44067. * @param scene scene loading this url
  44068. * @param url url to load
  44069. * @param onSuccess callback called when the file successfully loads
  44070. * @param onProgress callback called while file is loading (if the server supports this mode)
  44071. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  44072. * @param onError callback called when the file fails to load
  44073. * @returns a file request object
  44074. */
  44075. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44076. /**
  44077. * The callback called when loading from a file object.
  44078. * @param scene scene loading this file
  44079. * @param file defines the file to load
  44080. * @param onSuccess defines the callback to call when data is loaded
  44081. * @param onProgress defines the callback to call during loading process
  44082. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  44083. * @param onError defines the callback to call when an error occurs
  44084. * @returns a file request object
  44085. */
  44086. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44087. /**
  44088. * The callback that returns true if the data can be directly loaded.
  44089. * @param data string containing the file data
  44090. * @returns if the data can be loaded directly
  44091. */
  44092. canDirectLoad?(data: string): boolean;
  44093. /**
  44094. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  44095. * @param scene scene loading this data
  44096. * @param data string containing the data
  44097. * @returns data to pass to the plugin
  44098. */
  44099. directLoad?(scene: Scene, data: string): any;
  44100. /**
  44101. * The callback that allows custom handling of the root url based on the response url.
  44102. * @param rootUrl the original root url
  44103. * @param responseURL the response url if available
  44104. * @returns the new root url
  44105. */
  44106. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  44107. }
  44108. /**
  44109. * Interface used to define a SceneLoader plugin
  44110. */
  44111. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  44112. /**
  44113. * Import meshes into a scene.
  44114. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44115. * @param scene The scene to import into
  44116. * @param data The data to import
  44117. * @param rootUrl The root url for scene and resources
  44118. * @param meshes The meshes array to import into
  44119. * @param particleSystems The particle systems array to import into
  44120. * @param skeletons The skeletons array to import into
  44121. * @param onError The callback when import fails
  44122. * @returns True if successful or false otherwise
  44123. */
  44124. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  44125. /**
  44126. * Load into a scene.
  44127. * @param scene The scene to load into
  44128. * @param data The data to import
  44129. * @param rootUrl The root url for scene and resources
  44130. * @param onError The callback when import fails
  44131. * @returns True if successful or false otherwise
  44132. */
  44133. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  44134. /**
  44135. * Load into an asset container.
  44136. * @param scene The scene to load into
  44137. * @param data The data to import
  44138. * @param rootUrl The root url for scene and resources
  44139. * @param onError The callback when import fails
  44140. * @returns The loaded asset container
  44141. */
  44142. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  44143. }
  44144. /**
  44145. * Interface used to define an async SceneLoader plugin
  44146. */
  44147. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  44148. /**
  44149. * Import meshes into a scene.
  44150. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44151. * @param scene The scene to import into
  44152. * @param data The data to import
  44153. * @param rootUrl The root url for scene and resources
  44154. * @param onProgress The callback when the load progresses
  44155. * @param fileName Defines the name of the file to load
  44156. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  44157. */
  44158. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  44159. meshes: AbstractMesh[];
  44160. particleSystems: IParticleSystem[];
  44161. skeletons: Skeleton[];
  44162. animationGroups: AnimationGroup[];
  44163. }>;
  44164. /**
  44165. * Load into a scene.
  44166. * @param scene The scene to load into
  44167. * @param data The data to import
  44168. * @param rootUrl The root url for scene and resources
  44169. * @param onProgress The callback when the load progresses
  44170. * @param fileName Defines the name of the file to load
  44171. * @returns Nothing
  44172. */
  44173. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  44174. /**
  44175. * Load into an asset container.
  44176. * @param scene The scene to load into
  44177. * @param data The data to import
  44178. * @param rootUrl The root url for scene and resources
  44179. * @param onProgress The callback when the load progresses
  44180. * @param fileName Defines the name of the file to load
  44181. * @returns The loaded asset container
  44182. */
  44183. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  44184. }
  44185. /**
  44186. * Class used to load scene from various file formats using registered plugins
  44187. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  44188. */
  44189. export class SceneLoader {
  44190. /**
  44191. * No logging while loading
  44192. */
  44193. static readonly NO_LOGGING: number;
  44194. /**
  44195. * Minimal logging while loading
  44196. */
  44197. static readonly MINIMAL_LOGGING: number;
  44198. /**
  44199. * Summary logging while loading
  44200. */
  44201. static readonly SUMMARY_LOGGING: number;
  44202. /**
  44203. * Detailled logging while loading
  44204. */
  44205. static readonly DETAILED_LOGGING: number;
  44206. /**
  44207. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  44208. */
  44209. static ForceFullSceneLoadingForIncremental: boolean;
  44210. /**
  44211. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  44212. */
  44213. static ShowLoadingScreen: boolean;
  44214. /**
  44215. * Defines the current logging level (while loading the scene)
  44216. * @ignorenaming
  44217. */
  44218. static loggingLevel: number;
  44219. /**
  44220. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  44221. */
  44222. static CleanBoneMatrixWeights: boolean;
  44223. /**
  44224. * Event raised when a plugin is used to load a scene
  44225. */
  44226. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44227. private static _registeredPlugins;
  44228. private static _getDefaultPlugin;
  44229. private static _getPluginForExtension;
  44230. private static _getPluginForDirectLoad;
  44231. private static _getPluginForFilename;
  44232. private static _getDirectLoad;
  44233. private static _loadData;
  44234. private static _getFileInfo;
  44235. /**
  44236. * Gets a plugin that can load the given extension
  44237. * @param extension defines the extension to load
  44238. * @returns a plugin or null if none works
  44239. */
  44240. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  44241. /**
  44242. * Gets a boolean indicating that the given extension can be loaded
  44243. * @param extension defines the extension to load
  44244. * @returns true if the extension is supported
  44245. */
  44246. static IsPluginForExtensionAvailable(extension: string): boolean;
  44247. /**
  44248. * Adds a new plugin to the list of registered plugins
  44249. * @param plugin defines the plugin to add
  44250. */
  44251. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44252. /**
  44253. * Import meshes into a scene
  44254. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44255. * @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)
  44256. * @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)
  44257. * @param scene the instance of BABYLON.Scene to append to
  44258. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44259. * @param onProgress a callback with a progress event for each file being loaded
  44260. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44261. * @param pluginExtension the extension used to determine the plugin
  44262. * @returns The loaded plugin
  44263. */
  44264. 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>;
  44265. /**
  44266. * Import meshes into a scene
  44267. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44268. * @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)
  44269. * @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)
  44270. * @param scene the instance of BABYLON.Scene to append to
  44271. * @param onProgress a callback with a progress event for each file being loaded
  44272. * @param pluginExtension the extension used to determine the plugin
  44273. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44274. */
  44275. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44276. meshes: AbstractMesh[];
  44277. particleSystems: IParticleSystem[];
  44278. skeletons: Skeleton[];
  44279. animationGroups: AnimationGroup[];
  44280. }>;
  44281. /**
  44282. * Load a scene
  44283. * @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)
  44284. * @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)
  44285. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44286. * @param onSuccess a callback with the scene when import succeeds
  44287. * @param onProgress a callback with a progress event for each file being loaded
  44288. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44289. * @param pluginExtension the extension used to determine the plugin
  44290. * @returns The loaded plugin
  44291. */
  44292. 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>;
  44293. /**
  44294. * Load a scene
  44295. * @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)
  44296. * @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)
  44297. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44298. * @param onProgress a callback with a progress event for each file being loaded
  44299. * @param pluginExtension the extension used to determine the plugin
  44300. * @returns The loaded scene
  44301. */
  44302. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44303. /**
  44304. * Append a scene
  44305. * @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)
  44306. * @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)
  44307. * @param scene is the instance of BABYLON.Scene to append to
  44308. * @param onSuccess a callback with the scene when import succeeds
  44309. * @param onProgress a callback with a progress event for each file being loaded
  44310. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44311. * @param pluginExtension the extension used to determine the plugin
  44312. * @returns The loaded plugin
  44313. */
  44314. 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>;
  44315. /**
  44316. * Append a scene
  44317. * @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)
  44318. * @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)
  44319. * @param scene is the instance of BABYLON.Scene to append to
  44320. * @param onProgress a callback with a progress event for each file being loaded
  44321. * @param pluginExtension the extension used to determine the plugin
  44322. * @returns The given scene
  44323. */
  44324. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44325. /**
  44326. * Load a scene into an asset container
  44327. * @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)
  44328. * @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)
  44329. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44330. * @param onSuccess a callback with the scene when import succeeds
  44331. * @param onProgress a callback with a progress event for each file being loaded
  44332. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44333. * @param pluginExtension the extension used to determine the plugin
  44334. * @returns The loaded plugin
  44335. */
  44336. 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>;
  44337. /**
  44338. * Load a scene into an asset container
  44339. * @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)
  44340. * @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)
  44341. * @param scene is the instance of Scene to append to
  44342. * @param onProgress a callback with a progress event for each file being loaded
  44343. * @param pluginExtension the extension used to determine the plugin
  44344. * @returns The loaded asset container
  44345. */
  44346. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44347. }
  44348. }
  44349. declare module "babylonjs/Gamepads/Controllers/genericController" {
  44350. import { Scene } from "babylonjs/scene";
  44351. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44352. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44353. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44354. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44355. /**
  44356. * Generic Controller
  44357. */
  44358. export class GenericController extends WebVRController {
  44359. /**
  44360. * Base Url for the controller model.
  44361. */
  44362. static readonly MODEL_BASE_URL: string;
  44363. /**
  44364. * File name for the controller model.
  44365. */
  44366. static readonly MODEL_FILENAME: string;
  44367. /**
  44368. * Creates a new GenericController from a gamepad
  44369. * @param vrGamepad the gamepad that the controller should be created from
  44370. */
  44371. constructor(vrGamepad: any);
  44372. /**
  44373. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44374. * @param scene scene in which to add meshes
  44375. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44376. */
  44377. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44378. /**
  44379. * Called once for each button that changed state since the last frame
  44380. * @param buttonIdx Which button index changed
  44381. * @param state New state of the button
  44382. * @param changes Which properties on the state changed since last frame
  44383. */
  44384. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44385. }
  44386. }
  44387. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  44388. import { Observable } from "babylonjs/Misc/observable";
  44389. import { Scene } from "babylonjs/scene";
  44390. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44391. import { Ray } from "babylonjs/Culling/ray";
  44392. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44393. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44394. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44395. /**
  44396. * Defines the WindowsMotionController object that the state of the windows motion controller
  44397. */
  44398. export class WindowsMotionController extends WebVRController {
  44399. /**
  44400. * The base url used to load the left and right controller models
  44401. */
  44402. static MODEL_BASE_URL: string;
  44403. /**
  44404. * The name of the left controller model file
  44405. */
  44406. static MODEL_LEFT_FILENAME: string;
  44407. /**
  44408. * The name of the right controller model file
  44409. */
  44410. static MODEL_RIGHT_FILENAME: string;
  44411. /**
  44412. * The controller name prefix for this controller type
  44413. */
  44414. static readonly GAMEPAD_ID_PREFIX: string;
  44415. /**
  44416. * The controller id pattern for this controller type
  44417. */
  44418. private static readonly GAMEPAD_ID_PATTERN;
  44419. private _loadedMeshInfo;
  44420. private readonly _mapping;
  44421. /**
  44422. * Fired when the trackpad on this controller is clicked
  44423. */
  44424. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  44425. /**
  44426. * Fired when the trackpad on this controller is modified
  44427. */
  44428. onTrackpadValuesChangedObservable: Observable<StickValues>;
  44429. /**
  44430. * The current x and y values of this controller's trackpad
  44431. */
  44432. trackpad: StickValues;
  44433. /**
  44434. * Creates a new WindowsMotionController from a gamepad
  44435. * @param vrGamepad the gamepad that the controller should be created from
  44436. */
  44437. constructor(vrGamepad: any);
  44438. /**
  44439. * Fired when the trigger on this controller is modified
  44440. */
  44441. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44442. /**
  44443. * Fired when the menu button on this controller is modified
  44444. */
  44445. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44446. /**
  44447. * Fired when the grip button on this controller is modified
  44448. */
  44449. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44450. /**
  44451. * Fired when the thumbstick button on this controller is modified
  44452. */
  44453. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44454. /**
  44455. * Fired when the touchpad button on this controller is modified
  44456. */
  44457. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44458. /**
  44459. * Fired when the touchpad values on this controller are modified
  44460. */
  44461. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44462. private _updateTrackpad;
  44463. /**
  44464. * Called once per frame by the engine.
  44465. */
  44466. update(): void;
  44467. /**
  44468. * Called once for each button that changed state since the last frame
  44469. * @param buttonIdx Which button index changed
  44470. * @param state New state of the button
  44471. * @param changes Which properties on the state changed since last frame
  44472. */
  44473. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44474. /**
  44475. * Moves the buttons on the controller mesh based on their current state
  44476. * @param buttonName the name of the button to move
  44477. * @param buttonValue the value of the button which determines the buttons new position
  44478. */
  44479. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44480. /**
  44481. * Moves the axis on the controller mesh based on its current state
  44482. * @param axis the index of the axis
  44483. * @param axisValue the value of the axis which determines the meshes new position
  44484. * @hidden
  44485. */
  44486. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44487. /**
  44488. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44489. * @param scene scene in which to add meshes
  44490. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44491. */
  44492. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44493. /**
  44494. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44495. * can be transformed by button presses and axes values, based on this._mapping.
  44496. *
  44497. * @param scene scene in which the meshes exist
  44498. * @param meshes list of meshes that make up the controller model to process
  44499. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44500. */
  44501. private processModel;
  44502. private createMeshInfo;
  44503. /**
  44504. * Gets the ray of the controller in the direction the controller is pointing
  44505. * @param length the length the resulting ray should be
  44506. * @returns a ray in the direction the controller is pointing
  44507. */
  44508. getForwardRay(length?: number): Ray;
  44509. /**
  44510. * Disposes of the controller
  44511. */
  44512. dispose(): void;
  44513. }
  44514. }
  44515. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44516. import { Observable } from "babylonjs/Misc/observable";
  44517. import { Scene } from "babylonjs/scene";
  44518. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44519. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44520. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44521. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44522. /**
  44523. * Oculus Touch Controller
  44524. */
  44525. export class OculusTouchController extends WebVRController {
  44526. /**
  44527. * Base Url for the controller model.
  44528. */
  44529. static MODEL_BASE_URL: string;
  44530. /**
  44531. * File name for the left controller model.
  44532. */
  44533. static MODEL_LEFT_FILENAME: string;
  44534. /**
  44535. * File name for the right controller model.
  44536. */
  44537. static MODEL_RIGHT_FILENAME: string;
  44538. /**
  44539. * Base Url for the Quest controller model.
  44540. */
  44541. static QUEST_MODEL_BASE_URL: string;
  44542. /**
  44543. * @hidden
  44544. * If the controllers are running on a device that needs the updated Quest controller models
  44545. */
  44546. static _IsQuest: boolean;
  44547. /**
  44548. * Fired when the secondary trigger on this controller is modified
  44549. */
  44550. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44551. /**
  44552. * Fired when the thumb rest on this controller is modified
  44553. */
  44554. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44555. /**
  44556. * Creates a new OculusTouchController from a gamepad
  44557. * @param vrGamepad the gamepad that the controller should be created from
  44558. */
  44559. constructor(vrGamepad: any);
  44560. /**
  44561. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44562. * @param scene scene in which to add meshes
  44563. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44564. */
  44565. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44566. /**
  44567. * Fired when the A button on this controller is modified
  44568. */
  44569. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44570. /**
  44571. * Fired when the B button on this controller is modified
  44572. */
  44573. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44574. /**
  44575. * Fired when the X button on this controller is modified
  44576. */
  44577. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44578. /**
  44579. * Fired when the Y button on this controller is modified
  44580. */
  44581. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44582. /**
  44583. * Called once for each button that changed state since the last frame
  44584. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44585. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44586. * 2) secondary trigger (same)
  44587. * 3) A (right) X (left), touch, pressed = value
  44588. * 4) B / Y
  44589. * 5) thumb rest
  44590. * @param buttonIdx Which button index changed
  44591. * @param state New state of the button
  44592. * @param changes Which properties on the state changed since last frame
  44593. */
  44594. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44595. }
  44596. }
  44597. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44598. import { Scene } from "babylonjs/scene";
  44599. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44600. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44601. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44602. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44603. import { Observable } from "babylonjs/Misc/observable";
  44604. /**
  44605. * Vive Controller
  44606. */
  44607. export class ViveController extends WebVRController {
  44608. /**
  44609. * Base Url for the controller model.
  44610. */
  44611. static MODEL_BASE_URL: string;
  44612. /**
  44613. * File name for the controller model.
  44614. */
  44615. static MODEL_FILENAME: string;
  44616. /**
  44617. * Creates a new ViveController from a gamepad
  44618. * @param vrGamepad the gamepad that the controller should be created from
  44619. */
  44620. constructor(vrGamepad: any);
  44621. /**
  44622. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44623. * @param scene scene in which to add meshes
  44624. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44625. */
  44626. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44627. /**
  44628. * Fired when the left button on this controller is modified
  44629. */
  44630. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44631. /**
  44632. * Fired when the right button on this controller is modified
  44633. */
  44634. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44635. /**
  44636. * Fired when the menu button on this controller is modified
  44637. */
  44638. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44639. /**
  44640. * Called once for each button that changed state since the last frame
  44641. * Vive mapping:
  44642. * 0: touchpad
  44643. * 1: trigger
  44644. * 2: left AND right buttons
  44645. * 3: menu button
  44646. * @param buttonIdx Which button index changed
  44647. * @param state New state of the button
  44648. * @param changes Which properties on the state changed since last frame
  44649. */
  44650. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44651. }
  44652. }
  44653. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44654. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44655. import { Observable } from "babylonjs/Misc/observable";
  44656. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  44657. /**
  44658. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44659. */
  44660. export class WebXRControllerModelLoader {
  44661. /**
  44662. * an observable that triggers when a new model (the mesh itself) was initialized.
  44663. * To know when the mesh was loaded use the controller's own modelLoaded() method
  44664. */
  44665. onControllerModelLoaded: Observable<WebXRController>;
  44666. /**
  44667. * Creates the WebXRControllerModelLoader
  44668. * @param input xr input that creates the controllers
  44669. */
  44670. constructor(input: WebXRInput);
  44671. }
  44672. }
  44673. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  44674. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44675. import { Scene } from "babylonjs/scene";
  44676. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44677. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44678. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44679. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44680. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  44681. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  44682. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44683. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44684. /**
  44685. * Options for the default xr helper
  44686. */
  44687. export class WebXRDefaultExperienceOptions {
  44688. /**
  44689. * Floor meshes that should be used for teleporting
  44690. */
  44691. floorMeshes: Array<AbstractMesh>;
  44692. /**
  44693. * Enable or disable default UI to enter XR
  44694. */
  44695. disableDefaultUI: boolean;
  44696. /**
  44697. * optional configuration for the output canvas
  44698. */
  44699. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  44700. }
  44701. /**
  44702. * Default experience which provides a similar setup to the previous webVRExperience
  44703. */
  44704. export class WebXRDefaultExperience {
  44705. /**
  44706. * Base experience
  44707. */
  44708. baseExperience: WebXRExperienceHelper;
  44709. /**
  44710. * Input experience extension
  44711. */
  44712. input: WebXRInput;
  44713. /**
  44714. * Loads the controller models
  44715. */
  44716. controllerModelLoader: WebXRControllerModelLoader;
  44717. /**
  44718. * Enables laser pointer and selection
  44719. */
  44720. pointerSelection: WebXRControllerPointerSelection;
  44721. /**
  44722. * Enables teleportation
  44723. */
  44724. teleportation: WebXRControllerTeleportation;
  44725. /**
  44726. * Enables ui for enetering/exiting xr
  44727. */
  44728. enterExitUI: WebXREnterExitUI;
  44729. /**
  44730. * Default target xr should render to
  44731. */
  44732. renderTarget: WebXRRenderTarget;
  44733. /**
  44734. * Creates the default xr experience
  44735. * @param scene scene
  44736. * @param options options for basic configuration
  44737. * @returns resulting WebXRDefaultExperience
  44738. */
  44739. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  44740. private constructor();
  44741. /**
  44742. * DIsposes of the experience helper
  44743. */
  44744. dispose(): void;
  44745. }
  44746. }
  44747. declare module "babylonjs/Cameras/XR/index" {
  44748. export * from "babylonjs/Cameras/XR/webXRCamera";
  44749. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44750. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44751. export * from "babylonjs/Cameras/XR/webXRInput";
  44752. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44753. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44754. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44755. export * from "babylonjs/Cameras/XR/webXRController";
  44756. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44757. export * from "babylonjs/Cameras/XR/webXRTypes";
  44758. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44759. export * from "babylonjs/Cameras/XR/webXRDefaultExperience";
  44760. }
  44761. declare module "babylonjs/Cameras/RigModes/index" {
  44762. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44763. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44764. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44765. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44766. }
  44767. declare module "babylonjs/Cameras/index" {
  44768. export * from "babylonjs/Cameras/Inputs/index";
  44769. export * from "babylonjs/Cameras/cameraInputsManager";
  44770. export * from "babylonjs/Cameras/camera";
  44771. export * from "babylonjs/Cameras/targetCamera";
  44772. export * from "babylonjs/Cameras/freeCamera";
  44773. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44774. export * from "babylonjs/Cameras/touchCamera";
  44775. export * from "babylonjs/Cameras/arcRotateCamera";
  44776. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44777. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44778. export * from "babylonjs/Cameras/flyCamera";
  44779. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44780. export * from "babylonjs/Cameras/followCamera";
  44781. export * from "babylonjs/Cameras/followCameraInputsManager";
  44782. export * from "babylonjs/Cameras/gamepadCamera";
  44783. export * from "babylonjs/Cameras/Stereoscopic/index";
  44784. export * from "babylonjs/Cameras/universalCamera";
  44785. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44786. export * from "babylonjs/Cameras/VR/index";
  44787. export * from "babylonjs/Cameras/XR/index";
  44788. export * from "babylonjs/Cameras/RigModes/index";
  44789. }
  44790. declare module "babylonjs/Collisions/index" {
  44791. export * from "babylonjs/Collisions/collider";
  44792. export * from "babylonjs/Collisions/collisionCoordinator";
  44793. export * from "babylonjs/Collisions/pickingInfo";
  44794. export * from "babylonjs/Collisions/intersectionInfo";
  44795. export * from "babylonjs/Collisions/meshCollisionData";
  44796. }
  44797. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44798. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44799. import { Vector3 } from "babylonjs/Maths/math.vector";
  44800. import { Ray } from "babylonjs/Culling/ray";
  44801. import { Plane } from "babylonjs/Maths/math.plane";
  44802. /**
  44803. * Contains an array of blocks representing the octree
  44804. */
  44805. export interface IOctreeContainer<T> {
  44806. /**
  44807. * Blocks within the octree
  44808. */
  44809. blocks: Array<OctreeBlock<T>>;
  44810. }
  44811. /**
  44812. * Class used to store a cell in an octree
  44813. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44814. */
  44815. export class OctreeBlock<T> {
  44816. /**
  44817. * Gets the content of the current block
  44818. */
  44819. entries: T[];
  44820. /**
  44821. * Gets the list of block children
  44822. */
  44823. blocks: Array<OctreeBlock<T>>;
  44824. private _depth;
  44825. private _maxDepth;
  44826. private _capacity;
  44827. private _minPoint;
  44828. private _maxPoint;
  44829. private _boundingVectors;
  44830. private _creationFunc;
  44831. /**
  44832. * Creates a new block
  44833. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44834. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44835. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44836. * @param depth defines the current depth of this block in the octree
  44837. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44838. * @param creationFunc defines a callback to call when an element is added to the block
  44839. */
  44840. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44841. /**
  44842. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44843. */
  44844. readonly capacity: number;
  44845. /**
  44846. * Gets the minimum vector (in world space) of the block's bounding box
  44847. */
  44848. readonly minPoint: Vector3;
  44849. /**
  44850. * Gets the maximum vector (in world space) of the block's bounding box
  44851. */
  44852. readonly maxPoint: Vector3;
  44853. /**
  44854. * Add a new element to this block
  44855. * @param entry defines the element to add
  44856. */
  44857. addEntry(entry: T): void;
  44858. /**
  44859. * Remove an element from this block
  44860. * @param entry defines the element to remove
  44861. */
  44862. removeEntry(entry: T): void;
  44863. /**
  44864. * Add an array of elements to this block
  44865. * @param entries defines the array of elements to add
  44866. */
  44867. addEntries(entries: T[]): void;
  44868. /**
  44869. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44870. * @param frustumPlanes defines the frustum planes to test
  44871. * @param selection defines the array to store current content if selection is positive
  44872. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44873. */
  44874. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44875. /**
  44876. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44877. * @param sphereCenter defines the bounding sphere center
  44878. * @param sphereRadius defines the bounding sphere radius
  44879. * @param selection defines the array to store current content if selection is positive
  44880. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44881. */
  44882. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44883. /**
  44884. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44885. * @param ray defines the ray to test with
  44886. * @param selection defines the array to store current content if selection is positive
  44887. */
  44888. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44889. /**
  44890. * Subdivide the content into child blocks (this block will then be empty)
  44891. */
  44892. createInnerBlocks(): void;
  44893. /**
  44894. * @hidden
  44895. */
  44896. 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;
  44897. }
  44898. }
  44899. declare module "babylonjs/Culling/Octrees/octree" {
  44900. import { SmartArray } from "babylonjs/Misc/smartArray";
  44901. import { Vector3 } from "babylonjs/Maths/math.vector";
  44902. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44903. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44904. import { Ray } from "babylonjs/Culling/ray";
  44905. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44906. import { Plane } from "babylonjs/Maths/math.plane";
  44907. /**
  44908. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44909. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44910. */
  44911. export class Octree<T> {
  44912. /** 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.) */
  44913. maxDepth: number;
  44914. /**
  44915. * Blocks within the octree containing objects
  44916. */
  44917. blocks: Array<OctreeBlock<T>>;
  44918. /**
  44919. * Content stored in the octree
  44920. */
  44921. dynamicContent: T[];
  44922. private _maxBlockCapacity;
  44923. private _selectionContent;
  44924. private _creationFunc;
  44925. /**
  44926. * Creates a octree
  44927. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44928. * @param creationFunc function to be used to instatiate the octree
  44929. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44930. * @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.)
  44931. */
  44932. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44933. /** 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.) */
  44934. maxDepth?: number);
  44935. /**
  44936. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44937. * @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);
  44938. * @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);
  44939. * @param entries meshes to be added to the octree blocks
  44940. */
  44941. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44942. /**
  44943. * Adds a mesh to the octree
  44944. * @param entry Mesh to add to the octree
  44945. */
  44946. addMesh(entry: T): void;
  44947. /**
  44948. * Remove an element from the octree
  44949. * @param entry defines the element to remove
  44950. */
  44951. removeMesh(entry: T): void;
  44952. /**
  44953. * Selects an array of meshes within the frustum
  44954. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44955. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44956. * @returns array of meshes within the frustum
  44957. */
  44958. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44959. /**
  44960. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44961. * @param sphereCenter defines the bounding sphere center
  44962. * @param sphereRadius defines the bounding sphere radius
  44963. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44964. * @returns an array of objects that intersect the sphere
  44965. */
  44966. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44967. /**
  44968. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44969. * @param ray defines the ray to test with
  44970. * @returns array of intersected objects
  44971. */
  44972. intersectsRay(ray: Ray): SmartArray<T>;
  44973. /**
  44974. * Adds a mesh into the octree block if it intersects the block
  44975. */
  44976. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44977. /**
  44978. * Adds a submesh into the octree block if it intersects the block
  44979. */
  44980. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44981. }
  44982. }
  44983. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44984. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44985. import { Scene } from "babylonjs/scene";
  44986. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44987. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44988. import { Ray } from "babylonjs/Culling/ray";
  44989. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44990. import { Collider } from "babylonjs/Collisions/collider";
  44991. module "babylonjs/scene" {
  44992. interface Scene {
  44993. /**
  44994. * @hidden
  44995. * Backing Filed
  44996. */
  44997. _selectionOctree: Octree<AbstractMesh>;
  44998. /**
  44999. * Gets the octree used to boost mesh selection (picking)
  45000. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  45001. */
  45002. selectionOctree: Octree<AbstractMesh>;
  45003. /**
  45004. * Creates or updates the octree used to boost selection (picking)
  45005. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  45006. * @param maxCapacity defines the maximum capacity per leaf
  45007. * @param maxDepth defines the maximum depth of the octree
  45008. * @returns an octree of AbstractMesh
  45009. */
  45010. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  45011. }
  45012. }
  45013. module "babylonjs/Meshes/abstractMesh" {
  45014. interface AbstractMesh {
  45015. /**
  45016. * @hidden
  45017. * Backing Field
  45018. */
  45019. _submeshesOctree: Octree<SubMesh>;
  45020. /**
  45021. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  45022. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  45023. * @param maxCapacity defines the maximum size of each block (64 by default)
  45024. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  45025. * @returns the new octree
  45026. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  45027. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  45028. */
  45029. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  45030. }
  45031. }
  45032. /**
  45033. * Defines the octree scene component responsible to manage any octrees
  45034. * in a given scene.
  45035. */
  45036. export class OctreeSceneComponent {
  45037. /**
  45038. * The component name help to identify the component in the list of scene components.
  45039. */
  45040. readonly name: string;
  45041. /**
  45042. * The scene the component belongs to.
  45043. */
  45044. scene: Scene;
  45045. /**
  45046. * Indicates if the meshes have been checked to make sure they are isEnabled()
  45047. */
  45048. readonly checksIsEnabled: boolean;
  45049. /**
  45050. * Creates a new instance of the component for the given scene
  45051. * @param scene Defines the scene to register the component in
  45052. */
  45053. constructor(scene: Scene);
  45054. /**
  45055. * Registers the component in a given scene
  45056. */
  45057. register(): void;
  45058. /**
  45059. * Return the list of active meshes
  45060. * @returns the list of active meshes
  45061. */
  45062. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  45063. /**
  45064. * Return the list of active sub meshes
  45065. * @param mesh The mesh to get the candidates sub meshes from
  45066. * @returns the list of active sub meshes
  45067. */
  45068. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  45069. private _tempRay;
  45070. /**
  45071. * Return the list of sub meshes intersecting with a given local ray
  45072. * @param mesh defines the mesh to find the submesh for
  45073. * @param localRay defines the ray in local space
  45074. * @returns the list of intersecting sub meshes
  45075. */
  45076. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  45077. /**
  45078. * Return the list of sub meshes colliding with a collider
  45079. * @param mesh defines the mesh to find the submesh for
  45080. * @param collider defines the collider to evaluate the collision against
  45081. * @returns the list of colliding sub meshes
  45082. */
  45083. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  45084. /**
  45085. * Rebuilds the elements related to this component in case of
  45086. * context lost for instance.
  45087. */
  45088. rebuild(): void;
  45089. /**
  45090. * Disposes the component and the associated ressources.
  45091. */
  45092. dispose(): void;
  45093. }
  45094. }
  45095. declare module "babylonjs/Culling/Octrees/index" {
  45096. export * from "babylonjs/Culling/Octrees/octree";
  45097. export * from "babylonjs/Culling/Octrees/octreeBlock";
  45098. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  45099. }
  45100. declare module "babylonjs/Culling/index" {
  45101. export * from "babylonjs/Culling/boundingBox";
  45102. export * from "babylonjs/Culling/boundingInfo";
  45103. export * from "babylonjs/Culling/boundingSphere";
  45104. export * from "babylonjs/Culling/Octrees/index";
  45105. export * from "babylonjs/Culling/ray";
  45106. }
  45107. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  45108. import { IDisposable, Scene } from "babylonjs/scene";
  45109. import { Nullable } from "babylonjs/types";
  45110. import { Observable } from "babylonjs/Misc/observable";
  45111. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45112. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  45113. import { Camera } from "babylonjs/Cameras/camera";
  45114. /**
  45115. * Renders a layer on top of an existing scene
  45116. */
  45117. export class UtilityLayerRenderer implements IDisposable {
  45118. /** the original scene that will be rendered on top of */
  45119. originalScene: Scene;
  45120. private _pointerCaptures;
  45121. private _lastPointerEvents;
  45122. private static _DefaultUtilityLayer;
  45123. private static _DefaultKeepDepthUtilityLayer;
  45124. private _sharedGizmoLight;
  45125. private _renderCamera;
  45126. /**
  45127. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  45128. * @returns the camera that is used when rendering the utility layer
  45129. */
  45130. getRenderCamera(): Nullable<Camera>;
  45131. /**
  45132. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  45133. * @param cam the camera that should be used when rendering the utility layer
  45134. */
  45135. setRenderCamera(cam: Nullable<Camera>): void;
  45136. /**
  45137. * @hidden
  45138. * Light which used by gizmos to get light shading
  45139. */
  45140. _getSharedGizmoLight(): HemisphericLight;
  45141. /**
  45142. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  45143. */
  45144. pickUtilitySceneFirst: boolean;
  45145. /**
  45146. * 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)
  45147. */
  45148. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  45149. /**
  45150. * 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)
  45151. */
  45152. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  45153. /**
  45154. * The scene that is rendered on top of the original scene
  45155. */
  45156. utilityLayerScene: Scene;
  45157. /**
  45158. * If the utility layer should automatically be rendered on top of existing scene
  45159. */
  45160. shouldRender: boolean;
  45161. /**
  45162. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  45163. */
  45164. onlyCheckPointerDownEvents: boolean;
  45165. /**
  45166. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  45167. */
  45168. processAllEvents: boolean;
  45169. /**
  45170. * Observable raised when the pointer move from the utility layer scene to the main scene
  45171. */
  45172. onPointerOutObservable: Observable<number>;
  45173. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  45174. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  45175. private _afterRenderObserver;
  45176. private _sceneDisposeObserver;
  45177. private _originalPointerObserver;
  45178. /**
  45179. * Instantiates a UtilityLayerRenderer
  45180. * @param originalScene the original scene that will be rendered on top of
  45181. * @param handleEvents boolean indicating if the utility layer should handle events
  45182. */
  45183. constructor(
  45184. /** the original scene that will be rendered on top of */
  45185. originalScene: Scene, handleEvents?: boolean);
  45186. private _notifyObservers;
  45187. /**
  45188. * Renders the utility layers scene on top of the original scene
  45189. */
  45190. render(): void;
  45191. /**
  45192. * Disposes of the renderer
  45193. */
  45194. dispose(): void;
  45195. private _updateCamera;
  45196. }
  45197. }
  45198. declare module "babylonjs/Gizmos/gizmo" {
  45199. import { Nullable } from "babylonjs/types";
  45200. import { IDisposable } from "babylonjs/scene";
  45201. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45202. import { Mesh } from "babylonjs/Meshes/mesh";
  45203. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45204. /**
  45205. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  45206. */
  45207. export class Gizmo implements IDisposable {
  45208. /** The utility layer the gizmo will be added to */
  45209. gizmoLayer: UtilityLayerRenderer;
  45210. /**
  45211. * The root mesh of the gizmo
  45212. */
  45213. _rootMesh: Mesh;
  45214. private _attachedMesh;
  45215. /**
  45216. * Ratio for the scale of the gizmo (Default: 1)
  45217. */
  45218. scaleRatio: number;
  45219. /**
  45220. * If a custom mesh has been set (Default: false)
  45221. */
  45222. protected _customMeshSet: boolean;
  45223. /**
  45224. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  45225. * * When set, interactions will be enabled
  45226. */
  45227. attachedMesh: Nullable<AbstractMesh>;
  45228. /**
  45229. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45230. * @param mesh The mesh to replace the default mesh of the gizmo
  45231. */
  45232. setCustomMesh(mesh: Mesh): void;
  45233. /**
  45234. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  45235. */
  45236. updateGizmoRotationToMatchAttachedMesh: boolean;
  45237. /**
  45238. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  45239. */
  45240. updateGizmoPositionToMatchAttachedMesh: boolean;
  45241. /**
  45242. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  45243. */
  45244. updateScale: boolean;
  45245. protected _interactionsEnabled: boolean;
  45246. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45247. private _beforeRenderObserver;
  45248. private _tempVector;
  45249. /**
  45250. * Creates a gizmo
  45251. * @param gizmoLayer The utility layer the gizmo will be added to
  45252. */
  45253. constructor(
  45254. /** The utility layer the gizmo will be added to */
  45255. gizmoLayer?: UtilityLayerRenderer);
  45256. /**
  45257. * Updates the gizmo to match the attached mesh's position/rotation
  45258. */
  45259. protected _update(): void;
  45260. /**
  45261. * Disposes of the gizmo
  45262. */
  45263. dispose(): void;
  45264. }
  45265. }
  45266. declare module "babylonjs/Gizmos/planeDragGizmo" {
  45267. import { Observable } from "babylonjs/Misc/observable";
  45268. import { Nullable } from "babylonjs/types";
  45269. import { Vector3 } from "babylonjs/Maths/math.vector";
  45270. import { Color3 } from "babylonjs/Maths/math.color";
  45271. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45272. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45273. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45274. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45275. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45276. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45277. import { Scene } from "babylonjs/scene";
  45278. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45279. /**
  45280. * Single plane drag gizmo
  45281. */
  45282. export class PlaneDragGizmo extends Gizmo {
  45283. /**
  45284. * Drag behavior responsible for the gizmos dragging interactions
  45285. */
  45286. dragBehavior: PointerDragBehavior;
  45287. private _pointerObserver;
  45288. /**
  45289. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45290. */
  45291. snapDistance: number;
  45292. /**
  45293. * Event that fires each time the gizmo snaps to a new location.
  45294. * * snapDistance is the the change in distance
  45295. */
  45296. onSnapObservable: Observable<{
  45297. snapDistance: number;
  45298. }>;
  45299. private _plane;
  45300. private _coloredMaterial;
  45301. private _hoverMaterial;
  45302. private _isEnabled;
  45303. private _parent;
  45304. /** @hidden */
  45305. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  45306. /** @hidden */
  45307. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45308. /**
  45309. * Creates a PlaneDragGizmo
  45310. * @param gizmoLayer The utility layer the gizmo will be added to
  45311. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  45312. * @param color The color of the gizmo
  45313. */
  45314. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45315. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45316. /**
  45317. * If the gizmo is enabled
  45318. */
  45319. isEnabled: boolean;
  45320. /**
  45321. * Disposes of the gizmo
  45322. */
  45323. dispose(): void;
  45324. }
  45325. }
  45326. declare module "babylonjs/Gizmos/positionGizmo" {
  45327. import { Observable } from "babylonjs/Misc/observable";
  45328. import { Nullable } from "babylonjs/types";
  45329. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45330. import { Mesh } from "babylonjs/Meshes/mesh";
  45331. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45332. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  45333. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  45334. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45335. /**
  45336. * Gizmo that enables dragging a mesh along 3 axis
  45337. */
  45338. export class PositionGizmo extends Gizmo {
  45339. /**
  45340. * Internal gizmo used for interactions on the x axis
  45341. */
  45342. xGizmo: AxisDragGizmo;
  45343. /**
  45344. * Internal gizmo used for interactions on the y axis
  45345. */
  45346. yGizmo: AxisDragGizmo;
  45347. /**
  45348. * Internal gizmo used for interactions on the z axis
  45349. */
  45350. zGizmo: AxisDragGizmo;
  45351. /**
  45352. * Internal gizmo used for interactions on the yz plane
  45353. */
  45354. xPlaneGizmo: PlaneDragGizmo;
  45355. /**
  45356. * Internal gizmo used for interactions on the xz plane
  45357. */
  45358. yPlaneGizmo: PlaneDragGizmo;
  45359. /**
  45360. * Internal gizmo used for interactions on the xy plane
  45361. */
  45362. zPlaneGizmo: PlaneDragGizmo;
  45363. /**
  45364. * private variables
  45365. */
  45366. private _meshAttached;
  45367. private _updateGizmoRotationToMatchAttachedMesh;
  45368. private _snapDistance;
  45369. private _scaleRatio;
  45370. /** Fires an event when any of it's sub gizmos are dragged */
  45371. onDragStartObservable: Observable<unknown>;
  45372. /** Fires an event when any of it's sub gizmos are released from dragging */
  45373. onDragEndObservable: Observable<unknown>;
  45374. /**
  45375. * If set to true, planar drag is enabled
  45376. */
  45377. private _planarGizmoEnabled;
  45378. attachedMesh: Nullable<AbstractMesh>;
  45379. /**
  45380. * Creates a PositionGizmo
  45381. * @param gizmoLayer The utility layer the gizmo will be added to
  45382. */
  45383. constructor(gizmoLayer?: UtilityLayerRenderer);
  45384. /**
  45385. * If the planar drag gizmo is enabled
  45386. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  45387. */
  45388. planarGizmoEnabled: boolean;
  45389. updateGizmoRotationToMatchAttachedMesh: boolean;
  45390. /**
  45391. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45392. */
  45393. snapDistance: number;
  45394. /**
  45395. * Ratio for the scale of the gizmo (Default: 1)
  45396. */
  45397. scaleRatio: number;
  45398. /**
  45399. * Disposes of the gizmo
  45400. */
  45401. dispose(): void;
  45402. /**
  45403. * CustomMeshes are not supported by this gizmo
  45404. * @param mesh The mesh to replace the default mesh of the gizmo
  45405. */
  45406. setCustomMesh(mesh: Mesh): void;
  45407. }
  45408. }
  45409. declare module "babylonjs/Gizmos/axisDragGizmo" {
  45410. import { Observable } from "babylonjs/Misc/observable";
  45411. import { Nullable } from "babylonjs/types";
  45412. import { Vector3 } from "babylonjs/Maths/math.vector";
  45413. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45414. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45415. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45416. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45417. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45418. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45419. import { Scene } from "babylonjs/scene";
  45420. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45421. import { Color3 } from "babylonjs/Maths/math.color";
  45422. /**
  45423. * Single axis drag gizmo
  45424. */
  45425. export class AxisDragGizmo extends Gizmo {
  45426. /**
  45427. * Drag behavior responsible for the gizmos dragging interactions
  45428. */
  45429. dragBehavior: PointerDragBehavior;
  45430. private _pointerObserver;
  45431. /**
  45432. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45433. */
  45434. snapDistance: number;
  45435. /**
  45436. * Event that fires each time the gizmo snaps to a new location.
  45437. * * snapDistance is the the change in distance
  45438. */
  45439. onSnapObservable: Observable<{
  45440. snapDistance: number;
  45441. }>;
  45442. private _isEnabled;
  45443. private _parent;
  45444. private _arrow;
  45445. private _coloredMaterial;
  45446. private _hoverMaterial;
  45447. /** @hidden */
  45448. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  45449. /** @hidden */
  45450. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45451. /**
  45452. * Creates an AxisDragGizmo
  45453. * @param gizmoLayer The utility layer the gizmo will be added to
  45454. * @param dragAxis The axis which the gizmo will be able to drag on
  45455. * @param color The color of the gizmo
  45456. */
  45457. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45458. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45459. /**
  45460. * If the gizmo is enabled
  45461. */
  45462. isEnabled: boolean;
  45463. /**
  45464. * Disposes of the gizmo
  45465. */
  45466. dispose(): void;
  45467. }
  45468. }
  45469. declare module "babylonjs/Debug/axesViewer" {
  45470. import { Vector3 } from "babylonjs/Maths/math.vector";
  45471. import { Nullable } from "babylonjs/types";
  45472. import { Scene } from "babylonjs/scene";
  45473. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45474. /**
  45475. * The Axes viewer will show 3 axes in a specific point in space
  45476. */
  45477. export class AxesViewer {
  45478. private _xAxis;
  45479. private _yAxis;
  45480. private _zAxis;
  45481. private _scaleLinesFactor;
  45482. private _instanced;
  45483. /**
  45484. * Gets the hosting scene
  45485. */
  45486. scene: Scene;
  45487. /**
  45488. * Gets or sets a number used to scale line length
  45489. */
  45490. scaleLines: number;
  45491. /** Gets the node hierarchy used to render x-axis */
  45492. readonly xAxis: TransformNode;
  45493. /** Gets the node hierarchy used to render y-axis */
  45494. readonly yAxis: TransformNode;
  45495. /** Gets the node hierarchy used to render z-axis */
  45496. readonly zAxis: TransformNode;
  45497. /**
  45498. * Creates a new AxesViewer
  45499. * @param scene defines the hosting scene
  45500. * @param scaleLines defines a number used to scale line length (1 by default)
  45501. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  45502. * @param xAxis defines the node hierarchy used to render the x-axis
  45503. * @param yAxis defines the node hierarchy used to render the y-axis
  45504. * @param zAxis defines the node hierarchy used to render the z-axis
  45505. */
  45506. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  45507. /**
  45508. * Force the viewer to update
  45509. * @param position defines the position of the viewer
  45510. * @param xaxis defines the x axis of the viewer
  45511. * @param yaxis defines the y axis of the viewer
  45512. * @param zaxis defines the z axis of the viewer
  45513. */
  45514. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  45515. /**
  45516. * Creates an instance of this axes viewer.
  45517. * @returns a new axes viewer with instanced meshes
  45518. */
  45519. createInstance(): AxesViewer;
  45520. /** Releases resources */
  45521. dispose(): void;
  45522. private static _SetRenderingGroupId;
  45523. }
  45524. }
  45525. declare module "babylonjs/Debug/boneAxesViewer" {
  45526. import { Nullable } from "babylonjs/types";
  45527. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  45528. import { Vector3 } from "babylonjs/Maths/math.vector";
  45529. import { Mesh } from "babylonjs/Meshes/mesh";
  45530. import { Bone } from "babylonjs/Bones/bone";
  45531. import { Scene } from "babylonjs/scene";
  45532. /**
  45533. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45534. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45535. */
  45536. export class BoneAxesViewer extends AxesViewer {
  45537. /**
  45538. * Gets or sets the target mesh where to display the axes viewer
  45539. */
  45540. mesh: Nullable<Mesh>;
  45541. /**
  45542. * Gets or sets the target bone where to display the axes viewer
  45543. */
  45544. bone: Nullable<Bone>;
  45545. /** Gets current position */
  45546. pos: Vector3;
  45547. /** Gets direction of X axis */
  45548. xaxis: Vector3;
  45549. /** Gets direction of Y axis */
  45550. yaxis: Vector3;
  45551. /** Gets direction of Z axis */
  45552. zaxis: Vector3;
  45553. /**
  45554. * Creates a new BoneAxesViewer
  45555. * @param scene defines the hosting scene
  45556. * @param bone defines the target bone
  45557. * @param mesh defines the target mesh
  45558. * @param scaleLines defines a scaling factor for line length (1 by default)
  45559. */
  45560. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45561. /**
  45562. * Force the viewer to update
  45563. */
  45564. update(): void;
  45565. /** Releases resources */
  45566. dispose(): void;
  45567. }
  45568. }
  45569. declare module "babylonjs/Debug/debugLayer" {
  45570. import { Scene } from "babylonjs/scene";
  45571. /**
  45572. * Interface used to define scene explorer extensibility option
  45573. */
  45574. export interface IExplorerExtensibilityOption {
  45575. /**
  45576. * Define the option label
  45577. */
  45578. label: string;
  45579. /**
  45580. * Defines the action to execute on click
  45581. */
  45582. action: (entity: any) => void;
  45583. }
  45584. /**
  45585. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45586. */
  45587. export interface IExplorerExtensibilityGroup {
  45588. /**
  45589. * Defines a predicate to test if a given type mut be extended
  45590. */
  45591. predicate: (entity: any) => boolean;
  45592. /**
  45593. * Gets the list of options added to a type
  45594. */
  45595. entries: IExplorerExtensibilityOption[];
  45596. }
  45597. /**
  45598. * Interface used to define the options to use to create the Inspector
  45599. */
  45600. export interface IInspectorOptions {
  45601. /**
  45602. * Display in overlay mode (default: false)
  45603. */
  45604. overlay?: boolean;
  45605. /**
  45606. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45607. */
  45608. globalRoot?: HTMLElement;
  45609. /**
  45610. * Display the Scene explorer
  45611. */
  45612. showExplorer?: boolean;
  45613. /**
  45614. * Display the property inspector
  45615. */
  45616. showInspector?: boolean;
  45617. /**
  45618. * Display in embed mode (both panes on the right)
  45619. */
  45620. embedMode?: boolean;
  45621. /**
  45622. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45623. */
  45624. handleResize?: boolean;
  45625. /**
  45626. * Allow the panes to popup (default: true)
  45627. */
  45628. enablePopup?: boolean;
  45629. /**
  45630. * Allow the panes to be closed by users (default: true)
  45631. */
  45632. enableClose?: boolean;
  45633. /**
  45634. * Optional list of extensibility entries
  45635. */
  45636. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45637. /**
  45638. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45639. */
  45640. inspectorURL?: string;
  45641. }
  45642. module "babylonjs/scene" {
  45643. interface Scene {
  45644. /**
  45645. * @hidden
  45646. * Backing field
  45647. */
  45648. _debugLayer: DebugLayer;
  45649. /**
  45650. * Gets the debug layer (aka Inspector) associated with the scene
  45651. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45652. */
  45653. debugLayer: DebugLayer;
  45654. }
  45655. }
  45656. /**
  45657. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45658. * what is happening in your scene
  45659. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45660. */
  45661. export class DebugLayer {
  45662. /**
  45663. * Define the url to get the inspector script from.
  45664. * By default it uses the babylonjs CDN.
  45665. * @ignoreNaming
  45666. */
  45667. static InspectorURL: string;
  45668. private _scene;
  45669. private BJSINSPECTOR;
  45670. private _onPropertyChangedObservable?;
  45671. /**
  45672. * Observable triggered when a property is changed through the inspector.
  45673. */
  45674. readonly onPropertyChangedObservable: any;
  45675. /**
  45676. * Instantiates a new debug layer.
  45677. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45678. * what is happening in your scene
  45679. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45680. * @param scene Defines the scene to inspect
  45681. */
  45682. constructor(scene: Scene);
  45683. /** Creates the inspector window. */
  45684. private _createInspector;
  45685. /**
  45686. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45687. * @param entity defines the entity to select
  45688. * @param lineContainerTitle defines the specific block to highlight
  45689. */
  45690. select(entity: any, lineContainerTitle?: string): void;
  45691. /** Get the inspector from bundle or global */
  45692. private _getGlobalInspector;
  45693. /**
  45694. * Get if the inspector is visible or not.
  45695. * @returns true if visible otherwise, false
  45696. */
  45697. isVisible(): boolean;
  45698. /**
  45699. * Hide the inspector and close its window.
  45700. */
  45701. hide(): void;
  45702. /**
  45703. * Launch the debugLayer.
  45704. * @param config Define the configuration of the inspector
  45705. * @return a promise fulfilled when the debug layer is visible
  45706. */
  45707. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45708. }
  45709. }
  45710. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45711. import { Nullable } from "babylonjs/types";
  45712. import { Scene } from "babylonjs/scene";
  45713. import { Vector4 } from "babylonjs/Maths/math.vector";
  45714. import { Color4 } from "babylonjs/Maths/math.color";
  45715. import { Mesh } from "babylonjs/Meshes/mesh";
  45716. /**
  45717. * Class containing static functions to help procedurally build meshes
  45718. */
  45719. export class BoxBuilder {
  45720. /**
  45721. * Creates a box mesh
  45722. * * The parameter `size` sets the size (float) of each box side (default 1)
  45723. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45724. * * 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)
  45725. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45726. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45727. * * 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
  45728. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45729. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45730. * @param name defines the name of the mesh
  45731. * @param options defines the options used to create the mesh
  45732. * @param scene defines the hosting scene
  45733. * @returns the box mesh
  45734. */
  45735. static CreateBox(name: string, options: {
  45736. size?: number;
  45737. width?: number;
  45738. height?: number;
  45739. depth?: number;
  45740. faceUV?: Vector4[];
  45741. faceColors?: Color4[];
  45742. sideOrientation?: number;
  45743. frontUVs?: Vector4;
  45744. backUVs?: Vector4;
  45745. wrap?: boolean;
  45746. topBaseAt?: number;
  45747. bottomBaseAt?: number;
  45748. updatable?: boolean;
  45749. }, scene?: Nullable<Scene>): Mesh;
  45750. }
  45751. }
  45752. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45753. import { Vector4 } from "babylonjs/Maths/math.vector";
  45754. import { Mesh } from "babylonjs/Meshes/mesh";
  45755. import { Scene } from "babylonjs/scene";
  45756. import { Nullable } from "babylonjs/types";
  45757. /**
  45758. * Class containing static functions to help procedurally build meshes
  45759. */
  45760. export class SphereBuilder {
  45761. /**
  45762. * Creates a sphere mesh
  45763. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45764. * * 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`)
  45765. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45766. * * 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
  45767. * * 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)
  45768. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45769. * * 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
  45770. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45771. * @param name defines the name of the mesh
  45772. * @param options defines the options used to create the mesh
  45773. * @param scene defines the hosting scene
  45774. * @returns the sphere mesh
  45775. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45776. */
  45777. static CreateSphere(name: string, options: {
  45778. segments?: number;
  45779. diameter?: number;
  45780. diameterX?: number;
  45781. diameterY?: number;
  45782. diameterZ?: number;
  45783. arc?: number;
  45784. slice?: number;
  45785. sideOrientation?: number;
  45786. frontUVs?: Vector4;
  45787. backUVs?: Vector4;
  45788. updatable?: boolean;
  45789. }, scene?: Nullable<Scene>): Mesh;
  45790. }
  45791. }
  45792. declare module "babylonjs/Debug/physicsViewer" {
  45793. import { Nullable } from "babylonjs/types";
  45794. import { Scene } from "babylonjs/scene";
  45795. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45796. import { Mesh } from "babylonjs/Meshes/mesh";
  45797. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45798. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45799. /**
  45800. * Used to show the physics impostor around the specific mesh
  45801. */
  45802. export class PhysicsViewer {
  45803. /** @hidden */
  45804. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45805. /** @hidden */
  45806. protected _meshes: Array<Nullable<AbstractMesh>>;
  45807. /** @hidden */
  45808. protected _scene: Nullable<Scene>;
  45809. /** @hidden */
  45810. protected _numMeshes: number;
  45811. /** @hidden */
  45812. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45813. private _renderFunction;
  45814. private _utilityLayer;
  45815. private _debugBoxMesh;
  45816. private _debugSphereMesh;
  45817. private _debugCylinderMesh;
  45818. private _debugMaterial;
  45819. private _debugMeshMeshes;
  45820. /**
  45821. * Creates a new PhysicsViewer
  45822. * @param scene defines the hosting scene
  45823. */
  45824. constructor(scene: Scene);
  45825. /** @hidden */
  45826. protected _updateDebugMeshes(): void;
  45827. /**
  45828. * Renders a specified physic impostor
  45829. * @param impostor defines the impostor to render
  45830. * @param targetMesh defines the mesh represented by the impostor
  45831. * @returns the new debug mesh used to render the impostor
  45832. */
  45833. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45834. /**
  45835. * Hides a specified physic impostor
  45836. * @param impostor defines the impostor to hide
  45837. */
  45838. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45839. private _getDebugMaterial;
  45840. private _getDebugBoxMesh;
  45841. private _getDebugSphereMesh;
  45842. private _getDebugCylinderMesh;
  45843. private _getDebugMeshMesh;
  45844. private _getDebugMesh;
  45845. /** Releases all resources */
  45846. dispose(): void;
  45847. }
  45848. }
  45849. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45850. import { Vector3 } from "babylonjs/Maths/math.vector";
  45851. import { Color4 } from "babylonjs/Maths/math.color";
  45852. import { Nullable } from "babylonjs/types";
  45853. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45854. import { Scene } from "babylonjs/scene";
  45855. /**
  45856. * Class containing static functions to help procedurally build meshes
  45857. */
  45858. export class LinesBuilder {
  45859. /**
  45860. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45861. * * 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
  45862. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45863. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45864. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45865. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45866. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45867. * * 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
  45868. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45869. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45870. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45871. * @param name defines the name of the new line system
  45872. * @param options defines the options used to create the line system
  45873. * @param scene defines the hosting scene
  45874. * @returns a new line system mesh
  45875. */
  45876. static CreateLineSystem(name: string, options: {
  45877. lines: Vector3[][];
  45878. updatable?: boolean;
  45879. instance?: Nullable<LinesMesh>;
  45880. colors?: Nullable<Color4[][]>;
  45881. useVertexAlpha?: boolean;
  45882. }, scene: Nullable<Scene>): LinesMesh;
  45883. /**
  45884. * Creates a line mesh
  45885. * 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
  45886. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45887. * * The parameter `points` is an array successive Vector3
  45888. * * 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
  45889. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45890. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45891. * * When updating an instance, remember that only point positions can change, not the number of points
  45892. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45893. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45894. * @param name defines the name of the new line system
  45895. * @param options defines the options used to create the line system
  45896. * @param scene defines the hosting scene
  45897. * @returns a new line mesh
  45898. */
  45899. static CreateLines(name: string, options: {
  45900. points: Vector3[];
  45901. updatable?: boolean;
  45902. instance?: Nullable<LinesMesh>;
  45903. colors?: Color4[];
  45904. useVertexAlpha?: boolean;
  45905. }, scene?: Nullable<Scene>): LinesMesh;
  45906. /**
  45907. * Creates a dashed line mesh
  45908. * * 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
  45909. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45910. * * The parameter `points` is an array successive Vector3
  45911. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45912. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45913. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45914. * * 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
  45915. * * When updating an instance, remember that only point positions can change, not the number of points
  45916. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45917. * @param name defines the name of the mesh
  45918. * @param options defines the options used to create the mesh
  45919. * @param scene defines the hosting scene
  45920. * @returns the dashed line mesh
  45921. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45922. */
  45923. static CreateDashedLines(name: string, options: {
  45924. points: Vector3[];
  45925. dashSize?: number;
  45926. gapSize?: number;
  45927. dashNb?: number;
  45928. updatable?: boolean;
  45929. instance?: LinesMesh;
  45930. }, scene?: Nullable<Scene>): LinesMesh;
  45931. }
  45932. }
  45933. declare module "babylonjs/Debug/rayHelper" {
  45934. import { Nullable } from "babylonjs/types";
  45935. import { Ray } from "babylonjs/Culling/ray";
  45936. import { Vector3 } from "babylonjs/Maths/math.vector";
  45937. import { Color3 } from "babylonjs/Maths/math.color";
  45938. import { Scene } from "babylonjs/scene";
  45939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45940. import "babylonjs/Meshes/Builders/linesBuilder";
  45941. /**
  45942. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45943. * in order to better appreciate the issue one might have.
  45944. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45945. */
  45946. export class RayHelper {
  45947. /**
  45948. * Defines the ray we are currently tryin to visualize.
  45949. */
  45950. ray: Nullable<Ray>;
  45951. private _renderPoints;
  45952. private _renderLine;
  45953. private _renderFunction;
  45954. private _scene;
  45955. private _updateToMeshFunction;
  45956. private _attachedToMesh;
  45957. private _meshSpaceDirection;
  45958. private _meshSpaceOrigin;
  45959. /**
  45960. * Helper function to create a colored helper in a scene in one line.
  45961. * @param ray Defines the ray we are currently tryin to visualize
  45962. * @param scene Defines the scene the ray is used in
  45963. * @param color Defines the color we want to see the ray in
  45964. * @returns The newly created ray helper.
  45965. */
  45966. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45967. /**
  45968. * Instantiate a new ray helper.
  45969. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45970. * in order to better appreciate the issue one might have.
  45971. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45972. * @param ray Defines the ray we are currently tryin to visualize
  45973. */
  45974. constructor(ray: Ray);
  45975. /**
  45976. * Shows the ray we are willing to debug.
  45977. * @param scene Defines the scene the ray needs to be rendered in
  45978. * @param color Defines the color the ray needs to be rendered in
  45979. */
  45980. show(scene: Scene, color?: Color3): void;
  45981. /**
  45982. * Hides the ray we are debugging.
  45983. */
  45984. hide(): void;
  45985. private _render;
  45986. /**
  45987. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45988. * @param mesh Defines the mesh we want the helper attached to
  45989. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45990. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45991. * @param length Defines the length of the ray
  45992. */
  45993. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45994. /**
  45995. * Detach the ray helper from the mesh it has previously been attached to.
  45996. */
  45997. detachFromMesh(): void;
  45998. private _updateToMesh;
  45999. /**
  46000. * Dispose the helper and release its associated resources.
  46001. */
  46002. dispose(): void;
  46003. }
  46004. }
  46005. declare module "babylonjs/Debug/skeletonViewer" {
  46006. import { Color3 } from "babylonjs/Maths/math.color";
  46007. import { Scene } from "babylonjs/scene";
  46008. import { Nullable } from "babylonjs/types";
  46009. import { Skeleton } from "babylonjs/Bones/skeleton";
  46010. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46011. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  46012. /**
  46013. * Class used to render a debug view of a given skeleton
  46014. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  46015. */
  46016. export class SkeletonViewer {
  46017. /** defines the skeleton to render */
  46018. skeleton: Skeleton;
  46019. /** defines the mesh attached to the skeleton */
  46020. mesh: AbstractMesh;
  46021. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  46022. autoUpdateBonesMatrices: boolean;
  46023. /** defines the rendering group id to use with the viewer */
  46024. renderingGroupId: number;
  46025. /** Gets or sets the color used to render the skeleton */
  46026. color: Color3;
  46027. private _scene;
  46028. private _debugLines;
  46029. private _debugMesh;
  46030. private _isEnabled;
  46031. private _renderFunction;
  46032. private _utilityLayer;
  46033. /**
  46034. * Returns the mesh used to render the bones
  46035. */
  46036. readonly debugMesh: Nullable<LinesMesh>;
  46037. /**
  46038. * Creates a new SkeletonViewer
  46039. * @param skeleton defines the skeleton to render
  46040. * @param mesh defines the mesh attached to the skeleton
  46041. * @param scene defines the hosting scene
  46042. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  46043. * @param renderingGroupId defines the rendering group id to use with the viewer
  46044. */
  46045. constructor(
  46046. /** defines the skeleton to render */
  46047. skeleton: Skeleton,
  46048. /** defines the mesh attached to the skeleton */
  46049. mesh: AbstractMesh, scene: Scene,
  46050. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  46051. autoUpdateBonesMatrices?: boolean,
  46052. /** defines the rendering group id to use with the viewer */
  46053. renderingGroupId?: number);
  46054. /** Gets or sets a boolean indicating if the viewer is enabled */
  46055. isEnabled: boolean;
  46056. private _getBonePosition;
  46057. private _getLinesForBonesWithLength;
  46058. private _getLinesForBonesNoLength;
  46059. /** Update the viewer to sync with current skeleton state */
  46060. update(): void;
  46061. /** Release associated resources */
  46062. dispose(): void;
  46063. }
  46064. }
  46065. declare module "babylonjs/Debug/index" {
  46066. export * from "babylonjs/Debug/axesViewer";
  46067. export * from "babylonjs/Debug/boneAxesViewer";
  46068. export * from "babylonjs/Debug/debugLayer";
  46069. export * from "babylonjs/Debug/physicsViewer";
  46070. export * from "babylonjs/Debug/rayHelper";
  46071. export * from "babylonjs/Debug/skeletonViewer";
  46072. }
  46073. declare module "babylonjs/Engines/nullEngine" {
  46074. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  46075. import { Scene } from "babylonjs/scene";
  46076. import { Engine } from "babylonjs/Engines/engine";
  46077. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46078. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46079. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46080. import { Effect } from "babylonjs/Materials/effect";
  46081. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46082. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46083. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  46084. /**
  46085. * Options to create the null engine
  46086. */
  46087. export class NullEngineOptions {
  46088. /**
  46089. * Render width (Default: 512)
  46090. */
  46091. renderWidth: number;
  46092. /**
  46093. * Render height (Default: 256)
  46094. */
  46095. renderHeight: number;
  46096. /**
  46097. * Texture size (Default: 512)
  46098. */
  46099. textureSize: number;
  46100. /**
  46101. * If delta time between frames should be constant
  46102. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46103. */
  46104. deterministicLockstep: boolean;
  46105. /**
  46106. * Maximum about of steps between frames (Default: 4)
  46107. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46108. */
  46109. lockstepMaxSteps: number;
  46110. }
  46111. /**
  46112. * The null engine class provides support for headless version of babylon.js.
  46113. * This can be used in server side scenario or for testing purposes
  46114. */
  46115. export class NullEngine extends Engine {
  46116. private _options;
  46117. /**
  46118. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  46119. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46120. * @returns true if engine is in deterministic lock step mode
  46121. */
  46122. isDeterministicLockStep(): boolean;
  46123. /**
  46124. * Gets the max steps when engine is running in deterministic lock step
  46125. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46126. * @returns the max steps
  46127. */
  46128. getLockstepMaxSteps(): number;
  46129. /**
  46130. * Gets the current hardware scaling level.
  46131. * By default the hardware scaling level is computed from the window device ratio.
  46132. * 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.
  46133. * @returns a number indicating the current hardware scaling level
  46134. */
  46135. getHardwareScalingLevel(): number;
  46136. constructor(options?: NullEngineOptions);
  46137. /**
  46138. * Creates a vertex buffer
  46139. * @param vertices the data for the vertex buffer
  46140. * @returns the new WebGL static buffer
  46141. */
  46142. createVertexBuffer(vertices: FloatArray): DataBuffer;
  46143. /**
  46144. * Creates a new index buffer
  46145. * @param indices defines the content of the index buffer
  46146. * @param updatable defines if the index buffer must be updatable
  46147. * @returns a new webGL buffer
  46148. */
  46149. createIndexBuffer(indices: IndicesArray): DataBuffer;
  46150. /**
  46151. * Clear the current render buffer or the current render target (if any is set up)
  46152. * @param color defines the color to use
  46153. * @param backBuffer defines if the back buffer must be cleared
  46154. * @param depth defines if the depth buffer must be cleared
  46155. * @param stencil defines if the stencil buffer must be cleared
  46156. */
  46157. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46158. /**
  46159. * Gets the current render width
  46160. * @param useScreen defines if screen size must be used (or the current render target if any)
  46161. * @returns a number defining the current render width
  46162. */
  46163. getRenderWidth(useScreen?: boolean): number;
  46164. /**
  46165. * Gets the current render height
  46166. * @param useScreen defines if screen size must be used (or the current render target if any)
  46167. * @returns a number defining the current render height
  46168. */
  46169. getRenderHeight(useScreen?: boolean): number;
  46170. /**
  46171. * Set the WebGL's viewport
  46172. * @param viewport defines the viewport element to be used
  46173. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  46174. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  46175. */
  46176. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  46177. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  46178. /**
  46179. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  46180. * @param pipelineContext defines the pipeline context to use
  46181. * @param uniformsNames defines the list of uniform names
  46182. * @returns an array of webGL uniform locations
  46183. */
  46184. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  46185. /**
  46186. * Gets the lsit of active attributes for a given webGL program
  46187. * @param pipelineContext defines the pipeline context to use
  46188. * @param attributesNames defines the list of attribute names to get
  46189. * @returns an array of indices indicating the offset of each attribute
  46190. */
  46191. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46192. /**
  46193. * Binds an effect to the webGL context
  46194. * @param effect defines the effect to bind
  46195. */
  46196. bindSamplers(effect: Effect): void;
  46197. /**
  46198. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  46199. * @param effect defines the effect to activate
  46200. */
  46201. enableEffect(effect: Effect): void;
  46202. /**
  46203. * Set various states to the webGL context
  46204. * @param culling defines backface culling state
  46205. * @param zOffset defines the value to apply to zOffset (0 by default)
  46206. * @param force defines if states must be applied even if cache is up to date
  46207. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  46208. */
  46209. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46210. /**
  46211. * Set the value of an uniform to an array of int32
  46212. * @param uniform defines the webGL uniform location where to store the value
  46213. * @param array defines the array of int32 to store
  46214. */
  46215. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46216. /**
  46217. * Set the value of an uniform to an array of int32 (stored as vec2)
  46218. * @param uniform defines the webGL uniform location where to store the value
  46219. * @param array defines the array of int32 to store
  46220. */
  46221. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46222. /**
  46223. * Set the value of an uniform to an array of int32 (stored as vec3)
  46224. * @param uniform defines the webGL uniform location where to store the value
  46225. * @param array defines the array of int32 to store
  46226. */
  46227. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46228. /**
  46229. * Set the value of an uniform to an array of int32 (stored as vec4)
  46230. * @param uniform defines the webGL uniform location where to store the value
  46231. * @param array defines the array of int32 to store
  46232. */
  46233. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46234. /**
  46235. * Set the value of an uniform to an array of float32
  46236. * @param uniform defines the webGL uniform location where to store the value
  46237. * @param array defines the array of float32 to store
  46238. */
  46239. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46240. /**
  46241. * Set the value of an uniform to an array of float32 (stored as vec2)
  46242. * @param uniform defines the webGL uniform location where to store the value
  46243. * @param array defines the array of float32 to store
  46244. */
  46245. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46246. /**
  46247. * Set the value of an uniform to an array of float32 (stored as vec3)
  46248. * @param uniform defines the webGL uniform location where to store the value
  46249. * @param array defines the array of float32 to store
  46250. */
  46251. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46252. /**
  46253. * Set the value of an uniform to an array of float32 (stored as vec4)
  46254. * @param uniform defines the webGL uniform location where to store the value
  46255. * @param array defines the array of float32 to store
  46256. */
  46257. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46258. /**
  46259. * Set the value of an uniform to an array of number
  46260. * @param uniform defines the webGL uniform location where to store the value
  46261. * @param array defines the array of number to store
  46262. */
  46263. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46264. /**
  46265. * Set the value of an uniform to an array of number (stored as vec2)
  46266. * @param uniform defines the webGL uniform location where to store the value
  46267. * @param array defines the array of number to store
  46268. */
  46269. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46270. /**
  46271. * Set the value of an uniform to an array of number (stored as vec3)
  46272. * @param uniform defines the webGL uniform location where to store the value
  46273. * @param array defines the array of number to store
  46274. */
  46275. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46276. /**
  46277. * Set the value of an uniform to an array of number (stored as vec4)
  46278. * @param uniform defines the webGL uniform location where to store the value
  46279. * @param array defines the array of number to store
  46280. */
  46281. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46282. /**
  46283. * Set the value of an uniform to an array of float32 (stored as matrices)
  46284. * @param uniform defines the webGL uniform location where to store the value
  46285. * @param matrices defines the array of float32 to store
  46286. */
  46287. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46288. /**
  46289. * Set the value of an uniform to a matrix (3x3)
  46290. * @param uniform defines the webGL uniform location where to store the value
  46291. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  46292. */
  46293. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46294. /**
  46295. * Set the value of an uniform to a matrix (2x2)
  46296. * @param uniform defines the webGL uniform location where to store the value
  46297. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  46298. */
  46299. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46300. /**
  46301. * Set the value of an uniform to a number (float)
  46302. * @param uniform defines the webGL uniform location where to store the value
  46303. * @param value defines the float number to store
  46304. */
  46305. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46306. /**
  46307. * Set the value of an uniform to a vec2
  46308. * @param uniform defines the webGL uniform location where to store the value
  46309. * @param x defines the 1st component of the value
  46310. * @param y defines the 2nd component of the value
  46311. */
  46312. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46313. /**
  46314. * Set the value of an uniform to a vec3
  46315. * @param uniform defines the webGL uniform location where to store the value
  46316. * @param x defines the 1st component of the value
  46317. * @param y defines the 2nd component of the value
  46318. * @param z defines the 3rd component of the value
  46319. */
  46320. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46321. /**
  46322. * Set the value of an uniform to a boolean
  46323. * @param uniform defines the webGL uniform location where to store the value
  46324. * @param bool defines the boolean to store
  46325. */
  46326. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46327. /**
  46328. * Set the value of an uniform to a vec4
  46329. * @param uniform defines the webGL uniform location where to store the value
  46330. * @param x defines the 1st component of the value
  46331. * @param y defines the 2nd component of the value
  46332. * @param z defines the 3rd component of the value
  46333. * @param w defines the 4th component of the value
  46334. */
  46335. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46336. /**
  46337. * Sets the current alpha mode
  46338. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  46339. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46340. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46341. */
  46342. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46343. /**
  46344. * Bind webGl buffers directly to the webGL context
  46345. * @param vertexBuffers defines the vertex buffer to bind
  46346. * @param indexBuffer defines the index buffer to bind
  46347. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  46348. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  46349. * @param effect defines the effect associated with the vertex buffer
  46350. */
  46351. bindBuffers(vertexBuffers: {
  46352. [key: string]: VertexBuffer;
  46353. }, indexBuffer: DataBuffer, effect: Effect): void;
  46354. /**
  46355. * Force the entire cache to be cleared
  46356. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  46357. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  46358. */
  46359. wipeCaches(bruteForce?: boolean): void;
  46360. /**
  46361. * Send a draw order
  46362. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  46363. * @param indexStart defines the starting index
  46364. * @param indexCount defines the number of index to draw
  46365. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46366. */
  46367. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  46368. /**
  46369. * Draw a list of indexed primitives
  46370. * @param fillMode defines the primitive to use
  46371. * @param indexStart defines the starting index
  46372. * @param indexCount defines the number of index to draw
  46373. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46374. */
  46375. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46376. /**
  46377. * Draw a list of unindexed primitives
  46378. * @param fillMode defines the primitive to use
  46379. * @param verticesStart defines the index of first vertex to draw
  46380. * @param verticesCount defines the count of vertices to draw
  46381. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46382. */
  46383. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46384. /** @hidden */
  46385. _createTexture(): WebGLTexture;
  46386. /** @hidden */
  46387. _releaseTexture(texture: InternalTexture): void;
  46388. /**
  46389. * Usually called from Texture.ts.
  46390. * Passed information to create a WebGLTexture
  46391. * @param urlArg defines a value which contains one of the following:
  46392. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46393. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46394. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46395. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46396. * @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)
  46397. * @param scene needed for loading to the correct scene
  46398. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  46399. * @param onLoad optional callback to be called upon successful completion
  46400. * @param onError optional callback to be called upon failure
  46401. * @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
  46402. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46403. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46404. * @param forcedExtension defines the extension to use to pick the right loader
  46405. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  46406. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46407. */
  46408. 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;
  46409. /**
  46410. * Creates a new render target texture
  46411. * @param size defines the size of the texture
  46412. * @param options defines the options used to create the texture
  46413. * @returns a new render target texture stored in an InternalTexture
  46414. */
  46415. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46416. /**
  46417. * Update the sampling mode of a given texture
  46418. * @param samplingMode defines the required sampling mode
  46419. * @param texture defines the texture to update
  46420. */
  46421. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46422. /**
  46423. * Binds the frame buffer to the specified texture.
  46424. * @param texture The texture to render to or null for the default canvas
  46425. * @param faceIndex The face of the texture to render to in case of cube texture
  46426. * @param requiredWidth The width of the target to render to
  46427. * @param requiredHeight The height of the target to render to
  46428. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  46429. * @param depthStencilTexture The depth stencil texture to use to render
  46430. * @param lodLevel defines le lod level to bind to the frame buffer
  46431. */
  46432. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46433. /**
  46434. * Unbind the current render target texture from the webGL context
  46435. * @param texture defines the render target texture to unbind
  46436. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46437. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46438. */
  46439. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46440. /**
  46441. * Creates a dynamic vertex buffer
  46442. * @param vertices the data for the dynamic vertex buffer
  46443. * @returns the new WebGL dynamic buffer
  46444. */
  46445. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  46446. /**
  46447. * Update the content of a dynamic texture
  46448. * @param texture defines the texture to update
  46449. * @param canvas defines the canvas containing the source
  46450. * @param invertY defines if data must be stored with Y axis inverted
  46451. * @param premulAlpha defines if alpha is stored as premultiplied
  46452. * @param format defines the format of the data
  46453. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  46454. */
  46455. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  46456. /**
  46457. * Gets a boolean indicating if all created effects are ready
  46458. * @returns true if all effects are ready
  46459. */
  46460. areAllEffectsReady(): boolean;
  46461. /**
  46462. * @hidden
  46463. * Get the current error code of the webGL context
  46464. * @returns the error code
  46465. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  46466. */
  46467. getError(): number;
  46468. /** @hidden */
  46469. _getUnpackAlignement(): number;
  46470. /** @hidden */
  46471. _unpackFlipY(value: boolean): void;
  46472. /**
  46473. * Update a dynamic index buffer
  46474. * @param indexBuffer defines the target index buffer
  46475. * @param indices defines the data to update
  46476. * @param offset defines the offset in the target index buffer where update should start
  46477. */
  46478. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  46479. /**
  46480. * Updates a dynamic vertex buffer.
  46481. * @param vertexBuffer the vertex buffer to update
  46482. * @param vertices the data used to update the vertex buffer
  46483. * @param byteOffset the byte offset of the data (optional)
  46484. * @param byteLength the byte length of the data (optional)
  46485. */
  46486. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  46487. /** @hidden */
  46488. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  46489. /** @hidden */
  46490. _bindTexture(channel: number, texture: InternalTexture): void;
  46491. protected _deleteBuffer(buffer: WebGLBuffer): void;
  46492. /**
  46493. * 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
  46494. */
  46495. releaseEffects(): void;
  46496. displayLoadingUI(): void;
  46497. hideLoadingUI(): void;
  46498. /** @hidden */
  46499. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46500. /** @hidden */
  46501. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46502. /** @hidden */
  46503. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46504. /** @hidden */
  46505. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46506. }
  46507. }
  46508. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  46509. import { Nullable, int } from "babylonjs/types";
  46510. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  46511. /** @hidden */
  46512. export class _OcclusionDataStorage {
  46513. /** @hidden */
  46514. occlusionInternalRetryCounter: number;
  46515. /** @hidden */
  46516. isOcclusionQueryInProgress: boolean;
  46517. /** @hidden */
  46518. isOccluded: boolean;
  46519. /** @hidden */
  46520. occlusionRetryCount: number;
  46521. /** @hidden */
  46522. occlusionType: number;
  46523. /** @hidden */
  46524. occlusionQueryAlgorithmType: number;
  46525. }
  46526. module "babylonjs/Engines/engine" {
  46527. interface Engine {
  46528. /**
  46529. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  46530. * @return the new query
  46531. */
  46532. createQuery(): WebGLQuery;
  46533. /**
  46534. * Delete and release a webGL query
  46535. * @param query defines the query to delete
  46536. * @return the current engine
  46537. */
  46538. deleteQuery(query: WebGLQuery): Engine;
  46539. /**
  46540. * Check if a given query has resolved and got its value
  46541. * @param query defines the query to check
  46542. * @returns true if the query got its value
  46543. */
  46544. isQueryResultAvailable(query: WebGLQuery): boolean;
  46545. /**
  46546. * Gets the value of a given query
  46547. * @param query defines the query to check
  46548. * @returns the value of the query
  46549. */
  46550. getQueryResult(query: WebGLQuery): number;
  46551. /**
  46552. * Initiates an occlusion query
  46553. * @param algorithmType defines the algorithm to use
  46554. * @param query defines the query to use
  46555. * @returns the current engine
  46556. * @see http://doc.babylonjs.com/features/occlusionquery
  46557. */
  46558. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46559. /**
  46560. * Ends an occlusion query
  46561. * @see http://doc.babylonjs.com/features/occlusionquery
  46562. * @param algorithmType defines the algorithm to use
  46563. * @returns the current engine
  46564. */
  46565. endOcclusionQuery(algorithmType: number): Engine;
  46566. /**
  46567. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46568. * Please note that only one query can be issued at a time
  46569. * @returns a time token used to track the time span
  46570. */
  46571. startTimeQuery(): Nullable<_TimeToken>;
  46572. /**
  46573. * Ends a time query
  46574. * @param token defines the token used to measure the time span
  46575. * @returns the time spent (in ns)
  46576. */
  46577. endTimeQuery(token: _TimeToken): int;
  46578. /** @hidden */
  46579. _currentNonTimestampToken: Nullable<_TimeToken>;
  46580. /** @hidden */
  46581. _createTimeQuery(): WebGLQuery;
  46582. /** @hidden */
  46583. _deleteTimeQuery(query: WebGLQuery): void;
  46584. /** @hidden */
  46585. _getGlAlgorithmType(algorithmType: number): number;
  46586. /** @hidden */
  46587. _getTimeQueryResult(query: WebGLQuery): any;
  46588. /** @hidden */
  46589. _getTimeQueryAvailability(query: WebGLQuery): any;
  46590. }
  46591. }
  46592. module "babylonjs/Meshes/abstractMesh" {
  46593. interface AbstractMesh {
  46594. /**
  46595. * Backing filed
  46596. * @hidden
  46597. */
  46598. __occlusionDataStorage: _OcclusionDataStorage;
  46599. /**
  46600. * Access property
  46601. * @hidden
  46602. */
  46603. _occlusionDataStorage: _OcclusionDataStorage;
  46604. /**
  46605. * 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.
  46606. * The default value is -1 which means don't break the query and wait till the result
  46607. * @see http://doc.babylonjs.com/features/occlusionquery
  46608. */
  46609. occlusionRetryCount: number;
  46610. /**
  46611. * 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:
  46612. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46613. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46614. * * 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.
  46615. * @see http://doc.babylonjs.com/features/occlusionquery
  46616. */
  46617. occlusionType: number;
  46618. /**
  46619. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46620. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46621. * * 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.
  46622. * @see http://doc.babylonjs.com/features/occlusionquery
  46623. */
  46624. occlusionQueryAlgorithmType: number;
  46625. /**
  46626. * 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
  46627. * @see http://doc.babylonjs.com/features/occlusionquery
  46628. */
  46629. isOccluded: boolean;
  46630. /**
  46631. * Flag to check the progress status of the query
  46632. * @see http://doc.babylonjs.com/features/occlusionquery
  46633. */
  46634. isOcclusionQueryInProgress: boolean;
  46635. }
  46636. }
  46637. }
  46638. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46639. import { Nullable } from "babylonjs/types";
  46640. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46641. /** @hidden */
  46642. export var _forceTransformFeedbackToBundle: boolean;
  46643. module "babylonjs/Engines/engine" {
  46644. interface Engine {
  46645. /**
  46646. * Creates a webGL transform feedback object
  46647. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46648. * @returns the webGL transform feedback object
  46649. */
  46650. createTransformFeedback(): WebGLTransformFeedback;
  46651. /**
  46652. * Delete a webGL transform feedback object
  46653. * @param value defines the webGL transform feedback object to delete
  46654. */
  46655. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46656. /**
  46657. * Bind a webGL transform feedback object to the webgl context
  46658. * @param value defines the webGL transform feedback object to bind
  46659. */
  46660. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46661. /**
  46662. * Begins a transform feedback operation
  46663. * @param usePoints defines if points or triangles must be used
  46664. */
  46665. beginTransformFeedback(usePoints: boolean): void;
  46666. /**
  46667. * Ends a transform feedback operation
  46668. */
  46669. endTransformFeedback(): void;
  46670. /**
  46671. * Specify the varyings to use with transform feedback
  46672. * @param program defines the associated webGL program
  46673. * @param value defines the list of strings representing the varying names
  46674. */
  46675. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46676. /**
  46677. * Bind a webGL buffer for a transform feedback operation
  46678. * @param value defines the webGL buffer to bind
  46679. */
  46680. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46681. }
  46682. }
  46683. }
  46684. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46685. import { Scene } from "babylonjs/scene";
  46686. import { Engine } from "babylonjs/Engines/engine";
  46687. import { Texture } from "babylonjs/Materials/Textures/texture";
  46688. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46689. import "babylonjs/Engines/Extensions/engine.multiRender";
  46690. /**
  46691. * Creation options of the multi render target texture.
  46692. */
  46693. export interface IMultiRenderTargetOptions {
  46694. /**
  46695. * Define if the texture needs to create mip maps after render.
  46696. */
  46697. generateMipMaps?: boolean;
  46698. /**
  46699. * Define the types of all the draw buffers we want to create
  46700. */
  46701. types?: number[];
  46702. /**
  46703. * Define the sampling modes of all the draw buffers we want to create
  46704. */
  46705. samplingModes?: number[];
  46706. /**
  46707. * Define if a depth buffer is required
  46708. */
  46709. generateDepthBuffer?: boolean;
  46710. /**
  46711. * Define if a stencil buffer is required
  46712. */
  46713. generateStencilBuffer?: boolean;
  46714. /**
  46715. * Define if a depth texture is required instead of a depth buffer
  46716. */
  46717. generateDepthTexture?: boolean;
  46718. /**
  46719. * Define the number of desired draw buffers
  46720. */
  46721. textureCount?: number;
  46722. /**
  46723. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46724. */
  46725. doNotChangeAspectRatio?: boolean;
  46726. /**
  46727. * Define the default type of the buffers we are creating
  46728. */
  46729. defaultType?: number;
  46730. }
  46731. /**
  46732. * A multi render target, like a render target provides the ability to render to a texture.
  46733. * Unlike the render target, it can render to several draw buffers in one draw.
  46734. * This is specially interesting in deferred rendering or for any effects requiring more than
  46735. * just one color from a single pass.
  46736. */
  46737. export class MultiRenderTarget extends RenderTargetTexture {
  46738. private _internalTextures;
  46739. private _textures;
  46740. private _multiRenderTargetOptions;
  46741. /**
  46742. * Get if draw buffers are currently supported by the used hardware and browser.
  46743. */
  46744. readonly isSupported: boolean;
  46745. /**
  46746. * Get the list of textures generated by the multi render target.
  46747. */
  46748. readonly textures: Texture[];
  46749. /**
  46750. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46751. */
  46752. readonly depthTexture: Texture;
  46753. /**
  46754. * Set the wrapping mode on U of all the textures we are rendering to.
  46755. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46756. */
  46757. wrapU: number;
  46758. /**
  46759. * Set the wrapping mode on V of all the textures we are rendering to.
  46760. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46761. */
  46762. wrapV: number;
  46763. /**
  46764. * Instantiate a new multi render target texture.
  46765. * A multi render target, like a render target provides the ability to render to a texture.
  46766. * Unlike the render target, it can render to several draw buffers in one draw.
  46767. * This is specially interesting in deferred rendering or for any effects requiring more than
  46768. * just one color from a single pass.
  46769. * @param name Define the name of the texture
  46770. * @param size Define the size of the buffers to render to
  46771. * @param count Define the number of target we are rendering into
  46772. * @param scene Define the scene the texture belongs to
  46773. * @param options Define the options used to create the multi render target
  46774. */
  46775. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46776. /** @hidden */
  46777. _rebuild(): void;
  46778. private _createInternalTextures;
  46779. private _createTextures;
  46780. /**
  46781. * Define the number of samples used if MSAA is enabled.
  46782. */
  46783. samples: number;
  46784. /**
  46785. * Resize all the textures in the multi render target.
  46786. * Be carrefull as it will recreate all the data in the new texture.
  46787. * @param size Define the new size
  46788. */
  46789. resize(size: any): void;
  46790. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46791. /**
  46792. * Dispose the render targets and their associated resources
  46793. */
  46794. dispose(): void;
  46795. /**
  46796. * Release all the underlying texture used as draw buffers.
  46797. */
  46798. releaseInternalTextures(): void;
  46799. }
  46800. }
  46801. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46802. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46803. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46804. import { Nullable } from "babylonjs/types";
  46805. module "babylonjs/Engines/thinEngine" {
  46806. interface ThinEngine {
  46807. /**
  46808. * Unbind a list of render target textures from the webGL context
  46809. * This is used only when drawBuffer extension or webGL2 are active
  46810. * @param textures defines the render target textures to unbind
  46811. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46812. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46813. */
  46814. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46815. /**
  46816. * Create a multi render target texture
  46817. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46818. * @param size defines the size of the texture
  46819. * @param options defines the creation options
  46820. * @returns the cube texture as an InternalTexture
  46821. */
  46822. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46823. /**
  46824. * Update the sample count for a given multiple render target texture
  46825. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46826. * @param textures defines the textures to update
  46827. * @param samples defines the sample count to set
  46828. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46829. */
  46830. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46831. }
  46832. }
  46833. }
  46834. declare module "babylonjs/Engines/Extensions/engine.views" {
  46835. import { Camera } from "babylonjs/Cameras/camera";
  46836. import { Nullable } from "babylonjs/types";
  46837. /**
  46838. * Class used to define an additional view for the engine
  46839. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46840. */
  46841. export class EngineView {
  46842. /** Defines the canvas where to render the view */
  46843. target: HTMLCanvasElement;
  46844. /** Defines an optional camera used to render the view (will use active camera else) */
  46845. camera?: Camera;
  46846. }
  46847. module "babylonjs/Engines/engine" {
  46848. interface Engine {
  46849. /**
  46850. * Gets or sets the HTML element to use for attaching events
  46851. */
  46852. inputElement: Nullable<HTMLElement>;
  46853. /**
  46854. * Gets the current engine view
  46855. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46856. */
  46857. activeView: Nullable<EngineView>;
  46858. /** Gets or sets the list of views */
  46859. views: EngineView[];
  46860. /**
  46861. * Register a new child canvas
  46862. * @param canvas defines the canvas to register
  46863. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  46864. * @returns the associated view
  46865. */
  46866. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  46867. /**
  46868. * Remove a registered child canvas
  46869. * @param canvas defines the canvas to remove
  46870. * @returns the current engine
  46871. */
  46872. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46873. }
  46874. }
  46875. }
  46876. declare module "babylonjs/Engines/Extensions/index" {
  46877. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46878. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46879. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46880. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46881. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46882. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46883. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46884. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46885. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46886. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46887. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46888. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46889. export * from "babylonjs/Engines/Extensions/engine.views";
  46890. }
  46891. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46892. import { Nullable } from "babylonjs/types";
  46893. /**
  46894. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46895. */
  46896. export interface CubeMapInfo {
  46897. /**
  46898. * The pixel array for the front face.
  46899. * This is stored in format, left to right, up to down format.
  46900. */
  46901. front: Nullable<ArrayBufferView>;
  46902. /**
  46903. * The pixel array for the back face.
  46904. * This is stored in format, left to right, up to down format.
  46905. */
  46906. back: Nullable<ArrayBufferView>;
  46907. /**
  46908. * The pixel array for the left face.
  46909. * This is stored in format, left to right, up to down format.
  46910. */
  46911. left: Nullable<ArrayBufferView>;
  46912. /**
  46913. * The pixel array for the right face.
  46914. * This is stored in format, left to right, up to down format.
  46915. */
  46916. right: Nullable<ArrayBufferView>;
  46917. /**
  46918. * The pixel array for the up face.
  46919. * This is stored in format, left to right, up to down format.
  46920. */
  46921. up: Nullable<ArrayBufferView>;
  46922. /**
  46923. * The pixel array for the down face.
  46924. * This is stored in format, left to right, up to down format.
  46925. */
  46926. down: Nullable<ArrayBufferView>;
  46927. /**
  46928. * The size of the cubemap stored.
  46929. *
  46930. * Each faces will be size * size pixels.
  46931. */
  46932. size: number;
  46933. /**
  46934. * The format of the texture.
  46935. *
  46936. * RGBA, RGB.
  46937. */
  46938. format: number;
  46939. /**
  46940. * The type of the texture data.
  46941. *
  46942. * UNSIGNED_INT, FLOAT.
  46943. */
  46944. type: number;
  46945. /**
  46946. * Specifies whether the texture is in gamma space.
  46947. */
  46948. gammaSpace: boolean;
  46949. }
  46950. /**
  46951. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46952. */
  46953. export class PanoramaToCubeMapTools {
  46954. private static FACE_FRONT;
  46955. private static FACE_BACK;
  46956. private static FACE_RIGHT;
  46957. private static FACE_LEFT;
  46958. private static FACE_DOWN;
  46959. private static FACE_UP;
  46960. /**
  46961. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46962. *
  46963. * @param float32Array The source data.
  46964. * @param inputWidth The width of the input panorama.
  46965. * @param inputHeight The height of the input panorama.
  46966. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46967. * @return The cubemap data
  46968. */
  46969. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46970. private static CreateCubemapTexture;
  46971. private static CalcProjectionSpherical;
  46972. }
  46973. }
  46974. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46975. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46976. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46977. import { Nullable } from "babylonjs/types";
  46978. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46979. /**
  46980. * Helper class dealing with the extraction of spherical polynomial dataArray
  46981. * from a cube map.
  46982. */
  46983. export class CubeMapToSphericalPolynomialTools {
  46984. private static FileFaces;
  46985. /**
  46986. * Converts a texture to the according Spherical Polynomial data.
  46987. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46988. *
  46989. * @param texture The texture to extract the information from.
  46990. * @return The Spherical Polynomial data.
  46991. */
  46992. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46993. /**
  46994. * Converts a cubemap to the according Spherical Polynomial data.
  46995. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46996. *
  46997. * @param cubeInfo The Cube map to extract the information from.
  46998. * @return The Spherical Polynomial data.
  46999. */
  47000. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  47001. }
  47002. }
  47003. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  47004. import { Nullable } from "babylonjs/types";
  47005. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  47006. module "babylonjs/Materials/Textures/baseTexture" {
  47007. interface BaseTexture {
  47008. /**
  47009. * Get the polynomial representation of the texture data.
  47010. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  47011. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  47012. */
  47013. sphericalPolynomial: Nullable<SphericalPolynomial>;
  47014. }
  47015. }
  47016. }
  47017. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  47018. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47019. /** @hidden */
  47020. export var rgbdEncodePixelShader: {
  47021. name: string;
  47022. shader: string;
  47023. };
  47024. }
  47025. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47026. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47027. /** @hidden */
  47028. export var rgbdDecodePixelShader: {
  47029. name: string;
  47030. shader: string;
  47031. };
  47032. }
  47033. declare module "babylonjs/Misc/environmentTextureTools" {
  47034. import { Nullable } from "babylonjs/types";
  47035. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  47036. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  47037. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  47038. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  47039. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  47040. import "babylonjs/Shaders/rgbdEncode.fragment";
  47041. import "babylonjs/Shaders/rgbdDecode.fragment";
  47042. /**
  47043. * Raw texture data and descriptor sufficient for WebGL texture upload
  47044. */
  47045. export interface EnvironmentTextureInfo {
  47046. /**
  47047. * Version of the environment map
  47048. */
  47049. version: number;
  47050. /**
  47051. * Width of image
  47052. */
  47053. width: number;
  47054. /**
  47055. * Irradiance information stored in the file.
  47056. */
  47057. irradiance: any;
  47058. /**
  47059. * Specular information stored in the file.
  47060. */
  47061. specular: any;
  47062. }
  47063. /**
  47064. * Defines One Image in the file. It requires only the position in the file
  47065. * as well as the length.
  47066. */
  47067. interface BufferImageData {
  47068. /**
  47069. * Length of the image data.
  47070. */
  47071. length: number;
  47072. /**
  47073. * Position of the data from the null terminator delimiting the end of the JSON.
  47074. */
  47075. position: number;
  47076. }
  47077. /**
  47078. * Defines the specular data enclosed in the file.
  47079. * This corresponds to the version 1 of the data.
  47080. */
  47081. export interface EnvironmentTextureSpecularInfoV1 {
  47082. /**
  47083. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  47084. */
  47085. specularDataPosition?: number;
  47086. /**
  47087. * This contains all the images data needed to reconstruct the cubemap.
  47088. */
  47089. mipmaps: Array<BufferImageData>;
  47090. /**
  47091. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  47092. */
  47093. lodGenerationScale: number;
  47094. }
  47095. /**
  47096. * Sets of helpers addressing the serialization and deserialization of environment texture
  47097. * stored in a BabylonJS env file.
  47098. * Those files are usually stored as .env files.
  47099. */
  47100. export class EnvironmentTextureTools {
  47101. /**
  47102. * Magic number identifying the env file.
  47103. */
  47104. private static _MagicBytes;
  47105. /**
  47106. * Gets the environment info from an env file.
  47107. * @param data The array buffer containing the .env bytes.
  47108. * @returns the environment file info (the json header) if successfully parsed.
  47109. */
  47110. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  47111. /**
  47112. * Creates an environment texture from a loaded cube texture.
  47113. * @param texture defines the cube texture to convert in env file
  47114. * @return a promise containing the environment data if succesfull.
  47115. */
  47116. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  47117. /**
  47118. * Creates a JSON representation of the spherical data.
  47119. * @param texture defines the texture containing the polynomials
  47120. * @return the JSON representation of the spherical info
  47121. */
  47122. private static _CreateEnvTextureIrradiance;
  47123. /**
  47124. * Creates the ArrayBufferViews used for initializing environment texture image data.
  47125. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  47126. * @param info parameters that determine what views will be created for accessing the underlying buffer
  47127. * @return the views described by info providing access to the underlying buffer
  47128. */
  47129. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  47130. /**
  47131. * Uploads the texture info contained in the env file to the GPU.
  47132. * @param texture defines the internal texture to upload to
  47133. * @param arrayBuffer defines the buffer cotaining the data to load
  47134. * @param info defines the texture info retrieved through the GetEnvInfo method
  47135. * @returns a promise
  47136. */
  47137. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  47138. private static _OnImageReadyAsync;
  47139. /**
  47140. * Uploads the levels of image data to the GPU.
  47141. * @param texture defines the internal texture to upload to
  47142. * @param imageData defines the array buffer views of image data [mipmap][face]
  47143. * @returns a promise
  47144. */
  47145. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  47146. /**
  47147. * Uploads spherical polynomials information to the texture.
  47148. * @param texture defines the texture we are trying to upload the information to
  47149. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  47150. */
  47151. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  47152. /** @hidden */
  47153. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  47154. }
  47155. }
  47156. declare module "babylonjs/Maths/math.vertexFormat" {
  47157. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  47158. /**
  47159. * Contains position and normal vectors for a vertex
  47160. */
  47161. export class PositionNormalVertex {
  47162. /** the position of the vertex (defaut: 0,0,0) */
  47163. position: Vector3;
  47164. /** the normal of the vertex (defaut: 0,1,0) */
  47165. normal: Vector3;
  47166. /**
  47167. * Creates a PositionNormalVertex
  47168. * @param position the position of the vertex (defaut: 0,0,0)
  47169. * @param normal the normal of the vertex (defaut: 0,1,0)
  47170. */
  47171. constructor(
  47172. /** the position of the vertex (defaut: 0,0,0) */
  47173. position?: Vector3,
  47174. /** the normal of the vertex (defaut: 0,1,0) */
  47175. normal?: Vector3);
  47176. /**
  47177. * Clones the PositionNormalVertex
  47178. * @returns the cloned PositionNormalVertex
  47179. */
  47180. clone(): PositionNormalVertex;
  47181. }
  47182. /**
  47183. * Contains position, normal and uv vectors for a vertex
  47184. */
  47185. export class PositionNormalTextureVertex {
  47186. /** the position of the vertex (defaut: 0,0,0) */
  47187. position: Vector3;
  47188. /** the normal of the vertex (defaut: 0,1,0) */
  47189. normal: Vector3;
  47190. /** the uv of the vertex (default: 0,0) */
  47191. uv: Vector2;
  47192. /**
  47193. * Creates a PositionNormalTextureVertex
  47194. * @param position the position of the vertex (defaut: 0,0,0)
  47195. * @param normal the normal of the vertex (defaut: 0,1,0)
  47196. * @param uv the uv of the vertex (default: 0,0)
  47197. */
  47198. constructor(
  47199. /** the position of the vertex (defaut: 0,0,0) */
  47200. position?: Vector3,
  47201. /** the normal of the vertex (defaut: 0,1,0) */
  47202. normal?: Vector3,
  47203. /** the uv of the vertex (default: 0,0) */
  47204. uv?: Vector2);
  47205. /**
  47206. * Clones the PositionNormalTextureVertex
  47207. * @returns the cloned PositionNormalTextureVertex
  47208. */
  47209. clone(): PositionNormalTextureVertex;
  47210. }
  47211. }
  47212. declare module "babylonjs/Maths/math" {
  47213. export * from "babylonjs/Maths/math.axis";
  47214. export * from "babylonjs/Maths/math.color";
  47215. export * from "babylonjs/Maths/math.constants";
  47216. export * from "babylonjs/Maths/math.frustum";
  47217. export * from "babylonjs/Maths/math.path";
  47218. export * from "babylonjs/Maths/math.plane";
  47219. export * from "babylonjs/Maths/math.size";
  47220. export * from "babylonjs/Maths/math.vector";
  47221. export * from "babylonjs/Maths/math.vertexFormat";
  47222. export * from "babylonjs/Maths/math.viewport";
  47223. }
  47224. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  47225. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47226. /** @hidden */
  47227. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  47228. private _genericAttributeLocation;
  47229. private _varyingLocationCount;
  47230. private _varyingLocationMap;
  47231. private _replacements;
  47232. private _textureCount;
  47233. private _uniforms;
  47234. lineProcessor(line: string): string;
  47235. attributeProcessor(attribute: string): string;
  47236. varyingProcessor(varying: string, isFragment: boolean): string;
  47237. uniformProcessor(uniform: string): string;
  47238. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  47239. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  47240. }
  47241. }
  47242. declare module "babylonjs/Engines/nativeEngine" {
  47243. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  47244. import { Engine } from "babylonjs/Engines/engine";
  47245. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  47246. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  47247. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47248. import { Effect } from "babylonjs/Materials/effect";
  47249. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  47250. import { Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  47251. import { IColor4Like } from "babylonjs/Maths/math.like";
  47252. import { Scene } from "babylonjs/scene";
  47253. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  47254. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  47255. /**
  47256. * Container for accessors for natively-stored mesh data buffers.
  47257. */
  47258. class NativeDataBuffer extends DataBuffer {
  47259. /**
  47260. * Accessor value used to identify/retrieve a natively-stored index buffer.
  47261. */
  47262. nativeIndexBuffer?: any;
  47263. /**
  47264. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  47265. */
  47266. nativeVertexBuffer?: any;
  47267. }
  47268. /** @hidden */
  47269. class NativeTexture extends InternalTexture {
  47270. getInternalTexture(): InternalTexture;
  47271. getViewCount(): number;
  47272. }
  47273. /** @hidden */
  47274. export class NativeEngine extends Engine {
  47275. private readonly _native;
  47276. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  47277. private readonly INVALID_HANDLE;
  47278. getHardwareScalingLevel(): number;
  47279. constructor();
  47280. /**
  47281. * Can be used to override the current requestAnimationFrame requester.
  47282. * @hidden
  47283. */
  47284. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  47285. /**
  47286. * Override default engine behavior.
  47287. * @param color
  47288. * @param backBuffer
  47289. * @param depth
  47290. * @param stencil
  47291. */
  47292. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  47293. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  47294. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  47295. createVertexBuffer(data: DataArray): NativeDataBuffer;
  47296. recordVertexArrayObject(vertexBuffers: {
  47297. [key: string]: VertexBuffer;
  47298. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  47299. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47300. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47301. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  47302. /**
  47303. * Draw a list of indexed primitives
  47304. * @param fillMode defines the primitive to use
  47305. * @param indexStart defines the starting index
  47306. * @param indexCount defines the number of index to draw
  47307. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47308. */
  47309. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  47310. /**
  47311. * Draw a list of unindexed primitives
  47312. * @param fillMode defines the primitive to use
  47313. * @param verticesStart defines the index of first vertex to draw
  47314. * @param verticesCount defines the count of vertices to draw
  47315. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47316. */
  47317. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  47318. createPipelineContext(): IPipelineContext;
  47319. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  47320. /** @hidden */
  47321. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  47322. /** @hidden */
  47323. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  47324. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47325. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47326. protected _setProgram(program: WebGLProgram): void;
  47327. _releaseEffect(effect: Effect): void;
  47328. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  47329. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  47330. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  47331. bindSamplers(effect: Effect): void;
  47332. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  47333. getRenderWidth(useScreen?: boolean): number;
  47334. getRenderHeight(useScreen?: boolean): number;
  47335. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  47336. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  47337. /**
  47338. * Set the z offset to apply to current rendering
  47339. * @param value defines the offset to apply
  47340. */
  47341. setZOffset(value: number): void;
  47342. /**
  47343. * Gets the current value of the zOffset
  47344. * @returns the current zOffset state
  47345. */
  47346. getZOffset(): number;
  47347. /**
  47348. * Enable or disable depth buffering
  47349. * @param enable defines the state to set
  47350. */
  47351. setDepthBuffer(enable: boolean): void;
  47352. /**
  47353. * Gets a boolean indicating if depth writing is enabled
  47354. * @returns the current depth writing state
  47355. */
  47356. getDepthWrite(): boolean;
  47357. /**
  47358. * Enable or disable depth writing
  47359. * @param enable defines the state to set
  47360. */
  47361. setDepthWrite(enable: boolean): void;
  47362. /**
  47363. * Enable or disable color writing
  47364. * @param enable defines the state to set
  47365. */
  47366. setColorWrite(enable: boolean): void;
  47367. /**
  47368. * Gets a boolean indicating if color writing is enabled
  47369. * @returns the current color writing state
  47370. */
  47371. getColorWrite(): boolean;
  47372. /**
  47373. * Sets alpha constants used by some alpha blending modes
  47374. * @param r defines the red component
  47375. * @param g defines the green component
  47376. * @param b defines the blue component
  47377. * @param a defines the alpha component
  47378. */
  47379. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  47380. /**
  47381. * Sets the current alpha mode
  47382. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  47383. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  47384. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47385. */
  47386. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  47387. /**
  47388. * Gets the current alpha mode
  47389. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47390. * @returns the current alpha mode
  47391. */
  47392. getAlphaMode(): number;
  47393. setInt(uniform: WebGLUniformLocation, int: number): void;
  47394. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  47395. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  47396. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  47397. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  47398. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  47399. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  47400. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  47401. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  47402. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  47403. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  47404. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  47405. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  47406. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  47407. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47408. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47409. setFloat(uniform: WebGLUniformLocation, value: number): void;
  47410. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  47411. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  47412. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  47413. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  47414. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  47415. wipeCaches(bruteForce?: boolean): void;
  47416. _createTexture(): WebGLTexture;
  47417. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  47418. /**
  47419. * Usually called from BABYLON.Texture.ts.
  47420. * Passed information to create a WebGLTexture
  47421. * @param urlArg defines a value which contains one of the following:
  47422. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  47423. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  47424. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  47425. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  47426. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  47427. * @param scene needed for loading to the correct scene
  47428. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  47429. * @param onLoad optional callback to be called upon successful completion
  47430. * @param onError optional callback to be called upon failure
  47431. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  47432. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  47433. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  47434. * @param forcedExtension defines the extension to use to pick the right loader
  47435. * @returns a InternalTexture for assignment back into BABYLON.Texture
  47436. */
  47437. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  47438. /**
  47439. * Creates a cube texture
  47440. * @param rootUrl defines the url where the files to load is located
  47441. * @param scene defines the current scene
  47442. * @param files defines the list of files to load (1 per face)
  47443. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  47444. * @param onLoad defines an optional callback raised when the texture is loaded
  47445. * @param onError defines an optional callback raised if there is an issue to load the texture
  47446. * @param format defines the format of the data
  47447. * @param forcedExtension defines the extension to use to pick the right loader
  47448. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  47449. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  47450. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  47451. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  47452. * @returns the cube texture as an InternalTexture
  47453. */
  47454. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  47455. private _getSamplingFilter;
  47456. private static _GetNativeTextureFormat;
  47457. createRenderTargetTexture(size: number | {
  47458. width: number;
  47459. height: number;
  47460. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  47461. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  47462. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  47463. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  47464. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  47465. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  47466. /**
  47467. * Updates a dynamic vertex buffer.
  47468. * @param vertexBuffer the vertex buffer to update
  47469. * @param data the data used to update the vertex buffer
  47470. * @param byteOffset the byte offset of the data (optional)
  47471. * @param byteLength the byte length of the data (optional)
  47472. */
  47473. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  47474. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  47475. private _updateAnisotropicLevel;
  47476. private _getAddressMode;
  47477. /** @hidden */
  47478. _bindTexture(channel: number, texture: InternalTexture): void;
  47479. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  47480. releaseEffects(): void;
  47481. /** @hidden */
  47482. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47483. /** @hidden */
  47484. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47485. /** @hidden */
  47486. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47487. /** @hidden */
  47488. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  47489. }
  47490. }
  47491. declare module "babylonjs/Engines/index" {
  47492. export * from "babylonjs/Engines/constants";
  47493. export * from "babylonjs/Engines/engineCapabilities";
  47494. export * from "babylonjs/Engines/instancingAttributeInfo";
  47495. export * from "babylonjs/Engines/thinEngine";
  47496. export * from "babylonjs/Engines/engine";
  47497. export * from "babylonjs/Engines/engineStore";
  47498. export * from "babylonjs/Engines/nullEngine";
  47499. export * from "babylonjs/Engines/Extensions/index";
  47500. export * from "babylonjs/Engines/IPipelineContext";
  47501. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  47502. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47503. export * from "babylonjs/Engines/nativeEngine";
  47504. }
  47505. declare module "babylonjs/Events/clipboardEvents" {
  47506. /**
  47507. * Gather the list of clipboard event types as constants.
  47508. */
  47509. export class ClipboardEventTypes {
  47510. /**
  47511. * The clipboard event is fired when a copy command is active (pressed).
  47512. */
  47513. static readonly COPY: number;
  47514. /**
  47515. * The clipboard event is fired when a cut command is active (pressed).
  47516. */
  47517. static readonly CUT: number;
  47518. /**
  47519. * The clipboard event is fired when a paste command is active (pressed).
  47520. */
  47521. static readonly PASTE: number;
  47522. }
  47523. /**
  47524. * This class is used to store clipboard related info for the onClipboardObservable event.
  47525. */
  47526. export class ClipboardInfo {
  47527. /**
  47528. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47529. */
  47530. type: number;
  47531. /**
  47532. * Defines the related dom event
  47533. */
  47534. event: ClipboardEvent;
  47535. /**
  47536. *Creates an instance of ClipboardInfo.
  47537. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  47538. * @param event Defines the related dom event
  47539. */
  47540. constructor(
  47541. /**
  47542. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47543. */
  47544. type: number,
  47545. /**
  47546. * Defines the related dom event
  47547. */
  47548. event: ClipboardEvent);
  47549. /**
  47550. * Get the clipboard event's type from the keycode.
  47551. * @param keyCode Defines the keyCode for the current keyboard event.
  47552. * @return {number}
  47553. */
  47554. static GetTypeFromCharacter(keyCode: number): number;
  47555. }
  47556. }
  47557. declare module "babylonjs/Events/index" {
  47558. export * from "babylonjs/Events/keyboardEvents";
  47559. export * from "babylonjs/Events/pointerEvents";
  47560. export * from "babylonjs/Events/clipboardEvents";
  47561. }
  47562. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47563. import { Scene } from "babylonjs/scene";
  47564. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47565. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47566. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47567. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47568. /**
  47569. * Google Daydream controller
  47570. */
  47571. export class DaydreamController extends WebVRController {
  47572. /**
  47573. * Base Url for the controller model.
  47574. */
  47575. static MODEL_BASE_URL: string;
  47576. /**
  47577. * File name for the controller model.
  47578. */
  47579. static MODEL_FILENAME: string;
  47580. /**
  47581. * Gamepad Id prefix used to identify Daydream Controller.
  47582. */
  47583. static readonly GAMEPAD_ID_PREFIX: string;
  47584. /**
  47585. * Creates a new DaydreamController from a gamepad
  47586. * @param vrGamepad the gamepad that the controller should be created from
  47587. */
  47588. constructor(vrGamepad: any);
  47589. /**
  47590. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47591. * @param scene scene in which to add meshes
  47592. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47593. */
  47594. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47595. /**
  47596. * Called once for each button that changed state since the last frame
  47597. * @param buttonIdx Which button index changed
  47598. * @param state New state of the button
  47599. * @param changes Which properties on the state changed since last frame
  47600. */
  47601. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47602. }
  47603. }
  47604. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47605. import { Scene } from "babylonjs/scene";
  47606. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47607. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47608. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47609. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47610. /**
  47611. * Gear VR Controller
  47612. */
  47613. export class GearVRController extends WebVRController {
  47614. /**
  47615. * Base Url for the controller model.
  47616. */
  47617. static MODEL_BASE_URL: string;
  47618. /**
  47619. * File name for the controller model.
  47620. */
  47621. static MODEL_FILENAME: string;
  47622. /**
  47623. * Gamepad Id prefix used to identify this controller.
  47624. */
  47625. static readonly GAMEPAD_ID_PREFIX: string;
  47626. private readonly _buttonIndexToObservableNameMap;
  47627. /**
  47628. * Creates a new GearVRController from a gamepad
  47629. * @param vrGamepad the gamepad that the controller should be created from
  47630. */
  47631. constructor(vrGamepad: any);
  47632. /**
  47633. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47634. * @param scene scene in which to add meshes
  47635. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47636. */
  47637. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47638. /**
  47639. * Called once for each button that changed state since the last frame
  47640. * @param buttonIdx Which button index changed
  47641. * @param state New state of the button
  47642. * @param changes Which properties on the state changed since last frame
  47643. */
  47644. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47645. }
  47646. }
  47647. declare module "babylonjs/Gamepads/Controllers/index" {
  47648. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47649. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47650. export * from "babylonjs/Gamepads/Controllers/genericController";
  47651. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47652. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47653. export * from "babylonjs/Gamepads/Controllers/viveController";
  47654. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47655. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47656. }
  47657. declare module "babylonjs/Gamepads/index" {
  47658. export * from "babylonjs/Gamepads/Controllers/index";
  47659. export * from "babylonjs/Gamepads/gamepad";
  47660. export * from "babylonjs/Gamepads/gamepadManager";
  47661. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47662. export * from "babylonjs/Gamepads/xboxGamepad";
  47663. export * from "babylonjs/Gamepads/dualShockGamepad";
  47664. }
  47665. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47666. import { Scene } from "babylonjs/scene";
  47667. import { Vector4 } from "babylonjs/Maths/math.vector";
  47668. import { Color4 } from "babylonjs/Maths/math.color";
  47669. import { Mesh } from "babylonjs/Meshes/mesh";
  47670. import { Nullable } from "babylonjs/types";
  47671. /**
  47672. * Class containing static functions to help procedurally build meshes
  47673. */
  47674. export class PolyhedronBuilder {
  47675. /**
  47676. * Creates a polyhedron mesh
  47677. * * 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
  47678. * * The parameter `size` (positive float, default 1) sets the polygon size
  47679. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47680. * * 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`
  47681. * * 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
  47682. * * 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)`)
  47683. * * 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
  47684. * * 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
  47685. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47686. * * 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
  47687. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47688. * @param name defines the name of the mesh
  47689. * @param options defines the options used to create the mesh
  47690. * @param scene defines the hosting scene
  47691. * @returns the polyhedron mesh
  47692. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47693. */
  47694. static CreatePolyhedron(name: string, options: {
  47695. type?: number;
  47696. size?: number;
  47697. sizeX?: number;
  47698. sizeY?: number;
  47699. sizeZ?: number;
  47700. custom?: any;
  47701. faceUV?: Vector4[];
  47702. faceColors?: Color4[];
  47703. flat?: boolean;
  47704. updatable?: boolean;
  47705. sideOrientation?: number;
  47706. frontUVs?: Vector4;
  47707. backUVs?: Vector4;
  47708. }, scene?: Nullable<Scene>): Mesh;
  47709. }
  47710. }
  47711. declare module "babylonjs/Gizmos/scaleGizmo" {
  47712. import { Observable } from "babylonjs/Misc/observable";
  47713. import { Nullable } from "babylonjs/types";
  47714. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47715. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47716. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47717. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47718. /**
  47719. * Gizmo that enables scaling a mesh along 3 axis
  47720. */
  47721. export class ScaleGizmo extends Gizmo {
  47722. /**
  47723. * Internal gizmo used for interactions on the x axis
  47724. */
  47725. xGizmo: AxisScaleGizmo;
  47726. /**
  47727. * Internal gizmo used for interactions on the y axis
  47728. */
  47729. yGizmo: AxisScaleGizmo;
  47730. /**
  47731. * Internal gizmo used for interactions on the z axis
  47732. */
  47733. zGizmo: AxisScaleGizmo;
  47734. /**
  47735. * Internal gizmo used to scale all axis equally
  47736. */
  47737. uniformScaleGizmo: AxisScaleGizmo;
  47738. private _meshAttached;
  47739. private _updateGizmoRotationToMatchAttachedMesh;
  47740. private _snapDistance;
  47741. private _scaleRatio;
  47742. private _uniformScalingMesh;
  47743. private _octahedron;
  47744. private _sensitivity;
  47745. /** Fires an event when any of it's sub gizmos are dragged */
  47746. onDragStartObservable: Observable<unknown>;
  47747. /** Fires an event when any of it's sub gizmos are released from dragging */
  47748. onDragEndObservable: Observable<unknown>;
  47749. attachedMesh: Nullable<AbstractMesh>;
  47750. /**
  47751. * Creates a ScaleGizmo
  47752. * @param gizmoLayer The utility layer the gizmo will be added to
  47753. */
  47754. constructor(gizmoLayer?: UtilityLayerRenderer);
  47755. updateGizmoRotationToMatchAttachedMesh: boolean;
  47756. /**
  47757. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47758. */
  47759. snapDistance: number;
  47760. /**
  47761. * Ratio for the scale of the gizmo (Default: 1)
  47762. */
  47763. scaleRatio: number;
  47764. /**
  47765. * Sensitivity factor for dragging (Default: 1)
  47766. */
  47767. sensitivity: number;
  47768. /**
  47769. * Disposes of the gizmo
  47770. */
  47771. dispose(): void;
  47772. }
  47773. }
  47774. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47775. import { Observable } from "babylonjs/Misc/observable";
  47776. import { Nullable } from "babylonjs/types";
  47777. import { Vector3 } from "babylonjs/Maths/math.vector";
  47778. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47779. import { Mesh } from "babylonjs/Meshes/mesh";
  47780. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47781. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47782. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47783. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47784. import { Color3 } from "babylonjs/Maths/math.color";
  47785. /**
  47786. * Single axis scale gizmo
  47787. */
  47788. export class AxisScaleGizmo extends Gizmo {
  47789. /**
  47790. * Drag behavior responsible for the gizmos dragging interactions
  47791. */
  47792. dragBehavior: PointerDragBehavior;
  47793. private _pointerObserver;
  47794. /**
  47795. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47796. */
  47797. snapDistance: number;
  47798. /**
  47799. * Event that fires each time the gizmo snaps to a new location.
  47800. * * snapDistance is the the change in distance
  47801. */
  47802. onSnapObservable: Observable<{
  47803. snapDistance: number;
  47804. }>;
  47805. /**
  47806. * If the scaling operation should be done on all axis (default: false)
  47807. */
  47808. uniformScaling: boolean;
  47809. /**
  47810. * Custom sensitivity value for the drag strength
  47811. */
  47812. sensitivity: number;
  47813. private _isEnabled;
  47814. private _parent;
  47815. private _arrow;
  47816. private _coloredMaterial;
  47817. private _hoverMaterial;
  47818. /**
  47819. * Creates an AxisScaleGizmo
  47820. * @param gizmoLayer The utility layer the gizmo will be added to
  47821. * @param dragAxis The axis which the gizmo will be able to scale on
  47822. * @param color The color of the gizmo
  47823. */
  47824. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47825. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47826. /**
  47827. * If the gizmo is enabled
  47828. */
  47829. isEnabled: boolean;
  47830. /**
  47831. * Disposes of the gizmo
  47832. */
  47833. dispose(): void;
  47834. /**
  47835. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47836. * @param mesh The mesh to replace the default mesh of the gizmo
  47837. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47838. */
  47839. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47840. }
  47841. }
  47842. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47843. import { Observable } from "babylonjs/Misc/observable";
  47844. import { Nullable } from "babylonjs/types";
  47845. import { Vector3 } from "babylonjs/Maths/math.vector";
  47846. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47847. import { Mesh } from "babylonjs/Meshes/mesh";
  47848. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47849. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47850. import { Color3 } from "babylonjs/Maths/math.color";
  47851. import "babylonjs/Meshes/Builders/boxBuilder";
  47852. /**
  47853. * Bounding box gizmo
  47854. */
  47855. export class BoundingBoxGizmo extends Gizmo {
  47856. private _lineBoundingBox;
  47857. private _rotateSpheresParent;
  47858. private _scaleBoxesParent;
  47859. private _boundingDimensions;
  47860. private _renderObserver;
  47861. private _pointerObserver;
  47862. private _scaleDragSpeed;
  47863. private _tmpQuaternion;
  47864. private _tmpVector;
  47865. private _tmpRotationMatrix;
  47866. /**
  47867. * 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)
  47868. */
  47869. ignoreChildren: boolean;
  47870. /**
  47871. * 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)
  47872. */
  47873. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47874. /**
  47875. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47876. */
  47877. rotationSphereSize: number;
  47878. /**
  47879. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47880. */
  47881. scaleBoxSize: number;
  47882. /**
  47883. * 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)
  47884. */
  47885. fixedDragMeshScreenSize: boolean;
  47886. /**
  47887. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47888. */
  47889. fixedDragMeshScreenSizeDistanceFactor: number;
  47890. /**
  47891. * Fired when a rotation sphere or scale box is dragged
  47892. */
  47893. onDragStartObservable: Observable<{}>;
  47894. /**
  47895. * Fired when a scale box is dragged
  47896. */
  47897. onScaleBoxDragObservable: Observable<{}>;
  47898. /**
  47899. * Fired when a scale box drag is ended
  47900. */
  47901. onScaleBoxDragEndObservable: Observable<{}>;
  47902. /**
  47903. * Fired when a rotation sphere is dragged
  47904. */
  47905. onRotationSphereDragObservable: Observable<{}>;
  47906. /**
  47907. * Fired when a rotation sphere drag is ended
  47908. */
  47909. onRotationSphereDragEndObservable: Observable<{}>;
  47910. /**
  47911. * 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)
  47912. */
  47913. scalePivot: Nullable<Vector3>;
  47914. /**
  47915. * Mesh used as a pivot to rotate the attached mesh
  47916. */
  47917. private _anchorMesh;
  47918. private _existingMeshScale;
  47919. private _dragMesh;
  47920. private pointerDragBehavior;
  47921. private coloredMaterial;
  47922. private hoverColoredMaterial;
  47923. /**
  47924. * Sets the color of the bounding box gizmo
  47925. * @param color the color to set
  47926. */
  47927. setColor(color: Color3): void;
  47928. /**
  47929. * Creates an BoundingBoxGizmo
  47930. * @param gizmoLayer The utility layer the gizmo will be added to
  47931. * @param color The color of the gizmo
  47932. */
  47933. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47934. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47935. private _selectNode;
  47936. /**
  47937. * Updates the bounding box information for the Gizmo
  47938. */
  47939. updateBoundingBox(): void;
  47940. private _updateRotationSpheres;
  47941. private _updateScaleBoxes;
  47942. /**
  47943. * Enables rotation on the specified axis and disables rotation on the others
  47944. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47945. */
  47946. setEnabledRotationAxis(axis: string): void;
  47947. /**
  47948. * Enables/disables scaling
  47949. * @param enable if scaling should be enabled
  47950. */
  47951. setEnabledScaling(enable: boolean): void;
  47952. private _updateDummy;
  47953. /**
  47954. * Enables a pointer drag behavior on the bounding box of the gizmo
  47955. */
  47956. enableDragBehavior(): void;
  47957. /**
  47958. * Disposes of the gizmo
  47959. */
  47960. dispose(): void;
  47961. /**
  47962. * 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)
  47963. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47964. * @returns the bounding box mesh with the passed in mesh as a child
  47965. */
  47966. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47967. /**
  47968. * CustomMeshes are not supported by this gizmo
  47969. * @param mesh The mesh to replace the default mesh of the gizmo
  47970. */
  47971. setCustomMesh(mesh: Mesh): void;
  47972. }
  47973. }
  47974. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47975. import { Observable } from "babylonjs/Misc/observable";
  47976. import { Nullable } from "babylonjs/types";
  47977. import { Vector3 } from "babylonjs/Maths/math.vector";
  47978. import { Color3 } from "babylonjs/Maths/math.color";
  47979. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47980. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47981. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47982. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47983. import "babylonjs/Meshes/Builders/linesBuilder";
  47984. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47985. /**
  47986. * Single plane rotation gizmo
  47987. */
  47988. export class PlaneRotationGizmo extends Gizmo {
  47989. /**
  47990. * Drag behavior responsible for the gizmos dragging interactions
  47991. */
  47992. dragBehavior: PointerDragBehavior;
  47993. private _pointerObserver;
  47994. /**
  47995. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47996. */
  47997. snapDistance: number;
  47998. /**
  47999. * Event that fires each time the gizmo snaps to a new location.
  48000. * * snapDistance is the the change in distance
  48001. */
  48002. onSnapObservable: Observable<{
  48003. snapDistance: number;
  48004. }>;
  48005. private _isEnabled;
  48006. private _parent;
  48007. /**
  48008. * Creates a PlaneRotationGizmo
  48009. * @param gizmoLayer The utility layer the gizmo will be added to
  48010. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  48011. * @param color The color of the gizmo
  48012. * @param tessellation Amount of tessellation to be used when creating rotation circles
  48013. * @param useEulerRotation Use and update Euler angle instead of quaternion
  48014. */
  48015. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  48016. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  48017. /**
  48018. * If the gizmo is enabled
  48019. */
  48020. isEnabled: boolean;
  48021. /**
  48022. * Disposes of the gizmo
  48023. */
  48024. dispose(): void;
  48025. }
  48026. }
  48027. declare module "babylonjs/Gizmos/rotationGizmo" {
  48028. import { Observable } from "babylonjs/Misc/observable";
  48029. import { Nullable } from "babylonjs/types";
  48030. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48031. import { Mesh } from "babylonjs/Meshes/mesh";
  48032. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48033. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  48034. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48035. /**
  48036. * Gizmo that enables rotating a mesh along 3 axis
  48037. */
  48038. export class RotationGizmo extends Gizmo {
  48039. /**
  48040. * Internal gizmo used for interactions on the x axis
  48041. */
  48042. xGizmo: PlaneRotationGizmo;
  48043. /**
  48044. * Internal gizmo used for interactions on the y axis
  48045. */
  48046. yGizmo: PlaneRotationGizmo;
  48047. /**
  48048. * Internal gizmo used for interactions on the z axis
  48049. */
  48050. zGizmo: PlaneRotationGizmo;
  48051. /** Fires an event when any of it's sub gizmos are dragged */
  48052. onDragStartObservable: Observable<unknown>;
  48053. /** Fires an event when any of it's sub gizmos are released from dragging */
  48054. onDragEndObservable: Observable<unknown>;
  48055. private _meshAttached;
  48056. attachedMesh: Nullable<AbstractMesh>;
  48057. /**
  48058. * Creates a RotationGizmo
  48059. * @param gizmoLayer The utility layer the gizmo will be added to
  48060. * @param tessellation Amount of tessellation to be used when creating rotation circles
  48061. * @param useEulerRotation Use and update Euler angle instead of quaternion
  48062. */
  48063. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  48064. updateGizmoRotationToMatchAttachedMesh: boolean;
  48065. /**
  48066. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  48067. */
  48068. snapDistance: number;
  48069. /**
  48070. * Ratio for the scale of the gizmo (Default: 1)
  48071. */
  48072. scaleRatio: number;
  48073. /**
  48074. * Disposes of the gizmo
  48075. */
  48076. dispose(): void;
  48077. /**
  48078. * CustomMeshes are not supported by this gizmo
  48079. * @param mesh The mesh to replace the default mesh of the gizmo
  48080. */
  48081. setCustomMesh(mesh: Mesh): void;
  48082. }
  48083. }
  48084. declare module "babylonjs/Gizmos/gizmoManager" {
  48085. import { Observable } from "babylonjs/Misc/observable";
  48086. import { Nullable } from "babylonjs/types";
  48087. import { Scene, IDisposable } from "babylonjs/scene";
  48088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48089. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48090. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  48091. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  48092. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  48093. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  48094. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  48095. /**
  48096. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  48097. */
  48098. export class GizmoManager implements IDisposable {
  48099. private scene;
  48100. /**
  48101. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  48102. */
  48103. gizmos: {
  48104. positionGizmo: Nullable<PositionGizmo>;
  48105. rotationGizmo: Nullable<RotationGizmo>;
  48106. scaleGizmo: Nullable<ScaleGizmo>;
  48107. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  48108. };
  48109. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  48110. clearGizmoOnEmptyPointerEvent: boolean;
  48111. /** Fires an event when the manager is attached to a mesh */
  48112. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  48113. private _gizmosEnabled;
  48114. private _pointerObserver;
  48115. private _attachedMesh;
  48116. private _boundingBoxColor;
  48117. private _defaultUtilityLayer;
  48118. private _defaultKeepDepthUtilityLayer;
  48119. /**
  48120. * When bounding box gizmo is enabled, this can be used to track drag/end events
  48121. */
  48122. boundingBoxDragBehavior: SixDofDragBehavior;
  48123. /**
  48124. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  48125. */
  48126. attachableMeshes: Nullable<Array<AbstractMesh>>;
  48127. /**
  48128. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  48129. */
  48130. usePointerToAttachGizmos: boolean;
  48131. /**
  48132. * Utility layer that the bounding box gizmo belongs to
  48133. */
  48134. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  48135. /**
  48136. * Utility layer that all gizmos besides bounding box belong to
  48137. */
  48138. readonly utilityLayer: UtilityLayerRenderer;
  48139. /**
  48140. * Instatiates a gizmo manager
  48141. * @param scene the scene to overlay the gizmos on top of
  48142. */
  48143. constructor(scene: Scene);
  48144. /**
  48145. * Attaches a set of gizmos to the specified mesh
  48146. * @param mesh The mesh the gizmo's should be attached to
  48147. */
  48148. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  48149. /**
  48150. * If the position gizmo is enabled
  48151. */
  48152. positionGizmoEnabled: boolean;
  48153. /**
  48154. * If the rotation gizmo is enabled
  48155. */
  48156. rotationGizmoEnabled: boolean;
  48157. /**
  48158. * If the scale gizmo is enabled
  48159. */
  48160. scaleGizmoEnabled: boolean;
  48161. /**
  48162. * If the boundingBox gizmo is enabled
  48163. */
  48164. boundingBoxGizmoEnabled: boolean;
  48165. /**
  48166. * Disposes of the gizmo manager
  48167. */
  48168. dispose(): void;
  48169. }
  48170. }
  48171. declare module "babylonjs/Lights/directionalLight" {
  48172. import { Camera } from "babylonjs/Cameras/camera";
  48173. import { Scene } from "babylonjs/scene";
  48174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48175. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48176. import { Light } from "babylonjs/Lights/light";
  48177. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48178. import { Effect } from "babylonjs/Materials/effect";
  48179. /**
  48180. * A directional light is defined by a direction (what a surprise!).
  48181. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  48182. * 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.
  48183. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48184. */
  48185. export class DirectionalLight extends ShadowLight {
  48186. private _shadowFrustumSize;
  48187. /**
  48188. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  48189. */
  48190. /**
  48191. * Specifies a fix frustum size for the shadow generation.
  48192. */
  48193. shadowFrustumSize: number;
  48194. private _shadowOrthoScale;
  48195. /**
  48196. * Gets the shadow projection scale against the optimal computed one.
  48197. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48198. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48199. */
  48200. /**
  48201. * Sets the shadow projection scale against the optimal computed one.
  48202. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48203. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48204. */
  48205. shadowOrthoScale: number;
  48206. /**
  48207. * Automatically compute the projection matrix to best fit (including all the casters)
  48208. * on each frame.
  48209. */
  48210. autoUpdateExtends: boolean;
  48211. private _orthoLeft;
  48212. private _orthoRight;
  48213. private _orthoTop;
  48214. private _orthoBottom;
  48215. /**
  48216. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  48217. * The directional light is emitted from everywhere in the given direction.
  48218. * It can cast shadows.
  48219. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48220. * @param name The friendly name of the light
  48221. * @param direction The direction of the light
  48222. * @param scene The scene the light belongs to
  48223. */
  48224. constructor(name: string, direction: Vector3, scene: Scene);
  48225. /**
  48226. * Returns the string "DirectionalLight".
  48227. * @return The class name
  48228. */
  48229. getClassName(): string;
  48230. /**
  48231. * Returns the integer 1.
  48232. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48233. */
  48234. getTypeID(): number;
  48235. /**
  48236. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  48237. * Returns the DirectionalLight Shadow projection matrix.
  48238. */
  48239. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48240. /**
  48241. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  48242. * Returns the DirectionalLight Shadow projection matrix.
  48243. */
  48244. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  48245. /**
  48246. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  48247. * Returns the DirectionalLight Shadow projection matrix.
  48248. */
  48249. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48250. protected _buildUniformLayout(): void;
  48251. /**
  48252. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  48253. * @param effect The effect to update
  48254. * @param lightIndex The index of the light in the effect to update
  48255. * @returns The directional light
  48256. */
  48257. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  48258. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  48259. /**
  48260. * Gets the minZ used for shadow according to both the scene and the light.
  48261. *
  48262. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48263. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48264. * @param activeCamera The camera we are returning the min for
  48265. * @returns the depth min z
  48266. */
  48267. getDepthMinZ(activeCamera: Camera): number;
  48268. /**
  48269. * Gets the maxZ used for shadow according to both the scene and the light.
  48270. *
  48271. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48272. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48273. * @param activeCamera The camera we are returning the max for
  48274. * @returns the depth max z
  48275. */
  48276. getDepthMaxZ(activeCamera: Camera): number;
  48277. /**
  48278. * Prepares the list of defines specific to the light type.
  48279. * @param defines the list of defines
  48280. * @param lightIndex defines the index of the light for the effect
  48281. */
  48282. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48283. }
  48284. }
  48285. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  48286. import { Mesh } from "babylonjs/Meshes/mesh";
  48287. /**
  48288. * Class containing static functions to help procedurally build meshes
  48289. */
  48290. export class HemisphereBuilder {
  48291. /**
  48292. * Creates a hemisphere mesh
  48293. * @param name defines the name of the mesh
  48294. * @param options defines the options used to create the mesh
  48295. * @param scene defines the hosting scene
  48296. * @returns the hemisphere mesh
  48297. */
  48298. static CreateHemisphere(name: string, options: {
  48299. segments?: number;
  48300. diameter?: number;
  48301. sideOrientation?: number;
  48302. }, scene: any): Mesh;
  48303. }
  48304. }
  48305. declare module "babylonjs/Lights/spotLight" {
  48306. import { Nullable } from "babylonjs/types";
  48307. import { Scene } from "babylonjs/scene";
  48308. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48310. import { Effect } from "babylonjs/Materials/effect";
  48311. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48312. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48313. /**
  48314. * A spot light is defined by a position, a direction, an angle, and an exponent.
  48315. * These values define a cone of light starting from the position, emitting toward the direction.
  48316. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  48317. * and the exponent defines the speed of the decay of the light with distance (reach).
  48318. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48319. */
  48320. export class SpotLight extends ShadowLight {
  48321. private _angle;
  48322. private _innerAngle;
  48323. private _cosHalfAngle;
  48324. private _lightAngleScale;
  48325. private _lightAngleOffset;
  48326. /**
  48327. * Gets the cone angle of the spot light in Radians.
  48328. */
  48329. /**
  48330. * Sets the cone angle of the spot light in Radians.
  48331. */
  48332. angle: number;
  48333. /**
  48334. * Only used in gltf falloff mode, this defines the angle where
  48335. * the directional falloff will start before cutting at angle which could be seen
  48336. * as outer angle.
  48337. */
  48338. /**
  48339. * Only used in gltf falloff mode, this defines the angle where
  48340. * the directional falloff will start before cutting at angle which could be seen
  48341. * as outer angle.
  48342. */
  48343. innerAngle: number;
  48344. private _shadowAngleScale;
  48345. /**
  48346. * Allows scaling the angle of the light for shadow generation only.
  48347. */
  48348. /**
  48349. * Allows scaling the angle of the light for shadow generation only.
  48350. */
  48351. shadowAngleScale: number;
  48352. /**
  48353. * The light decay speed with the distance from the emission spot.
  48354. */
  48355. exponent: number;
  48356. private _projectionTextureMatrix;
  48357. /**
  48358. * Allows reading the projecton texture
  48359. */
  48360. readonly projectionTextureMatrix: Matrix;
  48361. protected _projectionTextureLightNear: number;
  48362. /**
  48363. * Gets the near clip of the Spotlight for texture projection.
  48364. */
  48365. /**
  48366. * Sets the near clip of the Spotlight for texture projection.
  48367. */
  48368. projectionTextureLightNear: number;
  48369. protected _projectionTextureLightFar: number;
  48370. /**
  48371. * Gets the far clip of the Spotlight for texture projection.
  48372. */
  48373. /**
  48374. * Sets the far clip of the Spotlight for texture projection.
  48375. */
  48376. projectionTextureLightFar: number;
  48377. protected _projectionTextureUpDirection: Vector3;
  48378. /**
  48379. * Gets the Up vector of the Spotlight for texture projection.
  48380. */
  48381. /**
  48382. * Sets the Up vector of the Spotlight for texture projection.
  48383. */
  48384. projectionTextureUpDirection: Vector3;
  48385. private _projectionTexture;
  48386. /**
  48387. * Gets the projection texture of the light.
  48388. */
  48389. /**
  48390. * Sets the projection texture of the light.
  48391. */
  48392. projectionTexture: Nullable<BaseTexture>;
  48393. private _projectionTextureViewLightDirty;
  48394. private _projectionTextureProjectionLightDirty;
  48395. private _projectionTextureDirty;
  48396. private _projectionTextureViewTargetVector;
  48397. private _projectionTextureViewLightMatrix;
  48398. private _projectionTextureProjectionLightMatrix;
  48399. private _projectionTextureScalingMatrix;
  48400. /**
  48401. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  48402. * It can cast shadows.
  48403. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48404. * @param name The light friendly name
  48405. * @param position The position of the spot light in the scene
  48406. * @param direction The direction of the light in the scene
  48407. * @param angle The cone angle of the light in Radians
  48408. * @param exponent The light decay speed with the distance from the emission spot
  48409. * @param scene The scene the lights belongs to
  48410. */
  48411. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  48412. /**
  48413. * Returns the string "SpotLight".
  48414. * @returns the class name
  48415. */
  48416. getClassName(): string;
  48417. /**
  48418. * Returns the integer 2.
  48419. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48420. */
  48421. getTypeID(): number;
  48422. /**
  48423. * Overrides the direction setter to recompute the projection texture view light Matrix.
  48424. */
  48425. protected _setDirection(value: Vector3): void;
  48426. /**
  48427. * Overrides the position setter to recompute the projection texture view light Matrix.
  48428. */
  48429. protected _setPosition(value: Vector3): void;
  48430. /**
  48431. * 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.
  48432. * Returns the SpotLight.
  48433. */
  48434. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48435. protected _computeProjectionTextureViewLightMatrix(): void;
  48436. protected _computeProjectionTextureProjectionLightMatrix(): void;
  48437. /**
  48438. * Main function for light texture projection matrix computing.
  48439. */
  48440. protected _computeProjectionTextureMatrix(): void;
  48441. protected _buildUniformLayout(): void;
  48442. private _computeAngleValues;
  48443. /**
  48444. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  48445. * @param effect The effect to update
  48446. * @param lightIndex The index of the light in the effect to update
  48447. * @returns The spot light
  48448. */
  48449. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  48450. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  48451. /**
  48452. * Disposes the light and the associated resources.
  48453. */
  48454. dispose(): void;
  48455. /**
  48456. * Prepares the list of defines specific to the light type.
  48457. * @param defines the list of defines
  48458. * @param lightIndex defines the index of the light for the effect
  48459. */
  48460. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48461. }
  48462. }
  48463. declare module "babylonjs/Gizmos/lightGizmo" {
  48464. import { Nullable } from "babylonjs/types";
  48465. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48466. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48467. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  48468. import { Light } from "babylonjs/Lights/light";
  48469. /**
  48470. * Gizmo that enables viewing a light
  48471. */
  48472. export class LightGizmo extends Gizmo {
  48473. private _lightMesh;
  48474. private _material;
  48475. private _cachedPosition;
  48476. private _cachedForward;
  48477. private _attachedMeshParent;
  48478. /**
  48479. * Creates a LightGizmo
  48480. * @param gizmoLayer The utility layer the gizmo will be added to
  48481. */
  48482. constructor(gizmoLayer?: UtilityLayerRenderer);
  48483. private _light;
  48484. /**
  48485. * The light that the gizmo is attached to
  48486. */
  48487. light: Nullable<Light>;
  48488. /**
  48489. * Gets the material used to render the light gizmo
  48490. */
  48491. readonly material: StandardMaterial;
  48492. /**
  48493. * @hidden
  48494. * Updates the gizmo to match the attached mesh's position/rotation
  48495. */
  48496. protected _update(): void;
  48497. private static _Scale;
  48498. /**
  48499. * Creates the lines for a light mesh
  48500. */
  48501. private static _CreateLightLines;
  48502. /**
  48503. * Disposes of the light gizmo
  48504. */
  48505. dispose(): void;
  48506. private static _CreateHemisphericLightMesh;
  48507. private static _CreatePointLightMesh;
  48508. private static _CreateSpotLightMesh;
  48509. private static _CreateDirectionalLightMesh;
  48510. }
  48511. }
  48512. declare module "babylonjs/Gizmos/index" {
  48513. export * from "babylonjs/Gizmos/axisDragGizmo";
  48514. export * from "babylonjs/Gizmos/axisScaleGizmo";
  48515. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  48516. export * from "babylonjs/Gizmos/gizmo";
  48517. export * from "babylonjs/Gizmos/gizmoManager";
  48518. export * from "babylonjs/Gizmos/planeRotationGizmo";
  48519. export * from "babylonjs/Gizmos/positionGizmo";
  48520. export * from "babylonjs/Gizmos/rotationGizmo";
  48521. export * from "babylonjs/Gizmos/scaleGizmo";
  48522. export * from "babylonjs/Gizmos/lightGizmo";
  48523. export * from "babylonjs/Gizmos/planeDragGizmo";
  48524. }
  48525. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  48526. /** @hidden */
  48527. export var backgroundFragmentDeclaration: {
  48528. name: string;
  48529. shader: string;
  48530. };
  48531. }
  48532. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  48533. /** @hidden */
  48534. export var backgroundUboDeclaration: {
  48535. name: string;
  48536. shader: string;
  48537. };
  48538. }
  48539. declare module "babylonjs/Shaders/background.fragment" {
  48540. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  48541. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48542. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48543. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48544. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48545. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48546. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48547. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  48548. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48549. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48550. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48551. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48552. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48553. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48554. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48555. /** @hidden */
  48556. export var backgroundPixelShader: {
  48557. name: string;
  48558. shader: string;
  48559. };
  48560. }
  48561. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48562. /** @hidden */
  48563. export var backgroundVertexDeclaration: {
  48564. name: string;
  48565. shader: string;
  48566. };
  48567. }
  48568. declare module "babylonjs/Shaders/background.vertex" {
  48569. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48570. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48571. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48572. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48573. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48574. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48575. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48576. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48577. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48578. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48579. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48580. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48581. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48582. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48583. /** @hidden */
  48584. export var backgroundVertexShader: {
  48585. name: string;
  48586. shader: string;
  48587. };
  48588. }
  48589. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48590. import { Nullable, int, float } from "babylonjs/types";
  48591. import { Scene } from "babylonjs/scene";
  48592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48593. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48595. import { Mesh } from "babylonjs/Meshes/mesh";
  48596. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48597. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48598. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48599. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48600. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48601. import { Color3 } from "babylonjs/Maths/math.color";
  48602. import "babylonjs/Shaders/background.fragment";
  48603. import "babylonjs/Shaders/background.vertex";
  48604. /**
  48605. * Background material used to create an efficient environement around your scene.
  48606. */
  48607. export class BackgroundMaterial extends PushMaterial {
  48608. /**
  48609. * Standard reflectance value at parallel view angle.
  48610. */
  48611. static StandardReflectance0: number;
  48612. /**
  48613. * Standard reflectance value at grazing angle.
  48614. */
  48615. static StandardReflectance90: number;
  48616. protected _primaryColor: Color3;
  48617. /**
  48618. * Key light Color (multiply against the environement texture)
  48619. */
  48620. primaryColor: Color3;
  48621. protected __perceptualColor: Nullable<Color3>;
  48622. /**
  48623. * Experimental Internal Use Only.
  48624. *
  48625. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48626. * This acts as a helper to set the primary color to a more "human friendly" value.
  48627. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48628. * output color as close as possible from the chosen value.
  48629. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48630. * part of lighting setup.)
  48631. */
  48632. _perceptualColor: Nullable<Color3>;
  48633. protected _primaryColorShadowLevel: float;
  48634. /**
  48635. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48636. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48637. */
  48638. primaryColorShadowLevel: float;
  48639. protected _primaryColorHighlightLevel: float;
  48640. /**
  48641. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48642. * The primary color is used at the level chosen to define what the white area would look.
  48643. */
  48644. primaryColorHighlightLevel: float;
  48645. protected _reflectionTexture: Nullable<BaseTexture>;
  48646. /**
  48647. * Reflection Texture used in the material.
  48648. * Should be author in a specific way for the best result (refer to the documentation).
  48649. */
  48650. reflectionTexture: Nullable<BaseTexture>;
  48651. protected _reflectionBlur: float;
  48652. /**
  48653. * Reflection Texture level of blur.
  48654. *
  48655. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48656. * texture twice.
  48657. */
  48658. reflectionBlur: float;
  48659. protected _diffuseTexture: Nullable<BaseTexture>;
  48660. /**
  48661. * Diffuse Texture used in the material.
  48662. * Should be author in a specific way for the best result (refer to the documentation).
  48663. */
  48664. diffuseTexture: Nullable<BaseTexture>;
  48665. protected _shadowLights: Nullable<IShadowLight[]>;
  48666. /**
  48667. * Specify the list of lights casting shadow on the material.
  48668. * All scene shadow lights will be included if null.
  48669. */
  48670. shadowLights: Nullable<IShadowLight[]>;
  48671. protected _shadowLevel: float;
  48672. /**
  48673. * Helps adjusting the shadow to a softer level if required.
  48674. * 0 means black shadows and 1 means no shadows.
  48675. */
  48676. shadowLevel: float;
  48677. protected _sceneCenter: Vector3;
  48678. /**
  48679. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48680. * It is usually zero but might be interesting to modify according to your setup.
  48681. */
  48682. sceneCenter: Vector3;
  48683. protected _opacityFresnel: boolean;
  48684. /**
  48685. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48686. * This helps ensuring a nice transition when the camera goes under the ground.
  48687. */
  48688. opacityFresnel: boolean;
  48689. protected _reflectionFresnel: boolean;
  48690. /**
  48691. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48692. * This helps adding a mirror texture on the ground.
  48693. */
  48694. reflectionFresnel: boolean;
  48695. protected _reflectionFalloffDistance: number;
  48696. /**
  48697. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48698. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48699. */
  48700. reflectionFalloffDistance: number;
  48701. protected _reflectionAmount: number;
  48702. /**
  48703. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48704. */
  48705. reflectionAmount: number;
  48706. protected _reflectionReflectance0: number;
  48707. /**
  48708. * This specifies the weight of the reflection at grazing angle.
  48709. */
  48710. reflectionReflectance0: number;
  48711. protected _reflectionReflectance90: number;
  48712. /**
  48713. * This specifies the weight of the reflection at a perpendicular point of view.
  48714. */
  48715. reflectionReflectance90: number;
  48716. /**
  48717. * Sets the reflection reflectance fresnel values according to the default standard
  48718. * empirically know to work well :-)
  48719. */
  48720. reflectionStandardFresnelWeight: number;
  48721. protected _useRGBColor: boolean;
  48722. /**
  48723. * Helps to directly use the maps channels instead of their level.
  48724. */
  48725. useRGBColor: boolean;
  48726. protected _enableNoise: boolean;
  48727. /**
  48728. * This helps reducing the banding effect that could occur on the background.
  48729. */
  48730. enableNoise: boolean;
  48731. /**
  48732. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48733. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48734. * Recommended to be keep at 1.0 except for special cases.
  48735. */
  48736. fovMultiplier: number;
  48737. private _fovMultiplier;
  48738. /**
  48739. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48740. */
  48741. useEquirectangularFOV: boolean;
  48742. private _maxSimultaneousLights;
  48743. /**
  48744. * Number of Simultaneous lights allowed on the material.
  48745. */
  48746. maxSimultaneousLights: int;
  48747. /**
  48748. * Default configuration related to image processing available in the Background Material.
  48749. */
  48750. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48751. /**
  48752. * Keep track of the image processing observer to allow dispose and replace.
  48753. */
  48754. private _imageProcessingObserver;
  48755. /**
  48756. * Attaches a new image processing configuration to the PBR Material.
  48757. * @param configuration (if null the scene configuration will be use)
  48758. */
  48759. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48760. /**
  48761. * Gets the image processing configuration used either in this material.
  48762. */
  48763. /**
  48764. * Sets the Default image processing configuration used either in the this material.
  48765. *
  48766. * If sets to null, the scene one is in use.
  48767. */
  48768. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48769. /**
  48770. * Gets wether the color curves effect is enabled.
  48771. */
  48772. /**
  48773. * Sets wether the color curves effect is enabled.
  48774. */
  48775. cameraColorCurvesEnabled: boolean;
  48776. /**
  48777. * Gets wether the color grading effect is enabled.
  48778. */
  48779. /**
  48780. * Gets wether the color grading effect is enabled.
  48781. */
  48782. cameraColorGradingEnabled: boolean;
  48783. /**
  48784. * Gets wether tonemapping is enabled or not.
  48785. */
  48786. /**
  48787. * Sets wether tonemapping is enabled or not
  48788. */
  48789. cameraToneMappingEnabled: boolean;
  48790. /**
  48791. * The camera exposure used on this material.
  48792. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48793. * This corresponds to a photographic exposure.
  48794. */
  48795. /**
  48796. * The camera exposure used on this material.
  48797. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48798. * This corresponds to a photographic exposure.
  48799. */
  48800. cameraExposure: float;
  48801. /**
  48802. * Gets The camera contrast used on this material.
  48803. */
  48804. /**
  48805. * Sets The camera contrast used on this material.
  48806. */
  48807. cameraContrast: float;
  48808. /**
  48809. * Gets the Color Grading 2D Lookup Texture.
  48810. */
  48811. /**
  48812. * Sets the Color Grading 2D Lookup Texture.
  48813. */
  48814. cameraColorGradingTexture: Nullable<BaseTexture>;
  48815. /**
  48816. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48817. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48818. * 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;
  48819. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48820. */
  48821. /**
  48822. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48823. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48824. * 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;
  48825. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48826. */
  48827. cameraColorCurves: Nullable<ColorCurves>;
  48828. /**
  48829. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48830. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48831. */
  48832. switchToBGR: boolean;
  48833. private _renderTargets;
  48834. private _reflectionControls;
  48835. private _white;
  48836. private _primaryShadowColor;
  48837. private _primaryHighlightColor;
  48838. /**
  48839. * Instantiates a Background Material in the given scene
  48840. * @param name The friendly name of the material
  48841. * @param scene The scene to add the material to
  48842. */
  48843. constructor(name: string, scene: Scene);
  48844. /**
  48845. * Gets a boolean indicating that current material needs to register RTT
  48846. */
  48847. readonly hasRenderTargetTextures: boolean;
  48848. /**
  48849. * The entire material has been created in order to prevent overdraw.
  48850. * @returns false
  48851. */
  48852. needAlphaTesting(): boolean;
  48853. /**
  48854. * The entire material has been created in order to prevent overdraw.
  48855. * @returns true if blending is enable
  48856. */
  48857. needAlphaBlending(): boolean;
  48858. /**
  48859. * Checks wether the material is ready to be rendered for a given mesh.
  48860. * @param mesh The mesh to render
  48861. * @param subMesh The submesh to check against
  48862. * @param useInstances Specify wether or not the material is used with instances
  48863. * @returns true if all the dependencies are ready (Textures, Effects...)
  48864. */
  48865. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48866. /**
  48867. * Compute the primary color according to the chosen perceptual color.
  48868. */
  48869. private _computePrimaryColorFromPerceptualColor;
  48870. /**
  48871. * Compute the highlights and shadow colors according to their chosen levels.
  48872. */
  48873. private _computePrimaryColors;
  48874. /**
  48875. * Build the uniform buffer used in the material.
  48876. */
  48877. buildUniformLayout(): void;
  48878. /**
  48879. * Unbind the material.
  48880. */
  48881. unbind(): void;
  48882. /**
  48883. * Bind only the world matrix to the material.
  48884. * @param world The world matrix to bind.
  48885. */
  48886. bindOnlyWorldMatrix(world: Matrix): void;
  48887. /**
  48888. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48889. * @param world The world matrix to bind.
  48890. * @param subMesh The submesh to bind for.
  48891. */
  48892. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48893. /**
  48894. * Checks to see if a texture is used in the material.
  48895. * @param texture - Base texture to use.
  48896. * @returns - Boolean specifying if a texture is used in the material.
  48897. */
  48898. hasTexture(texture: BaseTexture): boolean;
  48899. /**
  48900. * Dispose the material.
  48901. * @param forceDisposeEffect Force disposal of the associated effect.
  48902. * @param forceDisposeTextures Force disposal of the associated textures.
  48903. */
  48904. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48905. /**
  48906. * Clones the material.
  48907. * @param name The cloned name.
  48908. * @returns The cloned material.
  48909. */
  48910. clone(name: string): BackgroundMaterial;
  48911. /**
  48912. * Serializes the current material to its JSON representation.
  48913. * @returns The JSON representation.
  48914. */
  48915. serialize(): any;
  48916. /**
  48917. * Gets the class name of the material
  48918. * @returns "BackgroundMaterial"
  48919. */
  48920. getClassName(): string;
  48921. /**
  48922. * Parse a JSON input to create back a background material.
  48923. * @param source The JSON data to parse
  48924. * @param scene The scene to create the parsed material in
  48925. * @param rootUrl The root url of the assets the material depends upon
  48926. * @returns the instantiated BackgroundMaterial.
  48927. */
  48928. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48929. }
  48930. }
  48931. declare module "babylonjs/Helpers/environmentHelper" {
  48932. import { Observable } from "babylonjs/Misc/observable";
  48933. import { Nullable } from "babylonjs/types";
  48934. import { Scene } from "babylonjs/scene";
  48935. import { Vector3 } from "babylonjs/Maths/math.vector";
  48936. import { Color3 } from "babylonjs/Maths/math.color";
  48937. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48938. import { Mesh } from "babylonjs/Meshes/mesh";
  48939. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48940. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48941. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48942. import "babylonjs/Meshes/Builders/planeBuilder";
  48943. import "babylonjs/Meshes/Builders/boxBuilder";
  48944. /**
  48945. * Represents the different options available during the creation of
  48946. * a Environment helper.
  48947. *
  48948. * This can control the default ground, skybox and image processing setup of your scene.
  48949. */
  48950. export interface IEnvironmentHelperOptions {
  48951. /**
  48952. * Specifies wether or not to create a ground.
  48953. * True by default.
  48954. */
  48955. createGround: boolean;
  48956. /**
  48957. * Specifies the ground size.
  48958. * 15 by default.
  48959. */
  48960. groundSize: number;
  48961. /**
  48962. * The texture used on the ground for the main color.
  48963. * Comes from the BabylonJS CDN by default.
  48964. *
  48965. * Remarks: Can be either a texture or a url.
  48966. */
  48967. groundTexture: string | BaseTexture;
  48968. /**
  48969. * The color mixed in the ground texture by default.
  48970. * BabylonJS clearColor by default.
  48971. */
  48972. groundColor: Color3;
  48973. /**
  48974. * Specifies the ground opacity.
  48975. * 1 by default.
  48976. */
  48977. groundOpacity: number;
  48978. /**
  48979. * Enables the ground to receive shadows.
  48980. * True by default.
  48981. */
  48982. enableGroundShadow: boolean;
  48983. /**
  48984. * Helps preventing the shadow to be fully black on the ground.
  48985. * 0.5 by default.
  48986. */
  48987. groundShadowLevel: number;
  48988. /**
  48989. * Creates a mirror texture attach to the ground.
  48990. * false by default.
  48991. */
  48992. enableGroundMirror: boolean;
  48993. /**
  48994. * Specifies the ground mirror size ratio.
  48995. * 0.3 by default as the default kernel is 64.
  48996. */
  48997. groundMirrorSizeRatio: number;
  48998. /**
  48999. * Specifies the ground mirror blur kernel size.
  49000. * 64 by default.
  49001. */
  49002. groundMirrorBlurKernel: number;
  49003. /**
  49004. * Specifies the ground mirror visibility amount.
  49005. * 1 by default
  49006. */
  49007. groundMirrorAmount: number;
  49008. /**
  49009. * Specifies the ground mirror reflectance weight.
  49010. * This uses the standard weight of the background material to setup the fresnel effect
  49011. * of the mirror.
  49012. * 1 by default.
  49013. */
  49014. groundMirrorFresnelWeight: number;
  49015. /**
  49016. * Specifies the ground mirror Falloff distance.
  49017. * This can helps reducing the size of the reflection.
  49018. * 0 by Default.
  49019. */
  49020. groundMirrorFallOffDistance: number;
  49021. /**
  49022. * Specifies the ground mirror texture type.
  49023. * Unsigned Int by Default.
  49024. */
  49025. groundMirrorTextureType: number;
  49026. /**
  49027. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  49028. * the shown objects.
  49029. */
  49030. groundYBias: number;
  49031. /**
  49032. * Specifies wether or not to create a skybox.
  49033. * True by default.
  49034. */
  49035. createSkybox: boolean;
  49036. /**
  49037. * Specifies the skybox size.
  49038. * 20 by default.
  49039. */
  49040. skyboxSize: number;
  49041. /**
  49042. * The texture used on the skybox for the main color.
  49043. * Comes from the BabylonJS CDN by default.
  49044. *
  49045. * Remarks: Can be either a texture or a url.
  49046. */
  49047. skyboxTexture: string | BaseTexture;
  49048. /**
  49049. * The color mixed in the skybox texture by default.
  49050. * BabylonJS clearColor by default.
  49051. */
  49052. skyboxColor: Color3;
  49053. /**
  49054. * The background rotation around the Y axis of the scene.
  49055. * This helps aligning the key lights of your scene with the background.
  49056. * 0 by default.
  49057. */
  49058. backgroundYRotation: number;
  49059. /**
  49060. * Compute automatically the size of the elements to best fit with the scene.
  49061. */
  49062. sizeAuto: boolean;
  49063. /**
  49064. * Default position of the rootMesh if autoSize is not true.
  49065. */
  49066. rootPosition: Vector3;
  49067. /**
  49068. * Sets up the image processing in the scene.
  49069. * true by default.
  49070. */
  49071. setupImageProcessing: boolean;
  49072. /**
  49073. * The texture used as your environment texture in the scene.
  49074. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  49075. *
  49076. * Remarks: Can be either a texture or a url.
  49077. */
  49078. environmentTexture: string | BaseTexture;
  49079. /**
  49080. * The value of the exposure to apply to the scene.
  49081. * 0.6 by default if setupImageProcessing is true.
  49082. */
  49083. cameraExposure: number;
  49084. /**
  49085. * The value of the contrast to apply to the scene.
  49086. * 1.6 by default if setupImageProcessing is true.
  49087. */
  49088. cameraContrast: number;
  49089. /**
  49090. * Specifies wether or not tonemapping should be enabled in the scene.
  49091. * true by default if setupImageProcessing is true.
  49092. */
  49093. toneMappingEnabled: boolean;
  49094. }
  49095. /**
  49096. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  49097. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  49098. * It also helps with the default setup of your imageProcessing configuration.
  49099. */
  49100. export class EnvironmentHelper {
  49101. /**
  49102. * Default ground texture URL.
  49103. */
  49104. private static _groundTextureCDNUrl;
  49105. /**
  49106. * Default skybox texture URL.
  49107. */
  49108. private static _skyboxTextureCDNUrl;
  49109. /**
  49110. * Default environment texture URL.
  49111. */
  49112. private static _environmentTextureCDNUrl;
  49113. /**
  49114. * Creates the default options for the helper.
  49115. */
  49116. private static _getDefaultOptions;
  49117. private _rootMesh;
  49118. /**
  49119. * Gets the root mesh created by the helper.
  49120. */
  49121. readonly rootMesh: Mesh;
  49122. private _skybox;
  49123. /**
  49124. * Gets the skybox created by the helper.
  49125. */
  49126. readonly skybox: Nullable<Mesh>;
  49127. private _skyboxTexture;
  49128. /**
  49129. * Gets the skybox texture created by the helper.
  49130. */
  49131. readonly skyboxTexture: Nullable<BaseTexture>;
  49132. private _skyboxMaterial;
  49133. /**
  49134. * Gets the skybox material created by the helper.
  49135. */
  49136. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  49137. private _ground;
  49138. /**
  49139. * Gets the ground mesh created by the helper.
  49140. */
  49141. readonly ground: Nullable<Mesh>;
  49142. private _groundTexture;
  49143. /**
  49144. * Gets the ground texture created by the helper.
  49145. */
  49146. readonly groundTexture: Nullable<BaseTexture>;
  49147. private _groundMirror;
  49148. /**
  49149. * Gets the ground mirror created by the helper.
  49150. */
  49151. readonly groundMirror: Nullable<MirrorTexture>;
  49152. /**
  49153. * Gets the ground mirror render list to helps pushing the meshes
  49154. * you wish in the ground reflection.
  49155. */
  49156. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  49157. private _groundMaterial;
  49158. /**
  49159. * Gets the ground material created by the helper.
  49160. */
  49161. readonly groundMaterial: Nullable<BackgroundMaterial>;
  49162. /**
  49163. * Stores the creation options.
  49164. */
  49165. private readonly _scene;
  49166. private _options;
  49167. /**
  49168. * This observable will be notified with any error during the creation of the environment,
  49169. * mainly texture creation errors.
  49170. */
  49171. onErrorObservable: Observable<{
  49172. message?: string;
  49173. exception?: any;
  49174. }>;
  49175. /**
  49176. * constructor
  49177. * @param options Defines the options we want to customize the helper
  49178. * @param scene The scene to add the material to
  49179. */
  49180. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  49181. /**
  49182. * Updates the background according to the new options
  49183. * @param options
  49184. */
  49185. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  49186. /**
  49187. * Sets the primary color of all the available elements.
  49188. * @param color the main color to affect to the ground and the background
  49189. */
  49190. setMainColor(color: Color3): void;
  49191. /**
  49192. * Setup the image processing according to the specified options.
  49193. */
  49194. private _setupImageProcessing;
  49195. /**
  49196. * Setup the environment texture according to the specified options.
  49197. */
  49198. private _setupEnvironmentTexture;
  49199. /**
  49200. * Setup the background according to the specified options.
  49201. */
  49202. private _setupBackground;
  49203. /**
  49204. * Get the scene sizes according to the setup.
  49205. */
  49206. private _getSceneSize;
  49207. /**
  49208. * Setup the ground according to the specified options.
  49209. */
  49210. private _setupGround;
  49211. /**
  49212. * Setup the ground material according to the specified options.
  49213. */
  49214. private _setupGroundMaterial;
  49215. /**
  49216. * Setup the ground diffuse texture according to the specified options.
  49217. */
  49218. private _setupGroundDiffuseTexture;
  49219. /**
  49220. * Setup the ground mirror texture according to the specified options.
  49221. */
  49222. private _setupGroundMirrorTexture;
  49223. /**
  49224. * Setup the ground to receive the mirror texture.
  49225. */
  49226. private _setupMirrorInGroundMaterial;
  49227. /**
  49228. * Setup the skybox according to the specified options.
  49229. */
  49230. private _setupSkybox;
  49231. /**
  49232. * Setup the skybox material according to the specified options.
  49233. */
  49234. private _setupSkyboxMaterial;
  49235. /**
  49236. * Setup the skybox reflection texture according to the specified options.
  49237. */
  49238. private _setupSkyboxReflectionTexture;
  49239. private _errorHandler;
  49240. /**
  49241. * Dispose all the elements created by the Helper.
  49242. */
  49243. dispose(): void;
  49244. }
  49245. }
  49246. declare module "babylonjs/Helpers/photoDome" {
  49247. import { Observable } from "babylonjs/Misc/observable";
  49248. import { Nullable } from "babylonjs/types";
  49249. import { Scene } from "babylonjs/scene";
  49250. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49251. import { Mesh } from "babylonjs/Meshes/mesh";
  49252. import { Texture } from "babylonjs/Materials/Textures/texture";
  49253. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49254. import "babylonjs/Meshes/Builders/sphereBuilder";
  49255. /**
  49256. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  49257. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  49258. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  49259. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49260. */
  49261. export class PhotoDome extends TransformNode {
  49262. /**
  49263. * Define the image as a Monoscopic panoramic 360 image.
  49264. */
  49265. static readonly MODE_MONOSCOPIC: number;
  49266. /**
  49267. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49268. */
  49269. static readonly MODE_TOPBOTTOM: number;
  49270. /**
  49271. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49272. */
  49273. static readonly MODE_SIDEBYSIDE: number;
  49274. private _useDirectMapping;
  49275. /**
  49276. * The texture being displayed on the sphere
  49277. */
  49278. protected _photoTexture: Texture;
  49279. /**
  49280. * Gets or sets the texture being displayed on the sphere
  49281. */
  49282. photoTexture: Texture;
  49283. /**
  49284. * Observable raised when an error occured while loading the 360 image
  49285. */
  49286. onLoadErrorObservable: Observable<string>;
  49287. /**
  49288. * The skybox material
  49289. */
  49290. protected _material: BackgroundMaterial;
  49291. /**
  49292. * The surface used for the skybox
  49293. */
  49294. protected _mesh: Mesh;
  49295. /**
  49296. * Gets the mesh used for the skybox.
  49297. */
  49298. readonly mesh: Mesh;
  49299. /**
  49300. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49301. * Also see the options.resolution property.
  49302. */
  49303. fovMultiplier: number;
  49304. private _imageMode;
  49305. /**
  49306. * Gets or set the current video mode for the video. It can be:
  49307. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  49308. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49309. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49310. */
  49311. imageMode: number;
  49312. /**
  49313. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  49314. * @param name Element's name, child elements will append suffixes for their own names.
  49315. * @param urlsOfPhoto defines the url of the photo to display
  49316. * @param options defines an object containing optional or exposed sub element properties
  49317. * @param onError defines a callback called when an error occured while loading the texture
  49318. */
  49319. constructor(name: string, urlOfPhoto: string, options: {
  49320. resolution?: number;
  49321. size?: number;
  49322. useDirectMapping?: boolean;
  49323. faceForward?: boolean;
  49324. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  49325. private _onBeforeCameraRenderObserver;
  49326. private _changeImageMode;
  49327. /**
  49328. * Releases resources associated with this node.
  49329. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49330. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49331. */
  49332. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49333. }
  49334. }
  49335. declare module "babylonjs/Misc/rgbdTextureTools" {
  49336. import "babylonjs/Shaders/rgbdDecode.fragment";
  49337. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49338. import { Texture } from "babylonjs/Materials/Textures/texture";
  49339. /**
  49340. * Class used to host RGBD texture specific utilities
  49341. */
  49342. export class RGBDTextureTools {
  49343. /**
  49344. * Expand the RGBD Texture from RGBD to Half Float if possible.
  49345. * @param texture the texture to expand.
  49346. */
  49347. static ExpandRGBDTexture(texture: Texture): void;
  49348. }
  49349. }
  49350. declare module "babylonjs/Misc/brdfTextureTools" {
  49351. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49352. import { Scene } from "babylonjs/scene";
  49353. /**
  49354. * Class used to host texture specific utilities
  49355. */
  49356. export class BRDFTextureTools {
  49357. /**
  49358. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  49359. * @param scene defines the hosting scene
  49360. * @returns the environment BRDF texture
  49361. */
  49362. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  49363. private static _environmentBRDFBase64Texture;
  49364. }
  49365. }
  49366. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  49367. import { Nullable } from "babylonjs/types";
  49368. import { Color3 } from "babylonjs/Maths/math.color";
  49369. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49370. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49371. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49372. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49373. import { Engine } from "babylonjs/Engines/engine";
  49374. import { Scene } from "babylonjs/scene";
  49375. /**
  49376. * @hidden
  49377. */
  49378. export interface IMaterialClearCoatDefines {
  49379. CLEARCOAT: boolean;
  49380. CLEARCOAT_DEFAULTIOR: boolean;
  49381. CLEARCOAT_TEXTURE: boolean;
  49382. CLEARCOAT_TEXTUREDIRECTUV: number;
  49383. CLEARCOAT_BUMP: boolean;
  49384. CLEARCOAT_BUMPDIRECTUV: number;
  49385. CLEARCOAT_TINT: boolean;
  49386. CLEARCOAT_TINT_TEXTURE: boolean;
  49387. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49388. /** @hidden */
  49389. _areTexturesDirty: boolean;
  49390. }
  49391. /**
  49392. * Define the code related to the clear coat parameters of the pbr material.
  49393. */
  49394. export class PBRClearCoatConfiguration {
  49395. /**
  49396. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49397. * The default fits with a polyurethane material.
  49398. */
  49399. private static readonly _DefaultIndexOfRefraction;
  49400. private _isEnabled;
  49401. /**
  49402. * Defines if the clear coat is enabled in the material.
  49403. */
  49404. isEnabled: boolean;
  49405. /**
  49406. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  49407. */
  49408. intensity: number;
  49409. /**
  49410. * Defines the clear coat layer roughness.
  49411. */
  49412. roughness: number;
  49413. private _indexOfRefraction;
  49414. /**
  49415. * Defines the index of refraction of the clear coat.
  49416. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49417. * The default fits with a polyurethane material.
  49418. * Changing the default value is more performance intensive.
  49419. */
  49420. indexOfRefraction: number;
  49421. private _texture;
  49422. /**
  49423. * Stores the clear coat values in a texture.
  49424. */
  49425. texture: Nullable<BaseTexture>;
  49426. private _bumpTexture;
  49427. /**
  49428. * Define the clear coat specific bump texture.
  49429. */
  49430. bumpTexture: Nullable<BaseTexture>;
  49431. private _isTintEnabled;
  49432. /**
  49433. * Defines if the clear coat tint is enabled in the material.
  49434. */
  49435. isTintEnabled: boolean;
  49436. /**
  49437. * Defines the clear coat tint of the material.
  49438. * This is only use if tint is enabled
  49439. */
  49440. tintColor: Color3;
  49441. /**
  49442. * Defines the distance at which the tint color should be found in the
  49443. * clear coat media.
  49444. * This is only use if tint is enabled
  49445. */
  49446. tintColorAtDistance: number;
  49447. /**
  49448. * Defines the clear coat layer thickness.
  49449. * This is only use if tint is enabled
  49450. */
  49451. tintThickness: number;
  49452. private _tintTexture;
  49453. /**
  49454. * Stores the clear tint values in a texture.
  49455. * rgb is tint
  49456. * a is a thickness factor
  49457. */
  49458. tintTexture: Nullable<BaseTexture>;
  49459. /** @hidden */
  49460. private _internalMarkAllSubMeshesAsTexturesDirty;
  49461. /** @hidden */
  49462. _markAllSubMeshesAsTexturesDirty(): void;
  49463. /**
  49464. * Instantiate a new istance of clear coat configuration.
  49465. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49466. */
  49467. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49468. /**
  49469. * Gets wehter the submesh is ready to be used or not.
  49470. * @param defines the list of "defines" to update.
  49471. * @param scene defines the scene the material belongs to.
  49472. * @param engine defines the engine the material belongs to.
  49473. * @param disableBumpMap defines wether the material disables bump or not.
  49474. * @returns - boolean indicating that the submesh is ready or not.
  49475. */
  49476. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  49477. /**
  49478. * Checks to see if a texture is used in the material.
  49479. * @param defines the list of "defines" to update.
  49480. * @param scene defines the scene to the material belongs to.
  49481. */
  49482. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  49483. /**
  49484. * Binds the material data.
  49485. * @param uniformBuffer defines the Uniform buffer to fill in.
  49486. * @param scene defines the scene the material belongs to.
  49487. * @param engine defines the engine the material belongs to.
  49488. * @param disableBumpMap defines wether the material disables bump or not.
  49489. * @param isFrozen defines wether the material is frozen or not.
  49490. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49491. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49492. */
  49493. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  49494. /**
  49495. * Checks to see if a texture is used in the material.
  49496. * @param texture - Base texture to use.
  49497. * @returns - Boolean specifying if a texture is used in the material.
  49498. */
  49499. hasTexture(texture: BaseTexture): boolean;
  49500. /**
  49501. * Returns an array of the actively used textures.
  49502. * @param activeTextures Array of BaseTextures
  49503. */
  49504. getActiveTextures(activeTextures: BaseTexture[]): void;
  49505. /**
  49506. * Returns the animatable textures.
  49507. * @param animatables Array of animatable textures.
  49508. */
  49509. getAnimatables(animatables: IAnimatable[]): void;
  49510. /**
  49511. * Disposes the resources of the material.
  49512. * @param forceDisposeTextures - Forces the disposal of all textures.
  49513. */
  49514. dispose(forceDisposeTextures?: boolean): void;
  49515. /**
  49516. * Get the current class name of the texture useful for serialization or dynamic coding.
  49517. * @returns "PBRClearCoatConfiguration"
  49518. */
  49519. getClassName(): string;
  49520. /**
  49521. * Add fallbacks to the effect fallbacks list.
  49522. * @param defines defines the Base texture to use.
  49523. * @param fallbacks defines the current fallback list.
  49524. * @param currentRank defines the current fallback rank.
  49525. * @returns the new fallback rank.
  49526. */
  49527. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49528. /**
  49529. * Add the required uniforms to the current list.
  49530. * @param uniforms defines the current uniform list.
  49531. */
  49532. static AddUniforms(uniforms: string[]): void;
  49533. /**
  49534. * Add the required samplers to the current list.
  49535. * @param samplers defines the current sampler list.
  49536. */
  49537. static AddSamplers(samplers: string[]): void;
  49538. /**
  49539. * Add the required uniforms to the current buffer.
  49540. * @param uniformBuffer defines the current uniform buffer.
  49541. */
  49542. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49543. /**
  49544. * Makes a duplicate of the current configuration into another one.
  49545. * @param clearCoatConfiguration define the config where to copy the info
  49546. */
  49547. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  49548. /**
  49549. * Serializes this clear coat configuration.
  49550. * @returns - An object with the serialized config.
  49551. */
  49552. serialize(): any;
  49553. /**
  49554. * Parses a anisotropy Configuration from a serialized object.
  49555. * @param source - Serialized object.
  49556. * @param scene Defines the scene we are parsing for
  49557. * @param rootUrl Defines the rootUrl to load from
  49558. */
  49559. parse(source: any, scene: Scene, rootUrl: string): void;
  49560. }
  49561. }
  49562. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49563. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49564. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49565. import { Vector2 } from "babylonjs/Maths/math.vector";
  49566. import { Scene } from "babylonjs/scene";
  49567. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49568. import { Nullable } from "babylonjs/types";
  49569. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49570. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49571. /**
  49572. * @hidden
  49573. */
  49574. export interface IMaterialAnisotropicDefines {
  49575. ANISOTROPIC: boolean;
  49576. ANISOTROPIC_TEXTURE: boolean;
  49577. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49578. MAINUV1: boolean;
  49579. _areTexturesDirty: boolean;
  49580. _needUVs: boolean;
  49581. }
  49582. /**
  49583. * Define the code related to the anisotropic parameters of the pbr material.
  49584. */
  49585. export class PBRAnisotropicConfiguration {
  49586. private _isEnabled;
  49587. /**
  49588. * Defines if the anisotropy is enabled in the material.
  49589. */
  49590. isEnabled: boolean;
  49591. /**
  49592. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49593. */
  49594. intensity: number;
  49595. /**
  49596. * Defines if the effect is along the tangents, bitangents or in between.
  49597. * By default, the effect is "strectching" the highlights along the tangents.
  49598. */
  49599. direction: Vector2;
  49600. private _texture;
  49601. /**
  49602. * Stores the anisotropy values in a texture.
  49603. * rg is direction (like normal from -1 to 1)
  49604. * b is a intensity
  49605. */
  49606. texture: Nullable<BaseTexture>;
  49607. /** @hidden */
  49608. private _internalMarkAllSubMeshesAsTexturesDirty;
  49609. /** @hidden */
  49610. _markAllSubMeshesAsTexturesDirty(): void;
  49611. /**
  49612. * Instantiate a new istance of anisotropy configuration.
  49613. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49614. */
  49615. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49616. /**
  49617. * Specifies that the submesh is ready to be used.
  49618. * @param defines the list of "defines" to update.
  49619. * @param scene defines the scene the material belongs to.
  49620. * @returns - boolean indicating that the submesh is ready or not.
  49621. */
  49622. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49623. /**
  49624. * Checks to see if a texture is used in the material.
  49625. * @param defines the list of "defines" to update.
  49626. * @param mesh the mesh we are preparing the defines for.
  49627. * @param scene defines the scene the material belongs to.
  49628. */
  49629. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49630. /**
  49631. * Binds the material data.
  49632. * @param uniformBuffer defines the Uniform buffer to fill in.
  49633. * @param scene defines the scene the material belongs to.
  49634. * @param isFrozen defines wether the material is frozen or not.
  49635. */
  49636. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49637. /**
  49638. * Checks to see if a texture is used in the material.
  49639. * @param texture - Base texture to use.
  49640. * @returns - Boolean specifying if a texture is used in the material.
  49641. */
  49642. hasTexture(texture: BaseTexture): boolean;
  49643. /**
  49644. * Returns an array of the actively used textures.
  49645. * @param activeTextures Array of BaseTextures
  49646. */
  49647. getActiveTextures(activeTextures: BaseTexture[]): void;
  49648. /**
  49649. * Returns the animatable textures.
  49650. * @param animatables Array of animatable textures.
  49651. */
  49652. getAnimatables(animatables: IAnimatable[]): void;
  49653. /**
  49654. * Disposes the resources of the material.
  49655. * @param forceDisposeTextures - Forces the disposal of all textures.
  49656. */
  49657. dispose(forceDisposeTextures?: boolean): void;
  49658. /**
  49659. * Get the current class name of the texture useful for serialization or dynamic coding.
  49660. * @returns "PBRAnisotropicConfiguration"
  49661. */
  49662. getClassName(): string;
  49663. /**
  49664. * Add fallbacks to the effect fallbacks list.
  49665. * @param defines defines the Base texture to use.
  49666. * @param fallbacks defines the current fallback list.
  49667. * @param currentRank defines the current fallback rank.
  49668. * @returns the new fallback rank.
  49669. */
  49670. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49671. /**
  49672. * Add the required uniforms to the current list.
  49673. * @param uniforms defines the current uniform list.
  49674. */
  49675. static AddUniforms(uniforms: string[]): void;
  49676. /**
  49677. * Add the required uniforms to the current buffer.
  49678. * @param uniformBuffer defines the current uniform buffer.
  49679. */
  49680. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49681. /**
  49682. * Add the required samplers to the current list.
  49683. * @param samplers defines the current sampler list.
  49684. */
  49685. static AddSamplers(samplers: string[]): void;
  49686. /**
  49687. * Makes a duplicate of the current configuration into another one.
  49688. * @param anisotropicConfiguration define the config where to copy the info
  49689. */
  49690. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49691. /**
  49692. * Serializes this anisotropy configuration.
  49693. * @returns - An object with the serialized config.
  49694. */
  49695. serialize(): any;
  49696. /**
  49697. * Parses a anisotropy Configuration from a serialized object.
  49698. * @param source - Serialized object.
  49699. * @param scene Defines the scene we are parsing for
  49700. * @param rootUrl Defines the rootUrl to load from
  49701. */
  49702. parse(source: any, scene: Scene, rootUrl: string): void;
  49703. }
  49704. }
  49705. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49706. import { Scene } from "babylonjs/scene";
  49707. /**
  49708. * @hidden
  49709. */
  49710. export interface IMaterialBRDFDefines {
  49711. BRDF_V_HEIGHT_CORRELATED: boolean;
  49712. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49713. SPHERICAL_HARMONICS: boolean;
  49714. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49715. /** @hidden */
  49716. _areMiscDirty: boolean;
  49717. }
  49718. /**
  49719. * Define the code related to the BRDF parameters of the pbr material.
  49720. */
  49721. export class PBRBRDFConfiguration {
  49722. /**
  49723. * Default value used for the energy conservation.
  49724. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49725. */
  49726. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49727. /**
  49728. * Default value used for the Smith Visibility Height Correlated mode.
  49729. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49730. */
  49731. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49732. /**
  49733. * Default value used for the IBL diffuse part.
  49734. * This can help switching back to the polynomials mode globally which is a tiny bit
  49735. * less GPU intensive at the drawback of a lower quality.
  49736. */
  49737. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49738. /**
  49739. * Default value used for activating energy conservation for the specular workflow.
  49740. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49741. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49742. */
  49743. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49744. private _useEnergyConservation;
  49745. /**
  49746. * Defines if the material uses energy conservation.
  49747. */
  49748. useEnergyConservation: boolean;
  49749. private _useSmithVisibilityHeightCorrelated;
  49750. /**
  49751. * LEGACY Mode set to false
  49752. * Defines if the material uses height smith correlated visibility term.
  49753. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49754. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49755. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49756. * Not relying on height correlated will also disable energy conservation.
  49757. */
  49758. useSmithVisibilityHeightCorrelated: boolean;
  49759. private _useSphericalHarmonics;
  49760. /**
  49761. * LEGACY Mode set to false
  49762. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49763. * diffuse part of the IBL.
  49764. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49765. * to the ground truth.
  49766. */
  49767. useSphericalHarmonics: boolean;
  49768. private _useSpecularGlossinessInputEnergyConservation;
  49769. /**
  49770. * Defines if the material uses energy conservation, when the specular workflow is active.
  49771. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49772. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49773. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49774. */
  49775. useSpecularGlossinessInputEnergyConservation: boolean;
  49776. /** @hidden */
  49777. private _internalMarkAllSubMeshesAsMiscDirty;
  49778. /** @hidden */
  49779. _markAllSubMeshesAsMiscDirty(): void;
  49780. /**
  49781. * Instantiate a new istance of clear coat configuration.
  49782. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49783. */
  49784. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49785. /**
  49786. * Checks to see if a texture is used in the material.
  49787. * @param defines the list of "defines" to update.
  49788. */
  49789. prepareDefines(defines: IMaterialBRDFDefines): void;
  49790. /**
  49791. * Get the current class name of the texture useful for serialization or dynamic coding.
  49792. * @returns "PBRClearCoatConfiguration"
  49793. */
  49794. getClassName(): string;
  49795. /**
  49796. * Makes a duplicate of the current configuration into another one.
  49797. * @param brdfConfiguration define the config where to copy the info
  49798. */
  49799. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49800. /**
  49801. * Serializes this BRDF configuration.
  49802. * @returns - An object with the serialized config.
  49803. */
  49804. serialize(): any;
  49805. /**
  49806. * Parses a anisotropy Configuration from a serialized object.
  49807. * @param source - Serialized object.
  49808. * @param scene Defines the scene we are parsing for
  49809. * @param rootUrl Defines the rootUrl to load from
  49810. */
  49811. parse(source: any, scene: Scene, rootUrl: string): void;
  49812. }
  49813. }
  49814. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49815. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49816. import { Color3 } from "babylonjs/Maths/math.color";
  49817. import { Scene } from "babylonjs/scene";
  49818. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49819. import { Nullable } from "babylonjs/types";
  49820. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49821. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49822. /**
  49823. * @hidden
  49824. */
  49825. export interface IMaterialSheenDefines {
  49826. SHEEN: boolean;
  49827. SHEEN_TEXTURE: boolean;
  49828. SHEEN_TEXTUREDIRECTUV: number;
  49829. SHEEN_LINKWITHALBEDO: boolean;
  49830. /** @hidden */
  49831. _areTexturesDirty: boolean;
  49832. }
  49833. /**
  49834. * Define the code related to the Sheen parameters of the pbr material.
  49835. */
  49836. export class PBRSheenConfiguration {
  49837. private _isEnabled;
  49838. /**
  49839. * Defines if the material uses sheen.
  49840. */
  49841. isEnabled: boolean;
  49842. private _linkSheenWithAlbedo;
  49843. /**
  49844. * Defines if the sheen is linked to the sheen color.
  49845. */
  49846. linkSheenWithAlbedo: boolean;
  49847. /**
  49848. * Defines the sheen intensity.
  49849. */
  49850. intensity: number;
  49851. /**
  49852. * Defines the sheen color.
  49853. */
  49854. color: Color3;
  49855. private _texture;
  49856. /**
  49857. * Stores the sheen tint values in a texture.
  49858. * rgb is tint
  49859. * a is a intensity
  49860. */
  49861. texture: Nullable<BaseTexture>;
  49862. /** @hidden */
  49863. private _internalMarkAllSubMeshesAsTexturesDirty;
  49864. /** @hidden */
  49865. _markAllSubMeshesAsTexturesDirty(): void;
  49866. /**
  49867. * Instantiate a new istance of clear coat configuration.
  49868. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49869. */
  49870. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49871. /**
  49872. * Specifies that the submesh is ready to be used.
  49873. * @param defines the list of "defines" to update.
  49874. * @param scene defines the scene the material belongs to.
  49875. * @returns - boolean indicating that the submesh is ready or not.
  49876. */
  49877. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49878. /**
  49879. * Checks to see if a texture is used in the material.
  49880. * @param defines the list of "defines" to update.
  49881. * @param scene defines the scene the material belongs to.
  49882. */
  49883. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49884. /**
  49885. * Binds the material data.
  49886. * @param uniformBuffer defines the Uniform buffer to fill in.
  49887. * @param scene defines the scene the material belongs to.
  49888. * @param isFrozen defines wether the material is frozen or not.
  49889. */
  49890. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49891. /**
  49892. * Checks to see if a texture is used in the material.
  49893. * @param texture - Base texture to use.
  49894. * @returns - Boolean specifying if a texture is used in the material.
  49895. */
  49896. hasTexture(texture: BaseTexture): boolean;
  49897. /**
  49898. * Returns an array of the actively used textures.
  49899. * @param activeTextures Array of BaseTextures
  49900. */
  49901. getActiveTextures(activeTextures: BaseTexture[]): void;
  49902. /**
  49903. * Returns the animatable textures.
  49904. * @param animatables Array of animatable textures.
  49905. */
  49906. getAnimatables(animatables: IAnimatable[]): void;
  49907. /**
  49908. * Disposes the resources of the material.
  49909. * @param forceDisposeTextures - Forces the disposal of all textures.
  49910. */
  49911. dispose(forceDisposeTextures?: boolean): void;
  49912. /**
  49913. * Get the current class name of the texture useful for serialization or dynamic coding.
  49914. * @returns "PBRSheenConfiguration"
  49915. */
  49916. getClassName(): string;
  49917. /**
  49918. * Add fallbacks to the effect fallbacks list.
  49919. * @param defines defines the Base texture to use.
  49920. * @param fallbacks defines the current fallback list.
  49921. * @param currentRank defines the current fallback rank.
  49922. * @returns the new fallback rank.
  49923. */
  49924. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49925. /**
  49926. * Add the required uniforms to the current list.
  49927. * @param uniforms defines the current uniform list.
  49928. */
  49929. static AddUniforms(uniforms: string[]): void;
  49930. /**
  49931. * Add the required uniforms to the current buffer.
  49932. * @param uniformBuffer defines the current uniform buffer.
  49933. */
  49934. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49935. /**
  49936. * Add the required samplers to the current list.
  49937. * @param samplers defines the current sampler list.
  49938. */
  49939. static AddSamplers(samplers: string[]): void;
  49940. /**
  49941. * Makes a duplicate of the current configuration into another one.
  49942. * @param sheenConfiguration define the config where to copy the info
  49943. */
  49944. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49945. /**
  49946. * Serializes this BRDF configuration.
  49947. * @returns - An object with the serialized config.
  49948. */
  49949. serialize(): any;
  49950. /**
  49951. * Parses a anisotropy Configuration from a serialized object.
  49952. * @param source - Serialized object.
  49953. * @param scene Defines the scene we are parsing for
  49954. * @param rootUrl Defines the rootUrl to load from
  49955. */
  49956. parse(source: any, scene: Scene, rootUrl: string): void;
  49957. }
  49958. }
  49959. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49960. import { Nullable } from "babylonjs/types";
  49961. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49962. import { Color3 } from "babylonjs/Maths/math.color";
  49963. import { SmartArray } from "babylonjs/Misc/smartArray";
  49964. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49965. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49966. import { Effect } from "babylonjs/Materials/effect";
  49967. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49968. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49969. import { Engine } from "babylonjs/Engines/engine";
  49970. import { Scene } from "babylonjs/scene";
  49971. /**
  49972. * @hidden
  49973. */
  49974. export interface IMaterialSubSurfaceDefines {
  49975. SUBSURFACE: boolean;
  49976. SS_REFRACTION: boolean;
  49977. SS_TRANSLUCENCY: boolean;
  49978. SS_SCATERRING: boolean;
  49979. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49980. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49981. SS_REFRACTIONMAP_3D: boolean;
  49982. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49983. SS_LODINREFRACTIONALPHA: boolean;
  49984. SS_GAMMAREFRACTION: boolean;
  49985. SS_RGBDREFRACTION: boolean;
  49986. SS_LINEARSPECULARREFRACTION: boolean;
  49987. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49988. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49989. /** @hidden */
  49990. _areTexturesDirty: boolean;
  49991. }
  49992. /**
  49993. * Define the code related to the sub surface parameters of the pbr material.
  49994. */
  49995. export class PBRSubSurfaceConfiguration {
  49996. private _isRefractionEnabled;
  49997. /**
  49998. * Defines if the refraction is enabled in the material.
  49999. */
  50000. isRefractionEnabled: boolean;
  50001. private _isTranslucencyEnabled;
  50002. /**
  50003. * Defines if the translucency is enabled in the material.
  50004. */
  50005. isTranslucencyEnabled: boolean;
  50006. private _isScatteringEnabled;
  50007. /**
  50008. * Defines the refraction intensity of the material.
  50009. * The refraction when enabled replaces the Diffuse part of the material.
  50010. * The intensity helps transitionning between diffuse and refraction.
  50011. */
  50012. refractionIntensity: number;
  50013. /**
  50014. * Defines the translucency intensity of the material.
  50015. * When translucency has been enabled, this defines how much of the "translucency"
  50016. * is addded to the diffuse part of the material.
  50017. */
  50018. translucencyIntensity: number;
  50019. /**
  50020. * Defines the scattering intensity of the material.
  50021. * When scattering has been enabled, this defines how much of the "scattered light"
  50022. * is addded to the diffuse part of the material.
  50023. */
  50024. scatteringIntensity: number;
  50025. private _thicknessTexture;
  50026. /**
  50027. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  50028. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  50029. * 0 would mean minimumThickness
  50030. * 1 would mean maximumThickness
  50031. * The other channels might be use as a mask to vary the different effects intensity.
  50032. */
  50033. thicknessTexture: Nullable<BaseTexture>;
  50034. private _refractionTexture;
  50035. /**
  50036. * Defines the texture to use for refraction.
  50037. */
  50038. refractionTexture: Nullable<BaseTexture>;
  50039. private _indexOfRefraction;
  50040. /**
  50041. * Defines the index of refraction used in the material.
  50042. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  50043. */
  50044. indexOfRefraction: number;
  50045. private _invertRefractionY;
  50046. /**
  50047. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50048. */
  50049. invertRefractionY: boolean;
  50050. private _linkRefractionWithTransparency;
  50051. /**
  50052. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50053. * Materials half opaque for instance using refraction could benefit from this control.
  50054. */
  50055. linkRefractionWithTransparency: boolean;
  50056. /**
  50057. * Defines the minimum thickness stored in the thickness map.
  50058. * If no thickness map is defined, this value will be used to simulate thickness.
  50059. */
  50060. minimumThickness: number;
  50061. /**
  50062. * Defines the maximum thickness stored in the thickness map.
  50063. */
  50064. maximumThickness: number;
  50065. /**
  50066. * Defines the volume tint of the material.
  50067. * This is used for both translucency and scattering.
  50068. */
  50069. tintColor: Color3;
  50070. /**
  50071. * Defines the distance at which the tint color should be found in the media.
  50072. * This is used for refraction only.
  50073. */
  50074. tintColorAtDistance: number;
  50075. /**
  50076. * Defines how far each channel transmit through the media.
  50077. * It is defined as a color to simplify it selection.
  50078. */
  50079. diffusionDistance: Color3;
  50080. private _useMaskFromThicknessTexture;
  50081. /**
  50082. * Stores the intensity of the different subsurface effects in the thickness texture.
  50083. * * the green channel is the translucency intensity.
  50084. * * the blue channel is the scattering intensity.
  50085. * * the alpha channel is the refraction intensity.
  50086. */
  50087. useMaskFromThicknessTexture: boolean;
  50088. /** @hidden */
  50089. private _internalMarkAllSubMeshesAsTexturesDirty;
  50090. /** @hidden */
  50091. _markAllSubMeshesAsTexturesDirty(): void;
  50092. /**
  50093. * Instantiate a new istance of sub surface configuration.
  50094. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  50095. */
  50096. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  50097. /**
  50098. * Gets wehter the submesh is ready to be used or not.
  50099. * @param defines the list of "defines" to update.
  50100. * @param scene defines the scene the material belongs to.
  50101. * @returns - boolean indicating that the submesh is ready or not.
  50102. */
  50103. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  50104. /**
  50105. * Checks to see if a texture is used in the material.
  50106. * @param defines the list of "defines" to update.
  50107. * @param scene defines the scene to the material belongs to.
  50108. */
  50109. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  50110. /**
  50111. * Binds the material data.
  50112. * @param uniformBuffer defines the Uniform buffer to fill in.
  50113. * @param scene defines the scene the material belongs to.
  50114. * @param engine defines the engine the material belongs to.
  50115. * @param isFrozen defines wether the material is frozen or not.
  50116. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  50117. */
  50118. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  50119. /**
  50120. * Unbinds the material from the mesh.
  50121. * @param activeEffect defines the effect that should be unbound from.
  50122. * @returns true if unbound, otherwise false
  50123. */
  50124. unbind(activeEffect: Effect): boolean;
  50125. /**
  50126. * Returns the texture used for refraction or null if none is used.
  50127. * @param scene defines the scene the material belongs to.
  50128. * @returns - Refraction texture if present. If no refraction texture and refraction
  50129. * is linked with transparency, returns environment texture. Otherwise, returns null.
  50130. */
  50131. private _getRefractionTexture;
  50132. /**
  50133. * Returns true if alpha blending should be disabled.
  50134. */
  50135. readonly disableAlphaBlending: boolean;
  50136. /**
  50137. * Fills the list of render target textures.
  50138. * @param renderTargets the list of render targets to update
  50139. */
  50140. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  50141. /**
  50142. * Checks to see if a texture is used in the material.
  50143. * @param texture - Base texture to use.
  50144. * @returns - Boolean specifying if a texture is used in the material.
  50145. */
  50146. hasTexture(texture: BaseTexture): boolean;
  50147. /**
  50148. * Gets a boolean indicating that current material needs to register RTT
  50149. * @returns true if this uses a render target otherwise false.
  50150. */
  50151. hasRenderTargetTextures(): boolean;
  50152. /**
  50153. * Returns an array of the actively used textures.
  50154. * @param activeTextures Array of BaseTextures
  50155. */
  50156. getActiveTextures(activeTextures: BaseTexture[]): void;
  50157. /**
  50158. * Returns the animatable textures.
  50159. * @param animatables Array of animatable textures.
  50160. */
  50161. getAnimatables(animatables: IAnimatable[]): void;
  50162. /**
  50163. * Disposes the resources of the material.
  50164. * @param forceDisposeTextures - Forces the disposal of all textures.
  50165. */
  50166. dispose(forceDisposeTextures?: boolean): void;
  50167. /**
  50168. * Get the current class name of the texture useful for serialization or dynamic coding.
  50169. * @returns "PBRSubSurfaceConfiguration"
  50170. */
  50171. getClassName(): string;
  50172. /**
  50173. * Add fallbacks to the effect fallbacks list.
  50174. * @param defines defines the Base texture to use.
  50175. * @param fallbacks defines the current fallback list.
  50176. * @param currentRank defines the current fallback rank.
  50177. * @returns the new fallback rank.
  50178. */
  50179. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  50180. /**
  50181. * Add the required uniforms to the current list.
  50182. * @param uniforms defines the current uniform list.
  50183. */
  50184. static AddUniforms(uniforms: string[]): void;
  50185. /**
  50186. * Add the required samplers to the current list.
  50187. * @param samplers defines the current sampler list.
  50188. */
  50189. static AddSamplers(samplers: string[]): void;
  50190. /**
  50191. * Add the required uniforms to the current buffer.
  50192. * @param uniformBuffer defines the current uniform buffer.
  50193. */
  50194. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  50195. /**
  50196. * Makes a duplicate of the current configuration into another one.
  50197. * @param configuration define the config where to copy the info
  50198. */
  50199. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  50200. /**
  50201. * Serializes this Sub Surface configuration.
  50202. * @returns - An object with the serialized config.
  50203. */
  50204. serialize(): any;
  50205. /**
  50206. * Parses a anisotropy Configuration from a serialized object.
  50207. * @param source - Serialized object.
  50208. * @param scene Defines the scene we are parsing for
  50209. * @param rootUrl Defines the rootUrl to load from
  50210. */
  50211. parse(source: any, scene: Scene, rootUrl: string): void;
  50212. }
  50213. }
  50214. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  50215. /** @hidden */
  50216. export var pbrFragmentDeclaration: {
  50217. name: string;
  50218. shader: string;
  50219. };
  50220. }
  50221. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  50222. /** @hidden */
  50223. export var pbrUboDeclaration: {
  50224. name: string;
  50225. shader: string;
  50226. };
  50227. }
  50228. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  50229. /** @hidden */
  50230. export var pbrFragmentExtraDeclaration: {
  50231. name: string;
  50232. shader: string;
  50233. };
  50234. }
  50235. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  50236. /** @hidden */
  50237. export var pbrFragmentSamplersDeclaration: {
  50238. name: string;
  50239. shader: string;
  50240. };
  50241. }
  50242. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  50243. /** @hidden */
  50244. export var pbrHelperFunctions: {
  50245. name: string;
  50246. shader: string;
  50247. };
  50248. }
  50249. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  50250. /** @hidden */
  50251. export var harmonicsFunctions: {
  50252. name: string;
  50253. shader: string;
  50254. };
  50255. }
  50256. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  50257. /** @hidden */
  50258. export var pbrDirectLightingSetupFunctions: {
  50259. name: string;
  50260. shader: string;
  50261. };
  50262. }
  50263. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  50264. /** @hidden */
  50265. export var pbrDirectLightingFalloffFunctions: {
  50266. name: string;
  50267. shader: string;
  50268. };
  50269. }
  50270. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  50271. /** @hidden */
  50272. export var pbrBRDFFunctions: {
  50273. name: string;
  50274. shader: string;
  50275. };
  50276. }
  50277. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  50278. /** @hidden */
  50279. export var pbrDirectLightingFunctions: {
  50280. name: string;
  50281. shader: string;
  50282. };
  50283. }
  50284. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  50285. /** @hidden */
  50286. export var pbrIBLFunctions: {
  50287. name: string;
  50288. shader: string;
  50289. };
  50290. }
  50291. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  50292. /** @hidden */
  50293. export var pbrDebug: {
  50294. name: string;
  50295. shader: string;
  50296. };
  50297. }
  50298. declare module "babylonjs/Shaders/pbr.fragment" {
  50299. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  50300. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50301. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  50302. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50303. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50304. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  50305. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  50306. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  50307. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50308. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  50309. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50310. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  50311. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  50312. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  50313. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50314. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  50315. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  50316. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  50317. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  50318. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  50319. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  50320. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  50321. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  50322. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  50323. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  50324. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  50325. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  50326. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  50327. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  50328. /** @hidden */
  50329. export var pbrPixelShader: {
  50330. name: string;
  50331. shader: string;
  50332. };
  50333. }
  50334. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  50335. /** @hidden */
  50336. export var pbrVertexDeclaration: {
  50337. name: string;
  50338. shader: string;
  50339. };
  50340. }
  50341. declare module "babylonjs/Shaders/pbr.vertex" {
  50342. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  50343. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50344. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50345. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50346. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50347. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50348. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  50349. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  50350. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  50351. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50352. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50353. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50354. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50355. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50356. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50357. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50358. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50359. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  50360. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  50361. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  50362. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  50363. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  50364. /** @hidden */
  50365. export var pbrVertexShader: {
  50366. name: string;
  50367. shader: string;
  50368. };
  50369. }
  50370. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  50371. import { Nullable } from "babylonjs/types";
  50372. import { Scene } from "babylonjs/scene";
  50373. import { Matrix } from "babylonjs/Maths/math.vector";
  50374. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50375. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50376. import { Mesh } from "babylonjs/Meshes/mesh";
  50377. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  50378. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  50379. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  50380. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  50381. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  50382. import { Color3 } from "babylonjs/Maths/math.color";
  50383. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  50384. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  50385. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  50386. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  50387. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50388. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  50389. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  50390. import "babylonjs/Shaders/pbr.fragment";
  50391. import "babylonjs/Shaders/pbr.vertex";
  50392. /**
  50393. * Manages the defines for the PBR Material.
  50394. * @hidden
  50395. */
  50396. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  50397. PBR: boolean;
  50398. MAINUV1: boolean;
  50399. MAINUV2: boolean;
  50400. UV1: boolean;
  50401. UV2: boolean;
  50402. ALBEDO: boolean;
  50403. ALBEDODIRECTUV: number;
  50404. VERTEXCOLOR: boolean;
  50405. AMBIENT: boolean;
  50406. AMBIENTDIRECTUV: number;
  50407. AMBIENTINGRAYSCALE: boolean;
  50408. OPACITY: boolean;
  50409. VERTEXALPHA: boolean;
  50410. OPACITYDIRECTUV: number;
  50411. OPACITYRGB: boolean;
  50412. ALPHATEST: boolean;
  50413. DEPTHPREPASS: boolean;
  50414. ALPHABLEND: boolean;
  50415. ALPHAFROMALBEDO: boolean;
  50416. ALPHATESTVALUE: string;
  50417. SPECULAROVERALPHA: boolean;
  50418. RADIANCEOVERALPHA: boolean;
  50419. ALPHAFRESNEL: boolean;
  50420. LINEARALPHAFRESNEL: boolean;
  50421. PREMULTIPLYALPHA: boolean;
  50422. EMISSIVE: boolean;
  50423. EMISSIVEDIRECTUV: number;
  50424. REFLECTIVITY: boolean;
  50425. REFLECTIVITYDIRECTUV: number;
  50426. SPECULARTERM: boolean;
  50427. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  50428. MICROSURFACEAUTOMATIC: boolean;
  50429. LODBASEDMICROSFURACE: boolean;
  50430. MICROSURFACEMAP: boolean;
  50431. MICROSURFACEMAPDIRECTUV: number;
  50432. METALLICWORKFLOW: boolean;
  50433. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  50434. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  50435. METALLNESSSTOREINMETALMAPBLUE: boolean;
  50436. AOSTOREINMETALMAPRED: boolean;
  50437. METALLICF0FACTORFROMMETALLICMAP: boolean;
  50438. ENVIRONMENTBRDF: boolean;
  50439. ENVIRONMENTBRDF_RGBD: boolean;
  50440. NORMAL: boolean;
  50441. TANGENT: boolean;
  50442. BUMP: boolean;
  50443. BUMPDIRECTUV: number;
  50444. OBJECTSPACE_NORMALMAP: boolean;
  50445. PARALLAX: boolean;
  50446. PARALLAXOCCLUSION: boolean;
  50447. NORMALXYSCALE: boolean;
  50448. LIGHTMAP: boolean;
  50449. LIGHTMAPDIRECTUV: number;
  50450. USELIGHTMAPASSHADOWMAP: boolean;
  50451. GAMMALIGHTMAP: boolean;
  50452. RGBDLIGHTMAP: boolean;
  50453. REFLECTION: boolean;
  50454. REFLECTIONMAP_3D: boolean;
  50455. REFLECTIONMAP_SPHERICAL: boolean;
  50456. REFLECTIONMAP_PLANAR: boolean;
  50457. REFLECTIONMAP_CUBIC: boolean;
  50458. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  50459. REFLECTIONMAP_PROJECTION: boolean;
  50460. REFLECTIONMAP_SKYBOX: boolean;
  50461. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  50462. REFLECTIONMAP_EXPLICIT: boolean;
  50463. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  50464. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  50465. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  50466. INVERTCUBICMAP: boolean;
  50467. USESPHERICALFROMREFLECTIONMAP: boolean;
  50468. USEIRRADIANCEMAP: boolean;
  50469. SPHERICAL_HARMONICS: boolean;
  50470. USESPHERICALINVERTEX: boolean;
  50471. REFLECTIONMAP_OPPOSITEZ: boolean;
  50472. LODINREFLECTIONALPHA: boolean;
  50473. GAMMAREFLECTION: boolean;
  50474. RGBDREFLECTION: boolean;
  50475. LINEARSPECULARREFLECTION: boolean;
  50476. RADIANCEOCCLUSION: boolean;
  50477. HORIZONOCCLUSION: boolean;
  50478. INSTANCES: boolean;
  50479. NUM_BONE_INFLUENCERS: number;
  50480. BonesPerMesh: number;
  50481. BONETEXTURE: boolean;
  50482. NONUNIFORMSCALING: boolean;
  50483. MORPHTARGETS: boolean;
  50484. MORPHTARGETS_NORMAL: boolean;
  50485. MORPHTARGETS_TANGENT: boolean;
  50486. MORPHTARGETS_UV: boolean;
  50487. NUM_MORPH_INFLUENCERS: number;
  50488. IMAGEPROCESSING: boolean;
  50489. VIGNETTE: boolean;
  50490. VIGNETTEBLENDMODEMULTIPLY: boolean;
  50491. VIGNETTEBLENDMODEOPAQUE: boolean;
  50492. TONEMAPPING: boolean;
  50493. TONEMAPPING_ACES: boolean;
  50494. CONTRAST: boolean;
  50495. COLORCURVES: boolean;
  50496. COLORGRADING: boolean;
  50497. COLORGRADING3D: boolean;
  50498. SAMPLER3DGREENDEPTH: boolean;
  50499. SAMPLER3DBGRMAP: boolean;
  50500. IMAGEPROCESSINGPOSTPROCESS: boolean;
  50501. EXPOSURE: boolean;
  50502. MULTIVIEW: boolean;
  50503. USEPHYSICALLIGHTFALLOFF: boolean;
  50504. USEGLTFLIGHTFALLOFF: boolean;
  50505. TWOSIDEDLIGHTING: boolean;
  50506. SHADOWFLOAT: boolean;
  50507. CLIPPLANE: boolean;
  50508. CLIPPLANE2: boolean;
  50509. CLIPPLANE3: boolean;
  50510. CLIPPLANE4: boolean;
  50511. POINTSIZE: boolean;
  50512. FOG: boolean;
  50513. LOGARITHMICDEPTH: boolean;
  50514. FORCENORMALFORWARD: boolean;
  50515. SPECULARAA: boolean;
  50516. CLEARCOAT: boolean;
  50517. CLEARCOAT_DEFAULTIOR: boolean;
  50518. CLEARCOAT_TEXTURE: boolean;
  50519. CLEARCOAT_TEXTUREDIRECTUV: number;
  50520. CLEARCOAT_BUMP: boolean;
  50521. CLEARCOAT_BUMPDIRECTUV: number;
  50522. CLEARCOAT_TINT: boolean;
  50523. CLEARCOAT_TINT_TEXTURE: boolean;
  50524. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  50525. ANISOTROPIC: boolean;
  50526. ANISOTROPIC_TEXTURE: boolean;
  50527. ANISOTROPIC_TEXTUREDIRECTUV: number;
  50528. BRDF_V_HEIGHT_CORRELATED: boolean;
  50529. MS_BRDF_ENERGY_CONSERVATION: boolean;
  50530. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  50531. SHEEN: boolean;
  50532. SHEEN_TEXTURE: boolean;
  50533. SHEEN_TEXTUREDIRECTUV: number;
  50534. SHEEN_LINKWITHALBEDO: boolean;
  50535. SUBSURFACE: boolean;
  50536. SS_REFRACTION: boolean;
  50537. SS_TRANSLUCENCY: boolean;
  50538. SS_SCATERRING: boolean;
  50539. SS_THICKNESSANDMASK_TEXTURE: boolean;
  50540. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  50541. SS_REFRACTIONMAP_3D: boolean;
  50542. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  50543. SS_LODINREFRACTIONALPHA: boolean;
  50544. SS_GAMMAREFRACTION: boolean;
  50545. SS_RGBDREFRACTION: boolean;
  50546. SS_LINEARSPECULARREFRACTION: boolean;
  50547. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  50548. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  50549. UNLIT: boolean;
  50550. DEBUGMODE: number;
  50551. /**
  50552. * Initializes the PBR Material defines.
  50553. */
  50554. constructor();
  50555. /**
  50556. * Resets the PBR Material defines.
  50557. */
  50558. reset(): void;
  50559. }
  50560. /**
  50561. * The Physically based material base class of BJS.
  50562. *
  50563. * This offers the main features of a standard PBR material.
  50564. * For more information, please refer to the documentation :
  50565. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50566. */
  50567. export abstract class PBRBaseMaterial extends PushMaterial {
  50568. /**
  50569. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50570. */
  50571. static readonly PBRMATERIAL_OPAQUE: number;
  50572. /**
  50573. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50574. */
  50575. static readonly PBRMATERIAL_ALPHATEST: number;
  50576. /**
  50577. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50578. */
  50579. static readonly PBRMATERIAL_ALPHABLEND: number;
  50580. /**
  50581. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50582. * They are also discarded below the alpha cutoff threshold to improve performances.
  50583. */
  50584. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50585. /**
  50586. * Defines the default value of how much AO map is occluding the analytical lights
  50587. * (point spot...).
  50588. */
  50589. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50590. /**
  50591. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50592. */
  50593. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50594. /**
  50595. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50596. * to enhance interoperability with other engines.
  50597. */
  50598. static readonly LIGHTFALLOFF_GLTF: number;
  50599. /**
  50600. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50601. * to enhance interoperability with other materials.
  50602. */
  50603. static readonly LIGHTFALLOFF_STANDARD: number;
  50604. /**
  50605. * Intensity of the direct lights e.g. the four lights available in your scene.
  50606. * This impacts both the direct diffuse and specular highlights.
  50607. */
  50608. protected _directIntensity: number;
  50609. /**
  50610. * Intensity of the emissive part of the material.
  50611. * This helps controlling the emissive effect without modifying the emissive color.
  50612. */
  50613. protected _emissiveIntensity: number;
  50614. /**
  50615. * Intensity of the environment e.g. how much the environment will light the object
  50616. * either through harmonics for rough material or through the refelction for shiny ones.
  50617. */
  50618. protected _environmentIntensity: number;
  50619. /**
  50620. * This is a special control allowing the reduction of the specular highlights coming from the
  50621. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50622. */
  50623. protected _specularIntensity: number;
  50624. /**
  50625. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50626. */
  50627. private _lightingInfos;
  50628. /**
  50629. * Debug Control allowing disabling the bump map on this material.
  50630. */
  50631. protected _disableBumpMap: boolean;
  50632. /**
  50633. * AKA Diffuse Texture in standard nomenclature.
  50634. */
  50635. protected _albedoTexture: Nullable<BaseTexture>;
  50636. /**
  50637. * AKA Occlusion Texture in other nomenclature.
  50638. */
  50639. protected _ambientTexture: Nullable<BaseTexture>;
  50640. /**
  50641. * AKA Occlusion Texture Intensity in other nomenclature.
  50642. */
  50643. protected _ambientTextureStrength: number;
  50644. /**
  50645. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50646. * 1 means it completely occludes it
  50647. * 0 mean it has no impact
  50648. */
  50649. protected _ambientTextureImpactOnAnalyticalLights: number;
  50650. /**
  50651. * Stores the alpha values in a texture.
  50652. */
  50653. protected _opacityTexture: Nullable<BaseTexture>;
  50654. /**
  50655. * Stores the reflection values in a texture.
  50656. */
  50657. protected _reflectionTexture: Nullable<BaseTexture>;
  50658. /**
  50659. * Stores the emissive values in a texture.
  50660. */
  50661. protected _emissiveTexture: Nullable<BaseTexture>;
  50662. /**
  50663. * AKA Specular texture in other nomenclature.
  50664. */
  50665. protected _reflectivityTexture: Nullable<BaseTexture>;
  50666. /**
  50667. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50668. */
  50669. protected _metallicTexture: Nullable<BaseTexture>;
  50670. /**
  50671. * Specifies the metallic scalar of the metallic/roughness workflow.
  50672. * Can also be used to scale the metalness values of the metallic texture.
  50673. */
  50674. protected _metallic: Nullable<number>;
  50675. /**
  50676. * Specifies the roughness scalar of the metallic/roughness workflow.
  50677. * Can also be used to scale the roughness values of the metallic texture.
  50678. */
  50679. protected _roughness: Nullable<number>;
  50680. /**
  50681. * Specifies the an F0 factor to help configuring the material F0.
  50682. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50683. * to 0.5 the previously hard coded value stays the same.
  50684. * Can also be used to scale the F0 values of the metallic texture.
  50685. */
  50686. protected _metallicF0Factor: number;
  50687. /**
  50688. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50689. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50690. * your expectation as it multiplies with the texture data.
  50691. */
  50692. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50693. /**
  50694. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50695. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50696. */
  50697. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50698. /**
  50699. * Stores surface normal data used to displace a mesh in a texture.
  50700. */
  50701. protected _bumpTexture: Nullable<BaseTexture>;
  50702. /**
  50703. * Stores the pre-calculated light information of a mesh in a texture.
  50704. */
  50705. protected _lightmapTexture: Nullable<BaseTexture>;
  50706. /**
  50707. * The color of a material in ambient lighting.
  50708. */
  50709. protected _ambientColor: Color3;
  50710. /**
  50711. * AKA Diffuse Color in other nomenclature.
  50712. */
  50713. protected _albedoColor: Color3;
  50714. /**
  50715. * AKA Specular Color in other nomenclature.
  50716. */
  50717. protected _reflectivityColor: Color3;
  50718. /**
  50719. * The color applied when light is reflected from a material.
  50720. */
  50721. protected _reflectionColor: Color3;
  50722. /**
  50723. * The color applied when light is emitted from a material.
  50724. */
  50725. protected _emissiveColor: Color3;
  50726. /**
  50727. * AKA Glossiness in other nomenclature.
  50728. */
  50729. protected _microSurface: number;
  50730. /**
  50731. * Specifies that the material will use the light map as a show map.
  50732. */
  50733. protected _useLightmapAsShadowmap: boolean;
  50734. /**
  50735. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50736. * makes the reflect vector face the model (under horizon).
  50737. */
  50738. protected _useHorizonOcclusion: boolean;
  50739. /**
  50740. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50741. * too much the area relying on ambient texture to define their ambient occlusion.
  50742. */
  50743. protected _useRadianceOcclusion: boolean;
  50744. /**
  50745. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50746. */
  50747. protected _useAlphaFromAlbedoTexture: boolean;
  50748. /**
  50749. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50750. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50751. */
  50752. protected _useSpecularOverAlpha: boolean;
  50753. /**
  50754. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50755. */
  50756. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50757. /**
  50758. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50759. */
  50760. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50761. /**
  50762. * Specifies if the metallic texture contains the roughness information in its green channel.
  50763. */
  50764. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50765. /**
  50766. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50767. */
  50768. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50769. /**
  50770. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50771. */
  50772. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50773. /**
  50774. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50775. */
  50776. protected _useAmbientInGrayScale: boolean;
  50777. /**
  50778. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50779. * The material will try to infer what glossiness each pixel should be.
  50780. */
  50781. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50782. /**
  50783. * Defines the falloff type used in this material.
  50784. * It by default is Physical.
  50785. */
  50786. protected _lightFalloff: number;
  50787. /**
  50788. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50789. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50790. */
  50791. protected _useRadianceOverAlpha: boolean;
  50792. /**
  50793. * Allows using an object space normal map (instead of tangent space).
  50794. */
  50795. protected _useObjectSpaceNormalMap: boolean;
  50796. /**
  50797. * Allows using the bump map in parallax mode.
  50798. */
  50799. protected _useParallax: boolean;
  50800. /**
  50801. * Allows using the bump map in parallax occlusion mode.
  50802. */
  50803. protected _useParallaxOcclusion: boolean;
  50804. /**
  50805. * Controls the scale bias of the parallax mode.
  50806. */
  50807. protected _parallaxScaleBias: number;
  50808. /**
  50809. * If sets to true, disables all the lights affecting the material.
  50810. */
  50811. protected _disableLighting: boolean;
  50812. /**
  50813. * Number of Simultaneous lights allowed on the material.
  50814. */
  50815. protected _maxSimultaneousLights: number;
  50816. /**
  50817. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50818. */
  50819. protected _invertNormalMapX: boolean;
  50820. /**
  50821. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50822. */
  50823. protected _invertNormalMapY: boolean;
  50824. /**
  50825. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50826. */
  50827. protected _twoSidedLighting: boolean;
  50828. /**
  50829. * Defines the alpha limits in alpha test mode.
  50830. */
  50831. protected _alphaCutOff: number;
  50832. /**
  50833. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50834. */
  50835. protected _forceAlphaTest: boolean;
  50836. /**
  50837. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50838. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50839. */
  50840. protected _useAlphaFresnel: boolean;
  50841. /**
  50842. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50843. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50844. */
  50845. protected _useLinearAlphaFresnel: boolean;
  50846. /**
  50847. * The transparency mode of the material.
  50848. */
  50849. protected _transparencyMode: Nullable<number>;
  50850. /**
  50851. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50852. * from cos thetav and roughness:
  50853. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50854. */
  50855. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50856. /**
  50857. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50858. */
  50859. protected _forceIrradianceInFragment: boolean;
  50860. /**
  50861. * Force normal to face away from face.
  50862. */
  50863. protected _forceNormalForward: boolean;
  50864. /**
  50865. * Enables specular anti aliasing in the PBR shader.
  50866. * It will both interacts on the Geometry for analytical and IBL lighting.
  50867. * It also prefilter the roughness map based on the bump values.
  50868. */
  50869. protected _enableSpecularAntiAliasing: boolean;
  50870. /**
  50871. * Default configuration related to image processing available in the PBR Material.
  50872. */
  50873. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50874. /**
  50875. * Keep track of the image processing observer to allow dispose and replace.
  50876. */
  50877. private _imageProcessingObserver;
  50878. /**
  50879. * Attaches a new image processing configuration to the PBR Material.
  50880. * @param configuration
  50881. */
  50882. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50883. /**
  50884. * Stores the available render targets.
  50885. */
  50886. private _renderTargets;
  50887. /**
  50888. * Sets the global ambient color for the material used in lighting calculations.
  50889. */
  50890. private _globalAmbientColor;
  50891. /**
  50892. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50893. */
  50894. private _useLogarithmicDepth;
  50895. /**
  50896. * If set to true, no lighting calculations will be applied.
  50897. */
  50898. private _unlit;
  50899. private _debugMode;
  50900. /**
  50901. * @hidden
  50902. * This is reserved for the inspector.
  50903. * Defines the material debug mode.
  50904. * It helps seeing only some components of the material while troubleshooting.
  50905. */
  50906. debugMode: number;
  50907. /**
  50908. * @hidden
  50909. * This is reserved for the inspector.
  50910. * Specify from where on screen the debug mode should start.
  50911. * The value goes from -1 (full screen) to 1 (not visible)
  50912. * It helps with side by side comparison against the final render
  50913. * This defaults to -1
  50914. */
  50915. private debugLimit;
  50916. /**
  50917. * @hidden
  50918. * This is reserved for the inspector.
  50919. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50920. * You can use the factor to better multiply the final value.
  50921. */
  50922. private debugFactor;
  50923. /**
  50924. * Defines the clear coat layer parameters for the material.
  50925. */
  50926. readonly clearCoat: PBRClearCoatConfiguration;
  50927. /**
  50928. * Defines the anisotropic parameters for the material.
  50929. */
  50930. readonly anisotropy: PBRAnisotropicConfiguration;
  50931. /**
  50932. * Defines the BRDF parameters for the material.
  50933. */
  50934. readonly brdf: PBRBRDFConfiguration;
  50935. /**
  50936. * Defines the Sheen parameters for the material.
  50937. */
  50938. readonly sheen: PBRSheenConfiguration;
  50939. /**
  50940. * Defines the SubSurface parameters for the material.
  50941. */
  50942. readonly subSurface: PBRSubSurfaceConfiguration;
  50943. /**
  50944. * Custom callback helping to override the default shader used in the material.
  50945. */
  50946. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50947. protected _rebuildInParallel: boolean;
  50948. /**
  50949. * Instantiates a new PBRMaterial instance.
  50950. *
  50951. * @param name The material name
  50952. * @param scene The scene the material will be use in.
  50953. */
  50954. constructor(name: string, scene: Scene);
  50955. /**
  50956. * Gets a boolean indicating that current material needs to register RTT
  50957. */
  50958. readonly hasRenderTargetTextures: boolean;
  50959. /**
  50960. * Gets the name of the material class.
  50961. */
  50962. getClassName(): string;
  50963. /**
  50964. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50965. */
  50966. /**
  50967. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50968. */
  50969. useLogarithmicDepth: boolean;
  50970. /**
  50971. * Gets the current transparency mode.
  50972. */
  50973. /**
  50974. * Sets the transparency mode of the material.
  50975. *
  50976. * | Value | Type | Description |
  50977. * | ----- | ----------------------------------- | ----------- |
  50978. * | 0 | OPAQUE | |
  50979. * | 1 | ALPHATEST | |
  50980. * | 2 | ALPHABLEND | |
  50981. * | 3 | ALPHATESTANDBLEND | |
  50982. *
  50983. */
  50984. transparencyMode: Nullable<number>;
  50985. /**
  50986. * Returns true if alpha blending should be disabled.
  50987. */
  50988. private readonly _disableAlphaBlending;
  50989. /**
  50990. * Specifies whether or not this material should be rendered in alpha blend mode.
  50991. */
  50992. needAlphaBlending(): boolean;
  50993. /**
  50994. * Specifies if the mesh will require alpha blending.
  50995. * @param mesh - BJS mesh.
  50996. */
  50997. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50998. /**
  50999. * Specifies whether or not this material should be rendered in alpha test mode.
  51000. */
  51001. needAlphaTesting(): boolean;
  51002. /**
  51003. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  51004. */
  51005. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  51006. /**
  51007. * Gets the texture used for the alpha test.
  51008. */
  51009. getAlphaTestTexture(): Nullable<BaseTexture>;
  51010. /**
  51011. * Specifies that the submesh is ready to be used.
  51012. * @param mesh - BJS mesh.
  51013. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  51014. * @param useInstances - Specifies that instances should be used.
  51015. * @returns - boolean indicating that the submesh is ready or not.
  51016. */
  51017. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  51018. /**
  51019. * Specifies if the material uses metallic roughness workflow.
  51020. * @returns boolean specifiying if the material uses metallic roughness workflow.
  51021. */
  51022. isMetallicWorkflow(): boolean;
  51023. private _prepareEffect;
  51024. private _prepareDefines;
  51025. /**
  51026. * Force shader compilation
  51027. */
  51028. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  51029. /**
  51030. * Initializes the uniform buffer layout for the shader.
  51031. */
  51032. buildUniformLayout(): void;
  51033. /**
  51034. * Unbinds the material from the mesh
  51035. */
  51036. unbind(): void;
  51037. /**
  51038. * Binds the submesh data.
  51039. * @param world - The world matrix.
  51040. * @param mesh - The BJS mesh.
  51041. * @param subMesh - A submesh of the BJS mesh.
  51042. */
  51043. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  51044. /**
  51045. * Returns the animatable textures.
  51046. * @returns - Array of animatable textures.
  51047. */
  51048. getAnimatables(): IAnimatable[];
  51049. /**
  51050. * Returns the texture used for reflections.
  51051. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  51052. */
  51053. private _getReflectionTexture;
  51054. /**
  51055. * Returns an array of the actively used textures.
  51056. * @returns - Array of BaseTextures
  51057. */
  51058. getActiveTextures(): BaseTexture[];
  51059. /**
  51060. * Checks to see if a texture is used in the material.
  51061. * @param texture - Base texture to use.
  51062. * @returns - Boolean specifying if a texture is used in the material.
  51063. */
  51064. hasTexture(texture: BaseTexture): boolean;
  51065. /**
  51066. * Disposes the resources of the material.
  51067. * @param forceDisposeEffect - Forces the disposal of effects.
  51068. * @param forceDisposeTextures - Forces the disposal of all textures.
  51069. */
  51070. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  51071. }
  51072. }
  51073. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  51074. import { Nullable } from "babylonjs/types";
  51075. import { Scene } from "babylonjs/scene";
  51076. import { Color3 } from "babylonjs/Maths/math.color";
  51077. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  51078. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  51079. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51080. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  51081. /**
  51082. * The Physically based material of BJS.
  51083. *
  51084. * This offers the main features of a standard PBR material.
  51085. * For more information, please refer to the documentation :
  51086. * https://doc.babylonjs.com/how_to/physically_based_rendering
  51087. */
  51088. export class PBRMaterial extends PBRBaseMaterial {
  51089. /**
  51090. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  51091. */
  51092. static readonly PBRMATERIAL_OPAQUE: number;
  51093. /**
  51094. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  51095. */
  51096. static readonly PBRMATERIAL_ALPHATEST: number;
  51097. /**
  51098. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  51099. */
  51100. static readonly PBRMATERIAL_ALPHABLEND: number;
  51101. /**
  51102. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  51103. * They are also discarded below the alpha cutoff threshold to improve performances.
  51104. */
  51105. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  51106. /**
  51107. * Defines the default value of how much AO map is occluding the analytical lights
  51108. * (point spot...).
  51109. */
  51110. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  51111. /**
  51112. * Intensity of the direct lights e.g. the four lights available in your scene.
  51113. * This impacts both the direct diffuse and specular highlights.
  51114. */
  51115. directIntensity: number;
  51116. /**
  51117. * Intensity of the emissive part of the material.
  51118. * This helps controlling the emissive effect without modifying the emissive color.
  51119. */
  51120. emissiveIntensity: number;
  51121. /**
  51122. * Intensity of the environment e.g. how much the environment will light the object
  51123. * either through harmonics for rough material or through the refelction for shiny ones.
  51124. */
  51125. environmentIntensity: number;
  51126. /**
  51127. * This is a special control allowing the reduction of the specular highlights coming from the
  51128. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  51129. */
  51130. specularIntensity: number;
  51131. /**
  51132. * Debug Control allowing disabling the bump map on this material.
  51133. */
  51134. disableBumpMap: boolean;
  51135. /**
  51136. * AKA Diffuse Texture in standard nomenclature.
  51137. */
  51138. albedoTexture: BaseTexture;
  51139. /**
  51140. * AKA Occlusion Texture in other nomenclature.
  51141. */
  51142. ambientTexture: BaseTexture;
  51143. /**
  51144. * AKA Occlusion Texture Intensity in other nomenclature.
  51145. */
  51146. ambientTextureStrength: number;
  51147. /**
  51148. * Defines how much the AO map is occluding the analytical lights (point spot...).
  51149. * 1 means it completely occludes it
  51150. * 0 mean it has no impact
  51151. */
  51152. ambientTextureImpactOnAnalyticalLights: number;
  51153. /**
  51154. * Stores the alpha values in a texture.
  51155. */
  51156. opacityTexture: BaseTexture;
  51157. /**
  51158. * Stores the reflection values in a texture.
  51159. */
  51160. reflectionTexture: Nullable<BaseTexture>;
  51161. /**
  51162. * Stores the emissive values in a texture.
  51163. */
  51164. emissiveTexture: BaseTexture;
  51165. /**
  51166. * AKA Specular texture in other nomenclature.
  51167. */
  51168. reflectivityTexture: BaseTexture;
  51169. /**
  51170. * Used to switch from specular/glossiness to metallic/roughness workflow.
  51171. */
  51172. metallicTexture: BaseTexture;
  51173. /**
  51174. * Specifies the metallic scalar of the metallic/roughness workflow.
  51175. * Can also be used to scale the metalness values of the metallic texture.
  51176. */
  51177. metallic: Nullable<number>;
  51178. /**
  51179. * Specifies the roughness scalar of the metallic/roughness workflow.
  51180. * Can also be used to scale the roughness values of the metallic texture.
  51181. */
  51182. roughness: Nullable<number>;
  51183. /**
  51184. * Specifies the an F0 factor to help configuring the material F0.
  51185. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  51186. * to 0.5 the previously hard coded value stays the same.
  51187. * Can also be used to scale the F0 values of the metallic texture.
  51188. */
  51189. metallicF0Factor: number;
  51190. /**
  51191. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  51192. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  51193. * your expectation as it multiplies with the texture data.
  51194. */
  51195. useMetallicF0FactorFromMetallicTexture: boolean;
  51196. /**
  51197. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  51198. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  51199. */
  51200. microSurfaceTexture: BaseTexture;
  51201. /**
  51202. * Stores surface normal data used to displace a mesh in a texture.
  51203. */
  51204. bumpTexture: BaseTexture;
  51205. /**
  51206. * Stores the pre-calculated light information of a mesh in a texture.
  51207. */
  51208. lightmapTexture: BaseTexture;
  51209. /**
  51210. * Stores the refracted light information in a texture.
  51211. */
  51212. refractionTexture: Nullable<BaseTexture>;
  51213. /**
  51214. * The color of a material in ambient lighting.
  51215. */
  51216. ambientColor: Color3;
  51217. /**
  51218. * AKA Diffuse Color in other nomenclature.
  51219. */
  51220. albedoColor: Color3;
  51221. /**
  51222. * AKA Specular Color in other nomenclature.
  51223. */
  51224. reflectivityColor: Color3;
  51225. /**
  51226. * The color reflected from the material.
  51227. */
  51228. reflectionColor: Color3;
  51229. /**
  51230. * The color emitted from the material.
  51231. */
  51232. emissiveColor: Color3;
  51233. /**
  51234. * AKA Glossiness in other nomenclature.
  51235. */
  51236. microSurface: number;
  51237. /**
  51238. * source material index of refraction (IOR)' / 'destination material IOR.
  51239. */
  51240. indexOfRefraction: number;
  51241. /**
  51242. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  51243. */
  51244. invertRefractionY: boolean;
  51245. /**
  51246. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  51247. * Materials half opaque for instance using refraction could benefit from this control.
  51248. */
  51249. linkRefractionWithTransparency: boolean;
  51250. /**
  51251. * If true, the light map contains occlusion information instead of lighting info.
  51252. */
  51253. useLightmapAsShadowmap: boolean;
  51254. /**
  51255. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  51256. */
  51257. useAlphaFromAlbedoTexture: boolean;
  51258. /**
  51259. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  51260. */
  51261. forceAlphaTest: boolean;
  51262. /**
  51263. * Defines the alpha limits in alpha test mode.
  51264. */
  51265. alphaCutOff: number;
  51266. /**
  51267. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  51268. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  51269. */
  51270. useSpecularOverAlpha: boolean;
  51271. /**
  51272. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  51273. */
  51274. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  51275. /**
  51276. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  51277. */
  51278. useRoughnessFromMetallicTextureAlpha: boolean;
  51279. /**
  51280. * Specifies if the metallic texture contains the roughness information in its green channel.
  51281. */
  51282. useRoughnessFromMetallicTextureGreen: boolean;
  51283. /**
  51284. * Specifies if the metallic texture contains the metallness information in its blue channel.
  51285. */
  51286. useMetallnessFromMetallicTextureBlue: boolean;
  51287. /**
  51288. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  51289. */
  51290. useAmbientOcclusionFromMetallicTextureRed: boolean;
  51291. /**
  51292. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  51293. */
  51294. useAmbientInGrayScale: boolean;
  51295. /**
  51296. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  51297. * The material will try to infer what glossiness each pixel should be.
  51298. */
  51299. useAutoMicroSurfaceFromReflectivityMap: boolean;
  51300. /**
  51301. * BJS is using an harcoded light falloff based on a manually sets up range.
  51302. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51303. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51304. */
  51305. /**
  51306. * BJS is using an harcoded light falloff based on a manually sets up range.
  51307. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51308. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51309. */
  51310. usePhysicalLightFalloff: boolean;
  51311. /**
  51312. * In order to support the falloff compatibility with gltf, a special mode has been added
  51313. * to reproduce the gltf light falloff.
  51314. */
  51315. /**
  51316. * In order to support the falloff compatibility with gltf, a special mode has been added
  51317. * to reproduce the gltf light falloff.
  51318. */
  51319. useGLTFLightFalloff: boolean;
  51320. /**
  51321. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  51322. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  51323. */
  51324. useRadianceOverAlpha: boolean;
  51325. /**
  51326. * Allows using an object space normal map (instead of tangent space).
  51327. */
  51328. useObjectSpaceNormalMap: boolean;
  51329. /**
  51330. * Allows using the bump map in parallax mode.
  51331. */
  51332. useParallax: boolean;
  51333. /**
  51334. * Allows using the bump map in parallax occlusion mode.
  51335. */
  51336. useParallaxOcclusion: boolean;
  51337. /**
  51338. * Controls the scale bias of the parallax mode.
  51339. */
  51340. parallaxScaleBias: number;
  51341. /**
  51342. * If sets to true, disables all the lights affecting the material.
  51343. */
  51344. disableLighting: boolean;
  51345. /**
  51346. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  51347. */
  51348. forceIrradianceInFragment: boolean;
  51349. /**
  51350. * Number of Simultaneous lights allowed on the material.
  51351. */
  51352. maxSimultaneousLights: number;
  51353. /**
  51354. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51355. */
  51356. invertNormalMapX: boolean;
  51357. /**
  51358. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51359. */
  51360. invertNormalMapY: boolean;
  51361. /**
  51362. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51363. */
  51364. twoSidedLighting: boolean;
  51365. /**
  51366. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51367. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  51368. */
  51369. useAlphaFresnel: boolean;
  51370. /**
  51371. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51372. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  51373. */
  51374. useLinearAlphaFresnel: boolean;
  51375. /**
  51376. * Let user defines the brdf lookup texture used for IBL.
  51377. * A default 8bit version is embedded but you could point at :
  51378. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  51379. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  51380. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  51381. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  51382. */
  51383. environmentBRDFTexture: Nullable<BaseTexture>;
  51384. /**
  51385. * Force normal to face away from face.
  51386. */
  51387. forceNormalForward: boolean;
  51388. /**
  51389. * Enables specular anti aliasing in the PBR shader.
  51390. * It will both interacts on the Geometry for analytical and IBL lighting.
  51391. * It also prefilter the roughness map based on the bump values.
  51392. */
  51393. enableSpecularAntiAliasing: boolean;
  51394. /**
  51395. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  51396. * makes the reflect vector face the model (under horizon).
  51397. */
  51398. useHorizonOcclusion: boolean;
  51399. /**
  51400. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  51401. * too much the area relying on ambient texture to define their ambient occlusion.
  51402. */
  51403. useRadianceOcclusion: boolean;
  51404. /**
  51405. * If set to true, no lighting calculations will be applied.
  51406. */
  51407. unlit: boolean;
  51408. /**
  51409. * Gets the image processing configuration used either in this material.
  51410. */
  51411. /**
  51412. * Sets the Default image processing configuration used either in the this material.
  51413. *
  51414. * If sets to null, the scene one is in use.
  51415. */
  51416. imageProcessingConfiguration: ImageProcessingConfiguration;
  51417. /**
  51418. * Gets wether the color curves effect is enabled.
  51419. */
  51420. /**
  51421. * Sets wether the color curves effect is enabled.
  51422. */
  51423. cameraColorCurvesEnabled: boolean;
  51424. /**
  51425. * Gets wether the color grading effect is enabled.
  51426. */
  51427. /**
  51428. * Gets wether the color grading effect is enabled.
  51429. */
  51430. cameraColorGradingEnabled: boolean;
  51431. /**
  51432. * Gets wether tonemapping is enabled or not.
  51433. */
  51434. /**
  51435. * Sets wether tonemapping is enabled or not
  51436. */
  51437. cameraToneMappingEnabled: boolean;
  51438. /**
  51439. * The camera exposure used on this material.
  51440. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51441. * This corresponds to a photographic exposure.
  51442. */
  51443. /**
  51444. * The camera exposure used on this material.
  51445. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51446. * This corresponds to a photographic exposure.
  51447. */
  51448. cameraExposure: number;
  51449. /**
  51450. * Gets The camera contrast used on this material.
  51451. */
  51452. /**
  51453. * Sets The camera contrast used on this material.
  51454. */
  51455. cameraContrast: number;
  51456. /**
  51457. * Gets the Color Grading 2D Lookup Texture.
  51458. */
  51459. /**
  51460. * Sets the Color Grading 2D Lookup Texture.
  51461. */
  51462. cameraColorGradingTexture: Nullable<BaseTexture>;
  51463. /**
  51464. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51465. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51466. * 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;
  51467. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51468. */
  51469. /**
  51470. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51471. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51472. * 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;
  51473. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51474. */
  51475. cameraColorCurves: Nullable<ColorCurves>;
  51476. /**
  51477. * Instantiates a new PBRMaterial instance.
  51478. *
  51479. * @param name The material name
  51480. * @param scene The scene the material will be use in.
  51481. */
  51482. constructor(name: string, scene: Scene);
  51483. /**
  51484. * Returns the name of this material class.
  51485. */
  51486. getClassName(): string;
  51487. /**
  51488. * Makes a duplicate of the current material.
  51489. * @param name - name to use for the new material.
  51490. */
  51491. clone(name: string): PBRMaterial;
  51492. /**
  51493. * Serializes this PBR Material.
  51494. * @returns - An object with the serialized material.
  51495. */
  51496. serialize(): any;
  51497. /**
  51498. * Parses a PBR Material from a serialized object.
  51499. * @param source - Serialized object.
  51500. * @param scene - BJS scene instance.
  51501. * @param rootUrl - url for the scene object
  51502. * @returns - PBRMaterial
  51503. */
  51504. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  51505. }
  51506. }
  51507. declare module "babylonjs/Misc/dds" {
  51508. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  51509. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51510. import { Nullable } from "babylonjs/types";
  51511. import { Scene } from "babylonjs/scene";
  51512. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  51513. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  51514. /**
  51515. * Direct draw surface info
  51516. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  51517. */
  51518. export interface DDSInfo {
  51519. /**
  51520. * Width of the texture
  51521. */
  51522. width: number;
  51523. /**
  51524. * Width of the texture
  51525. */
  51526. height: number;
  51527. /**
  51528. * Number of Mipmaps for the texture
  51529. * @see https://en.wikipedia.org/wiki/Mipmap
  51530. */
  51531. mipmapCount: number;
  51532. /**
  51533. * If the textures format is a known fourCC format
  51534. * @see https://www.fourcc.org/
  51535. */
  51536. isFourCC: boolean;
  51537. /**
  51538. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  51539. */
  51540. isRGB: boolean;
  51541. /**
  51542. * If the texture is a lumincance format
  51543. */
  51544. isLuminance: boolean;
  51545. /**
  51546. * If this is a cube texture
  51547. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  51548. */
  51549. isCube: boolean;
  51550. /**
  51551. * If the texture is a compressed format eg. FOURCC_DXT1
  51552. */
  51553. isCompressed: boolean;
  51554. /**
  51555. * The dxgiFormat of the texture
  51556. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51557. */
  51558. dxgiFormat: number;
  51559. /**
  51560. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51561. */
  51562. textureType: number;
  51563. /**
  51564. * Sphericle polynomial created for the dds texture
  51565. */
  51566. sphericalPolynomial?: SphericalPolynomial;
  51567. }
  51568. /**
  51569. * Class used to provide DDS decompression tools
  51570. */
  51571. export class DDSTools {
  51572. /**
  51573. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51574. */
  51575. static StoreLODInAlphaChannel: boolean;
  51576. /**
  51577. * Gets DDS information from an array buffer
  51578. * @param arrayBuffer defines the array buffer to read data from
  51579. * @returns the DDS information
  51580. */
  51581. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51582. private static _FloatView;
  51583. private static _Int32View;
  51584. private static _ToHalfFloat;
  51585. private static _FromHalfFloat;
  51586. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51587. private static _GetHalfFloatRGBAArrayBuffer;
  51588. private static _GetFloatRGBAArrayBuffer;
  51589. private static _GetFloatAsUIntRGBAArrayBuffer;
  51590. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51591. private static _GetRGBAArrayBuffer;
  51592. private static _ExtractLongWordOrder;
  51593. private static _GetRGBArrayBuffer;
  51594. private static _GetLuminanceArrayBuffer;
  51595. /**
  51596. * Uploads DDS Levels to a Babylon Texture
  51597. * @hidden
  51598. */
  51599. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51600. }
  51601. module "babylonjs/Engines/thinEngine" {
  51602. interface ThinEngine {
  51603. /**
  51604. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51605. * @param rootUrl defines the url where the file to load is located
  51606. * @param scene defines the current scene
  51607. * @param lodScale defines scale to apply to the mip map selection
  51608. * @param lodOffset defines offset to apply to the mip map selection
  51609. * @param onLoad defines an optional callback raised when the texture is loaded
  51610. * @param onError defines an optional callback raised if there is an issue to load the texture
  51611. * @param format defines the format of the data
  51612. * @param forcedExtension defines the extension to use to pick the right loader
  51613. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51614. * @returns the cube texture as an InternalTexture
  51615. */
  51616. 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;
  51617. }
  51618. }
  51619. }
  51620. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51621. import { Nullable } from "babylonjs/types";
  51622. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51623. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51624. /**
  51625. * Implementation of the DDS Texture Loader.
  51626. * @hidden
  51627. */
  51628. export class _DDSTextureLoader implements IInternalTextureLoader {
  51629. /**
  51630. * Defines wether the loader supports cascade loading the different faces.
  51631. */
  51632. readonly supportCascades: boolean;
  51633. /**
  51634. * This returns if the loader support the current file information.
  51635. * @param extension defines the file extension of the file being loaded
  51636. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51637. * @param fallback defines the fallback internal texture if any
  51638. * @param isBase64 defines whether the texture is encoded as a base64
  51639. * @param isBuffer defines whether the texture data are stored as a buffer
  51640. * @returns true if the loader can load the specified file
  51641. */
  51642. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51643. /**
  51644. * Transform the url before loading if required.
  51645. * @param rootUrl the url of the texture
  51646. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51647. * @returns the transformed texture
  51648. */
  51649. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51650. /**
  51651. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51652. * @param rootUrl the url of the texture
  51653. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51654. * @returns the fallback texture
  51655. */
  51656. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51657. /**
  51658. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51659. * @param data contains the texture data
  51660. * @param texture defines the BabylonJS internal texture
  51661. * @param createPolynomials will be true if polynomials have been requested
  51662. * @param onLoad defines the callback to trigger once the texture is ready
  51663. * @param onError defines the callback to trigger in case of error
  51664. */
  51665. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51666. /**
  51667. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51668. * @param data contains the texture data
  51669. * @param texture defines the BabylonJS internal texture
  51670. * @param callback defines the method to call once ready to upload
  51671. */
  51672. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51673. }
  51674. }
  51675. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51676. import { Nullable } from "babylonjs/types";
  51677. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51678. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51679. /**
  51680. * Implementation of the ENV Texture Loader.
  51681. * @hidden
  51682. */
  51683. export class _ENVTextureLoader implements IInternalTextureLoader {
  51684. /**
  51685. * Defines wether the loader supports cascade loading the different faces.
  51686. */
  51687. readonly supportCascades: boolean;
  51688. /**
  51689. * This returns if the loader support the current file information.
  51690. * @param extension defines the file extension of the file being loaded
  51691. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51692. * @param fallback defines the fallback internal texture if any
  51693. * @param isBase64 defines whether the texture is encoded as a base64
  51694. * @param isBuffer defines whether the texture data are stored as a buffer
  51695. * @returns true if the loader can load the specified file
  51696. */
  51697. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51698. /**
  51699. * Transform the url before loading if required.
  51700. * @param rootUrl the url of the texture
  51701. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51702. * @returns the transformed texture
  51703. */
  51704. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51705. /**
  51706. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51707. * @param rootUrl the url of the texture
  51708. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51709. * @returns the fallback texture
  51710. */
  51711. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51712. /**
  51713. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51714. * @param data contains the texture data
  51715. * @param texture defines the BabylonJS internal texture
  51716. * @param createPolynomials will be true if polynomials have been requested
  51717. * @param onLoad defines the callback to trigger once the texture is ready
  51718. * @param onError defines the callback to trigger in case of error
  51719. */
  51720. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51721. /**
  51722. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51723. * @param data contains the texture data
  51724. * @param texture defines the BabylonJS internal texture
  51725. * @param callback defines the method to call once ready to upload
  51726. */
  51727. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51728. }
  51729. }
  51730. declare module "babylonjs/Misc/khronosTextureContainer" {
  51731. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51732. /**
  51733. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51734. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51735. */
  51736. export class KhronosTextureContainer {
  51737. /** contents of the KTX container file */
  51738. arrayBuffer: any;
  51739. private static HEADER_LEN;
  51740. private static COMPRESSED_2D;
  51741. private static COMPRESSED_3D;
  51742. private static TEX_2D;
  51743. private static TEX_3D;
  51744. /**
  51745. * Gets the openGL type
  51746. */
  51747. glType: number;
  51748. /**
  51749. * Gets the openGL type size
  51750. */
  51751. glTypeSize: number;
  51752. /**
  51753. * Gets the openGL format
  51754. */
  51755. glFormat: number;
  51756. /**
  51757. * Gets the openGL internal format
  51758. */
  51759. glInternalFormat: number;
  51760. /**
  51761. * Gets the base internal format
  51762. */
  51763. glBaseInternalFormat: number;
  51764. /**
  51765. * Gets image width in pixel
  51766. */
  51767. pixelWidth: number;
  51768. /**
  51769. * Gets image height in pixel
  51770. */
  51771. pixelHeight: number;
  51772. /**
  51773. * Gets image depth in pixels
  51774. */
  51775. pixelDepth: number;
  51776. /**
  51777. * Gets the number of array elements
  51778. */
  51779. numberOfArrayElements: number;
  51780. /**
  51781. * Gets the number of faces
  51782. */
  51783. numberOfFaces: number;
  51784. /**
  51785. * Gets the number of mipmap levels
  51786. */
  51787. numberOfMipmapLevels: number;
  51788. /**
  51789. * Gets the bytes of key value data
  51790. */
  51791. bytesOfKeyValueData: number;
  51792. /**
  51793. * Gets the load type
  51794. */
  51795. loadType: number;
  51796. /**
  51797. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51798. */
  51799. isInvalid: boolean;
  51800. /**
  51801. * Creates a new KhronosTextureContainer
  51802. * @param arrayBuffer contents of the KTX container file
  51803. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51804. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51805. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51806. */
  51807. constructor(
  51808. /** contents of the KTX container file */
  51809. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51810. /**
  51811. * Uploads KTX content to a Babylon Texture.
  51812. * It is assumed that the texture has already been created & is currently bound
  51813. * @hidden
  51814. */
  51815. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51816. private _upload2DCompressedLevels;
  51817. }
  51818. }
  51819. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51820. import { Nullable } from "babylonjs/types";
  51821. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51822. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51823. /**
  51824. * Implementation of the KTX Texture Loader.
  51825. * @hidden
  51826. */
  51827. export class _KTXTextureLoader implements IInternalTextureLoader {
  51828. /**
  51829. * Defines wether the loader supports cascade loading the different faces.
  51830. */
  51831. readonly supportCascades: boolean;
  51832. /**
  51833. * This returns if the loader support the current file information.
  51834. * @param extension defines the file extension of the file being loaded
  51835. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51836. * @param fallback defines the fallback internal texture if any
  51837. * @param isBase64 defines whether the texture is encoded as a base64
  51838. * @param isBuffer defines whether the texture data are stored as a buffer
  51839. * @returns true if the loader can load the specified file
  51840. */
  51841. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51842. /**
  51843. * Transform the url before loading if required.
  51844. * @param rootUrl the url of the texture
  51845. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51846. * @returns the transformed texture
  51847. */
  51848. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51849. /**
  51850. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51851. * @param rootUrl the url of the texture
  51852. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51853. * @returns the fallback texture
  51854. */
  51855. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51856. /**
  51857. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51858. * @param data contains the texture data
  51859. * @param texture defines the BabylonJS internal texture
  51860. * @param createPolynomials will be true if polynomials have been requested
  51861. * @param onLoad defines the callback to trigger once the texture is ready
  51862. * @param onError defines the callback to trigger in case of error
  51863. */
  51864. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51865. /**
  51866. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51867. * @param data contains the texture data
  51868. * @param texture defines the BabylonJS internal texture
  51869. * @param callback defines the method to call once ready to upload
  51870. */
  51871. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51872. }
  51873. }
  51874. declare module "babylonjs/Helpers/sceneHelpers" {
  51875. import { Nullable } from "babylonjs/types";
  51876. import { Mesh } from "babylonjs/Meshes/mesh";
  51877. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51878. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51879. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51880. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51881. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51882. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51883. import "babylonjs/Meshes/Builders/boxBuilder";
  51884. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51885. /** @hidden */
  51886. export var _forceSceneHelpersToBundle: boolean;
  51887. module "babylonjs/scene" {
  51888. interface Scene {
  51889. /**
  51890. * Creates a default light for the scene.
  51891. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51892. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51893. */
  51894. createDefaultLight(replace?: boolean): void;
  51895. /**
  51896. * Creates a default camera for the scene.
  51897. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51898. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51899. * @param replace has default false, when true replaces the active camera in the scene
  51900. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51901. */
  51902. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51903. /**
  51904. * Creates a default camera and a default light.
  51905. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51906. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51907. * @param replace has the default false, when true replaces the active camera/light in the scene
  51908. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51909. */
  51910. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51911. /**
  51912. * Creates a new sky box
  51913. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51914. * @param environmentTexture defines the texture to use as environment texture
  51915. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51916. * @param scale defines the overall scale of the skybox
  51917. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51918. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51919. * @returns a new mesh holding the sky box
  51920. */
  51921. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51922. /**
  51923. * Creates a new environment
  51924. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51925. * @param options defines the options you can use to configure the environment
  51926. * @returns the new EnvironmentHelper
  51927. */
  51928. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51929. /**
  51930. * Creates a new VREXperienceHelper
  51931. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51932. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51933. * @returns a new VREXperienceHelper
  51934. */
  51935. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51936. /**
  51937. * Creates a new WebXRDefaultExperience
  51938. * @see http://doc.babylonjs.com/how_to/webxr
  51939. * @param options experience options
  51940. * @returns a promise for a new WebXRDefaultExperience
  51941. */
  51942. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51943. }
  51944. }
  51945. }
  51946. declare module "babylonjs/Helpers/videoDome" {
  51947. import { Scene } from "babylonjs/scene";
  51948. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51949. import { Mesh } from "babylonjs/Meshes/mesh";
  51950. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51951. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51952. import "babylonjs/Meshes/Builders/sphereBuilder";
  51953. /**
  51954. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51955. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51956. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51957. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51958. */
  51959. export class VideoDome extends TransformNode {
  51960. /**
  51961. * Define the video source as a Monoscopic panoramic 360 video.
  51962. */
  51963. static readonly MODE_MONOSCOPIC: number;
  51964. /**
  51965. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51966. */
  51967. static readonly MODE_TOPBOTTOM: number;
  51968. /**
  51969. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51970. */
  51971. static readonly MODE_SIDEBYSIDE: number;
  51972. private _halfDome;
  51973. private _useDirectMapping;
  51974. /**
  51975. * The video texture being displayed on the sphere
  51976. */
  51977. protected _videoTexture: VideoTexture;
  51978. /**
  51979. * Gets the video texture being displayed on the sphere
  51980. */
  51981. readonly videoTexture: VideoTexture;
  51982. /**
  51983. * The skybox material
  51984. */
  51985. protected _material: BackgroundMaterial;
  51986. /**
  51987. * The surface used for the skybox
  51988. */
  51989. protected _mesh: Mesh;
  51990. /**
  51991. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51992. */
  51993. private _halfDomeMask;
  51994. /**
  51995. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51996. * Also see the options.resolution property.
  51997. */
  51998. fovMultiplier: number;
  51999. private _videoMode;
  52000. /**
  52001. * Gets or set the current video mode for the video. It can be:
  52002. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  52003. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  52004. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  52005. */
  52006. videoMode: number;
  52007. /**
  52008. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  52009. *
  52010. */
  52011. /**
  52012. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  52013. */
  52014. halfDome: boolean;
  52015. /**
  52016. * Oberserver used in Stereoscopic VR Mode.
  52017. */
  52018. private _onBeforeCameraRenderObserver;
  52019. /**
  52020. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  52021. * @param name Element's name, child elements will append suffixes for their own names.
  52022. * @param urlsOrVideo defines the url(s) or the video element to use
  52023. * @param options An object containing optional or exposed sub element properties
  52024. */
  52025. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  52026. resolution?: number;
  52027. clickToPlay?: boolean;
  52028. autoPlay?: boolean;
  52029. loop?: boolean;
  52030. size?: number;
  52031. poster?: string;
  52032. faceForward?: boolean;
  52033. useDirectMapping?: boolean;
  52034. halfDomeMode?: boolean;
  52035. }, scene: Scene);
  52036. private _changeVideoMode;
  52037. /**
  52038. * Releases resources associated with this node.
  52039. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  52040. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  52041. */
  52042. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  52043. }
  52044. }
  52045. declare module "babylonjs/Helpers/index" {
  52046. export * from "babylonjs/Helpers/environmentHelper";
  52047. export * from "babylonjs/Helpers/photoDome";
  52048. export * from "babylonjs/Helpers/sceneHelpers";
  52049. export * from "babylonjs/Helpers/videoDome";
  52050. }
  52051. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  52052. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  52053. import { IDisposable } from "babylonjs/scene";
  52054. import { Engine } from "babylonjs/Engines/engine";
  52055. /**
  52056. * This class can be used to get instrumentation data from a Babylon engine
  52057. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  52058. */
  52059. export class EngineInstrumentation implements IDisposable {
  52060. /**
  52061. * Define the instrumented engine.
  52062. */
  52063. engine: Engine;
  52064. private _captureGPUFrameTime;
  52065. private _gpuFrameTimeToken;
  52066. private _gpuFrameTime;
  52067. private _captureShaderCompilationTime;
  52068. private _shaderCompilationTime;
  52069. private _onBeginFrameObserver;
  52070. private _onEndFrameObserver;
  52071. private _onBeforeShaderCompilationObserver;
  52072. private _onAfterShaderCompilationObserver;
  52073. /**
  52074. * Gets the perf counter used for GPU frame time
  52075. */
  52076. readonly gpuFrameTimeCounter: PerfCounter;
  52077. /**
  52078. * Gets the GPU frame time capture status
  52079. */
  52080. /**
  52081. * Enable or disable the GPU frame time capture
  52082. */
  52083. captureGPUFrameTime: boolean;
  52084. /**
  52085. * Gets the perf counter used for shader compilation time
  52086. */
  52087. readonly shaderCompilationTimeCounter: PerfCounter;
  52088. /**
  52089. * Gets the shader compilation time capture status
  52090. */
  52091. /**
  52092. * Enable or disable the shader compilation time capture
  52093. */
  52094. captureShaderCompilationTime: boolean;
  52095. /**
  52096. * Instantiates a new engine instrumentation.
  52097. * This class can be used to get instrumentation data from a Babylon engine
  52098. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  52099. * @param engine Defines the engine to instrument
  52100. */
  52101. constructor(
  52102. /**
  52103. * Define the instrumented engine.
  52104. */
  52105. engine: Engine);
  52106. /**
  52107. * Dispose and release associated resources.
  52108. */
  52109. dispose(): void;
  52110. }
  52111. }
  52112. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  52113. import { Scene, IDisposable } from "babylonjs/scene";
  52114. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  52115. /**
  52116. * This class can be used to get instrumentation data from a Babylon engine
  52117. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52118. */
  52119. export class SceneInstrumentation implements IDisposable {
  52120. /**
  52121. * Defines the scene to instrument
  52122. */
  52123. scene: Scene;
  52124. private _captureActiveMeshesEvaluationTime;
  52125. private _activeMeshesEvaluationTime;
  52126. private _captureRenderTargetsRenderTime;
  52127. private _renderTargetsRenderTime;
  52128. private _captureFrameTime;
  52129. private _frameTime;
  52130. private _captureRenderTime;
  52131. private _renderTime;
  52132. private _captureInterFrameTime;
  52133. private _interFrameTime;
  52134. private _captureParticlesRenderTime;
  52135. private _particlesRenderTime;
  52136. private _captureSpritesRenderTime;
  52137. private _spritesRenderTime;
  52138. private _capturePhysicsTime;
  52139. private _physicsTime;
  52140. private _captureAnimationsTime;
  52141. private _animationsTime;
  52142. private _captureCameraRenderTime;
  52143. private _cameraRenderTime;
  52144. private _onBeforeActiveMeshesEvaluationObserver;
  52145. private _onAfterActiveMeshesEvaluationObserver;
  52146. private _onBeforeRenderTargetsRenderObserver;
  52147. private _onAfterRenderTargetsRenderObserver;
  52148. private _onAfterRenderObserver;
  52149. private _onBeforeDrawPhaseObserver;
  52150. private _onAfterDrawPhaseObserver;
  52151. private _onBeforeAnimationsObserver;
  52152. private _onBeforeParticlesRenderingObserver;
  52153. private _onAfterParticlesRenderingObserver;
  52154. private _onBeforeSpritesRenderingObserver;
  52155. private _onAfterSpritesRenderingObserver;
  52156. private _onBeforePhysicsObserver;
  52157. private _onAfterPhysicsObserver;
  52158. private _onAfterAnimationsObserver;
  52159. private _onBeforeCameraRenderObserver;
  52160. private _onAfterCameraRenderObserver;
  52161. /**
  52162. * Gets the perf counter used for active meshes evaluation time
  52163. */
  52164. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  52165. /**
  52166. * Gets the active meshes evaluation time capture status
  52167. */
  52168. /**
  52169. * Enable or disable the active meshes evaluation time capture
  52170. */
  52171. captureActiveMeshesEvaluationTime: boolean;
  52172. /**
  52173. * Gets the perf counter used for render targets render time
  52174. */
  52175. readonly renderTargetsRenderTimeCounter: PerfCounter;
  52176. /**
  52177. * Gets the render targets render time capture status
  52178. */
  52179. /**
  52180. * Enable or disable the render targets render time capture
  52181. */
  52182. captureRenderTargetsRenderTime: boolean;
  52183. /**
  52184. * Gets the perf counter used for particles render time
  52185. */
  52186. readonly particlesRenderTimeCounter: PerfCounter;
  52187. /**
  52188. * Gets the particles render time capture status
  52189. */
  52190. /**
  52191. * Enable or disable the particles render time capture
  52192. */
  52193. captureParticlesRenderTime: boolean;
  52194. /**
  52195. * Gets the perf counter used for sprites render time
  52196. */
  52197. readonly spritesRenderTimeCounter: PerfCounter;
  52198. /**
  52199. * Gets the sprites render time capture status
  52200. */
  52201. /**
  52202. * Enable or disable the sprites render time capture
  52203. */
  52204. captureSpritesRenderTime: boolean;
  52205. /**
  52206. * Gets the perf counter used for physics time
  52207. */
  52208. readonly physicsTimeCounter: PerfCounter;
  52209. /**
  52210. * Gets the physics time capture status
  52211. */
  52212. /**
  52213. * Enable or disable the physics time capture
  52214. */
  52215. capturePhysicsTime: boolean;
  52216. /**
  52217. * Gets the perf counter used for animations time
  52218. */
  52219. readonly animationsTimeCounter: PerfCounter;
  52220. /**
  52221. * Gets the animations time capture status
  52222. */
  52223. /**
  52224. * Enable or disable the animations time capture
  52225. */
  52226. captureAnimationsTime: boolean;
  52227. /**
  52228. * Gets the perf counter used for frame time capture
  52229. */
  52230. readonly frameTimeCounter: PerfCounter;
  52231. /**
  52232. * Gets the frame time capture status
  52233. */
  52234. /**
  52235. * Enable or disable the frame time capture
  52236. */
  52237. captureFrameTime: boolean;
  52238. /**
  52239. * Gets the perf counter used for inter-frames time capture
  52240. */
  52241. readonly interFrameTimeCounter: PerfCounter;
  52242. /**
  52243. * Gets the inter-frames time capture status
  52244. */
  52245. /**
  52246. * Enable or disable the inter-frames time capture
  52247. */
  52248. captureInterFrameTime: boolean;
  52249. /**
  52250. * Gets the perf counter used for render time capture
  52251. */
  52252. readonly renderTimeCounter: PerfCounter;
  52253. /**
  52254. * Gets the render time capture status
  52255. */
  52256. /**
  52257. * Enable or disable the render time capture
  52258. */
  52259. captureRenderTime: boolean;
  52260. /**
  52261. * Gets the perf counter used for camera render time capture
  52262. */
  52263. readonly cameraRenderTimeCounter: PerfCounter;
  52264. /**
  52265. * Gets the camera render time capture status
  52266. */
  52267. /**
  52268. * Enable or disable the camera render time capture
  52269. */
  52270. captureCameraRenderTime: boolean;
  52271. /**
  52272. * Gets the perf counter used for draw calls
  52273. */
  52274. readonly drawCallsCounter: PerfCounter;
  52275. /**
  52276. * Instantiates a new scene instrumentation.
  52277. * This class can be used to get instrumentation data from a Babylon engine
  52278. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52279. * @param scene Defines the scene to instrument
  52280. */
  52281. constructor(
  52282. /**
  52283. * Defines the scene to instrument
  52284. */
  52285. scene: Scene);
  52286. /**
  52287. * Dispose and release associated resources.
  52288. */
  52289. dispose(): void;
  52290. }
  52291. }
  52292. declare module "babylonjs/Instrumentation/index" {
  52293. export * from "babylonjs/Instrumentation/engineInstrumentation";
  52294. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  52295. export * from "babylonjs/Instrumentation/timeToken";
  52296. }
  52297. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  52298. /** @hidden */
  52299. export var glowMapGenerationPixelShader: {
  52300. name: string;
  52301. shader: string;
  52302. };
  52303. }
  52304. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  52305. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  52306. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  52307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  52308. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  52309. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  52310. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  52311. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  52312. /** @hidden */
  52313. export var glowMapGenerationVertexShader: {
  52314. name: string;
  52315. shader: string;
  52316. };
  52317. }
  52318. declare module "babylonjs/Layers/effectLayer" {
  52319. import { Observable } from "babylonjs/Misc/observable";
  52320. import { Nullable } from "babylonjs/types";
  52321. import { Camera } from "babylonjs/Cameras/camera";
  52322. import { Scene } from "babylonjs/scene";
  52323. import { ISize } from "babylonjs/Maths/math.size";
  52324. import { Color4 } from "babylonjs/Maths/math.color";
  52325. import { Engine } from "babylonjs/Engines/engine";
  52326. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52327. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52328. import { Mesh } from "babylonjs/Meshes/mesh";
  52329. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  52330. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52331. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52332. import { Effect } from "babylonjs/Materials/effect";
  52333. import { Material } from "babylonjs/Materials/material";
  52334. import "babylonjs/Shaders/glowMapGeneration.fragment";
  52335. import "babylonjs/Shaders/glowMapGeneration.vertex";
  52336. /**
  52337. * Effect layer options. This helps customizing the behaviour
  52338. * of the effect layer.
  52339. */
  52340. export interface IEffectLayerOptions {
  52341. /**
  52342. * Multiplication factor apply to the canvas size to compute the render target size
  52343. * used to generated the objects (the smaller the faster).
  52344. */
  52345. mainTextureRatio: number;
  52346. /**
  52347. * Enforces a fixed size texture to ensure effect stability across devices.
  52348. */
  52349. mainTextureFixedSize?: number;
  52350. /**
  52351. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  52352. */
  52353. alphaBlendingMode: number;
  52354. /**
  52355. * The camera attached to the layer.
  52356. */
  52357. camera: Nullable<Camera>;
  52358. /**
  52359. * The rendering group to draw the layer in.
  52360. */
  52361. renderingGroupId: number;
  52362. }
  52363. /**
  52364. * The effect layer Helps adding post process effect blended with the main pass.
  52365. *
  52366. * This can be for instance use to generate glow or higlight effects on the scene.
  52367. *
  52368. * The effect layer class can not be used directly and is intented to inherited from to be
  52369. * customized per effects.
  52370. */
  52371. export abstract class EffectLayer {
  52372. private _vertexBuffers;
  52373. private _indexBuffer;
  52374. private _cachedDefines;
  52375. private _effectLayerMapGenerationEffect;
  52376. private _effectLayerOptions;
  52377. private _mergeEffect;
  52378. protected _scene: Scene;
  52379. protected _engine: Engine;
  52380. protected _maxSize: number;
  52381. protected _mainTextureDesiredSize: ISize;
  52382. protected _mainTexture: RenderTargetTexture;
  52383. protected _shouldRender: boolean;
  52384. protected _postProcesses: PostProcess[];
  52385. protected _textures: BaseTexture[];
  52386. protected _emissiveTextureAndColor: {
  52387. texture: Nullable<BaseTexture>;
  52388. color: Color4;
  52389. };
  52390. /**
  52391. * The name of the layer
  52392. */
  52393. name: string;
  52394. /**
  52395. * The clear color of the texture used to generate the glow map.
  52396. */
  52397. neutralColor: Color4;
  52398. /**
  52399. * Specifies wether the highlight layer is enabled or not.
  52400. */
  52401. isEnabled: boolean;
  52402. /**
  52403. * Gets the camera attached to the layer.
  52404. */
  52405. readonly camera: Nullable<Camera>;
  52406. /**
  52407. * Gets the rendering group id the layer should render in.
  52408. */
  52409. renderingGroupId: number;
  52410. /**
  52411. * An event triggered when the effect layer has been disposed.
  52412. */
  52413. onDisposeObservable: Observable<EffectLayer>;
  52414. /**
  52415. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  52416. */
  52417. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  52418. /**
  52419. * An event triggered when the generated texture is being merged in the scene.
  52420. */
  52421. onBeforeComposeObservable: Observable<EffectLayer>;
  52422. /**
  52423. * An event triggered when the mesh is rendered into the effect render target.
  52424. */
  52425. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  52426. /**
  52427. * An event triggered after the mesh has been rendered into the effect render target.
  52428. */
  52429. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  52430. /**
  52431. * An event triggered when the generated texture has been merged in the scene.
  52432. */
  52433. onAfterComposeObservable: Observable<EffectLayer>;
  52434. /**
  52435. * An event triggered when the efffect layer changes its size.
  52436. */
  52437. onSizeChangedObservable: Observable<EffectLayer>;
  52438. /** @hidden */
  52439. static _SceneComponentInitialization: (scene: Scene) => void;
  52440. /**
  52441. * Instantiates a new effect Layer and references it in the scene.
  52442. * @param name The name of the layer
  52443. * @param scene The scene to use the layer in
  52444. */
  52445. constructor(
  52446. /** The Friendly of the effect in the scene */
  52447. name: string, scene: Scene);
  52448. /**
  52449. * Get the effect name of the layer.
  52450. * @return The effect name
  52451. */
  52452. abstract getEffectName(): string;
  52453. /**
  52454. * Checks for the readiness of the element composing the layer.
  52455. * @param subMesh the mesh to check for
  52456. * @param useInstances specify wether or not to use instances to render the mesh
  52457. * @return true if ready otherwise, false
  52458. */
  52459. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52460. /**
  52461. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52462. * @returns true if the effect requires stencil during the main canvas render pass.
  52463. */
  52464. abstract needStencil(): boolean;
  52465. /**
  52466. * Create the merge effect. This is the shader use to blit the information back
  52467. * to the main canvas at the end of the scene rendering.
  52468. * @returns The effect containing the shader used to merge the effect on the main canvas
  52469. */
  52470. protected abstract _createMergeEffect(): Effect;
  52471. /**
  52472. * Creates the render target textures and post processes used in the effect layer.
  52473. */
  52474. protected abstract _createTextureAndPostProcesses(): void;
  52475. /**
  52476. * Implementation specific of rendering the generating effect on the main canvas.
  52477. * @param effect The effect used to render through
  52478. */
  52479. protected abstract _internalRender(effect: Effect): void;
  52480. /**
  52481. * Sets the required values for both the emissive texture and and the main color.
  52482. */
  52483. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52484. /**
  52485. * Free any resources and references associated to a mesh.
  52486. * Internal use
  52487. * @param mesh The mesh to free.
  52488. */
  52489. abstract _disposeMesh(mesh: Mesh): void;
  52490. /**
  52491. * Serializes this layer (Glow or Highlight for example)
  52492. * @returns a serialized layer object
  52493. */
  52494. abstract serialize?(): any;
  52495. /**
  52496. * Initializes the effect layer with the required options.
  52497. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52498. */
  52499. protected _init(options: Partial<IEffectLayerOptions>): void;
  52500. /**
  52501. * Generates the index buffer of the full screen quad blending to the main canvas.
  52502. */
  52503. private _generateIndexBuffer;
  52504. /**
  52505. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52506. */
  52507. private _generateVertexBuffer;
  52508. /**
  52509. * Sets the main texture desired size which is the closest power of two
  52510. * of the engine canvas size.
  52511. */
  52512. private _setMainTextureSize;
  52513. /**
  52514. * Creates the main texture for the effect layer.
  52515. */
  52516. protected _createMainTexture(): void;
  52517. /**
  52518. * Adds specific effects defines.
  52519. * @param defines The defines to add specifics to.
  52520. */
  52521. protected _addCustomEffectDefines(defines: string[]): void;
  52522. /**
  52523. * Checks for the readiness of the element composing the layer.
  52524. * @param subMesh the mesh to check for
  52525. * @param useInstances specify wether or not to use instances to render the mesh
  52526. * @param emissiveTexture the associated emissive texture used to generate the glow
  52527. * @return true if ready otherwise, false
  52528. */
  52529. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52530. /**
  52531. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52532. */
  52533. render(): void;
  52534. /**
  52535. * Determine if a given mesh will be used in the current effect.
  52536. * @param mesh mesh to test
  52537. * @returns true if the mesh will be used
  52538. */
  52539. hasMesh(mesh: AbstractMesh): boolean;
  52540. /**
  52541. * Returns true if the layer contains information to display, otherwise false.
  52542. * @returns true if the glow layer should be rendered
  52543. */
  52544. shouldRender(): boolean;
  52545. /**
  52546. * Returns true if the mesh should render, otherwise false.
  52547. * @param mesh The mesh to render
  52548. * @returns true if it should render otherwise false
  52549. */
  52550. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52551. /**
  52552. * Returns true if the mesh can be rendered, otherwise false.
  52553. * @param mesh The mesh to render
  52554. * @param material The material used on the mesh
  52555. * @returns true if it can be rendered otherwise false
  52556. */
  52557. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52558. /**
  52559. * Returns true if the mesh should render, otherwise false.
  52560. * @param mesh The mesh to render
  52561. * @returns true if it should render otherwise false
  52562. */
  52563. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52564. /**
  52565. * Renders the submesh passed in parameter to the generation map.
  52566. */
  52567. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52568. /**
  52569. * Defines wether the current material of the mesh should be use to render the effect.
  52570. * @param mesh defines the current mesh to render
  52571. */
  52572. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52573. /**
  52574. * Rebuild the required buffers.
  52575. * @hidden Internal use only.
  52576. */
  52577. _rebuild(): void;
  52578. /**
  52579. * Dispose only the render target textures and post process.
  52580. */
  52581. private _disposeTextureAndPostProcesses;
  52582. /**
  52583. * Dispose the highlight layer and free resources.
  52584. */
  52585. dispose(): void;
  52586. /**
  52587. * Gets the class name of the effect layer
  52588. * @returns the string with the class name of the effect layer
  52589. */
  52590. getClassName(): string;
  52591. /**
  52592. * Creates an effect layer from parsed effect layer data
  52593. * @param parsedEffectLayer defines effect layer data
  52594. * @param scene defines the current scene
  52595. * @param rootUrl defines the root URL containing the effect layer information
  52596. * @returns a parsed effect Layer
  52597. */
  52598. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52599. }
  52600. }
  52601. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52602. import { Scene } from "babylonjs/scene";
  52603. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52604. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52605. import { AbstractScene } from "babylonjs/abstractScene";
  52606. module "babylonjs/abstractScene" {
  52607. interface AbstractScene {
  52608. /**
  52609. * The list of effect layers (highlights/glow) added to the scene
  52610. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52611. * @see http://doc.babylonjs.com/how_to/glow_layer
  52612. */
  52613. effectLayers: Array<EffectLayer>;
  52614. /**
  52615. * Removes the given effect layer from this scene.
  52616. * @param toRemove defines the effect layer to remove
  52617. * @returns the index of the removed effect layer
  52618. */
  52619. removeEffectLayer(toRemove: EffectLayer): number;
  52620. /**
  52621. * Adds the given effect layer to this scene
  52622. * @param newEffectLayer defines the effect layer to add
  52623. */
  52624. addEffectLayer(newEffectLayer: EffectLayer): void;
  52625. }
  52626. }
  52627. /**
  52628. * Defines the layer scene component responsible to manage any effect layers
  52629. * in a given scene.
  52630. */
  52631. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52632. /**
  52633. * The component name helpfull to identify the component in the list of scene components.
  52634. */
  52635. readonly name: string;
  52636. /**
  52637. * The scene the component belongs to.
  52638. */
  52639. scene: Scene;
  52640. private _engine;
  52641. private _renderEffects;
  52642. private _needStencil;
  52643. private _previousStencilState;
  52644. /**
  52645. * Creates a new instance of the component for the given scene
  52646. * @param scene Defines the scene to register the component in
  52647. */
  52648. constructor(scene: Scene);
  52649. /**
  52650. * Registers the component in a given scene
  52651. */
  52652. register(): void;
  52653. /**
  52654. * Rebuilds the elements related to this component in case of
  52655. * context lost for instance.
  52656. */
  52657. rebuild(): void;
  52658. /**
  52659. * Serializes the component data to the specified json object
  52660. * @param serializationObject The object to serialize to
  52661. */
  52662. serialize(serializationObject: any): void;
  52663. /**
  52664. * Adds all the elements from the container to the scene
  52665. * @param container the container holding the elements
  52666. */
  52667. addFromContainer(container: AbstractScene): void;
  52668. /**
  52669. * Removes all the elements in the container from the scene
  52670. * @param container contains the elements to remove
  52671. * @param dispose if the removed element should be disposed (default: false)
  52672. */
  52673. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52674. /**
  52675. * Disposes the component and the associated ressources.
  52676. */
  52677. dispose(): void;
  52678. private _isReadyForMesh;
  52679. private _renderMainTexture;
  52680. private _setStencil;
  52681. private _setStencilBack;
  52682. private _draw;
  52683. private _drawCamera;
  52684. private _drawRenderingGroup;
  52685. }
  52686. }
  52687. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52688. /** @hidden */
  52689. export var glowMapMergePixelShader: {
  52690. name: string;
  52691. shader: string;
  52692. };
  52693. }
  52694. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52695. /** @hidden */
  52696. export var glowMapMergeVertexShader: {
  52697. name: string;
  52698. shader: string;
  52699. };
  52700. }
  52701. declare module "babylonjs/Layers/glowLayer" {
  52702. import { Nullable } from "babylonjs/types";
  52703. import { Camera } from "babylonjs/Cameras/camera";
  52704. import { Scene } from "babylonjs/scene";
  52705. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52706. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52707. import { Mesh } from "babylonjs/Meshes/mesh";
  52708. import { Texture } from "babylonjs/Materials/Textures/texture";
  52709. import { Effect } from "babylonjs/Materials/effect";
  52710. import { Material } from "babylonjs/Materials/material";
  52711. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52712. import { Color4 } from "babylonjs/Maths/math.color";
  52713. import "babylonjs/Shaders/glowMapMerge.fragment";
  52714. import "babylonjs/Shaders/glowMapMerge.vertex";
  52715. import "babylonjs/Layers/effectLayerSceneComponent";
  52716. module "babylonjs/abstractScene" {
  52717. interface AbstractScene {
  52718. /**
  52719. * Return a the first highlight layer of the scene with a given name.
  52720. * @param name The name of the highlight layer to look for.
  52721. * @return The highlight layer if found otherwise null.
  52722. */
  52723. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52724. }
  52725. }
  52726. /**
  52727. * Glow layer options. This helps customizing the behaviour
  52728. * of the glow layer.
  52729. */
  52730. export interface IGlowLayerOptions {
  52731. /**
  52732. * Multiplication factor apply to the canvas size to compute the render target size
  52733. * used to generated the glowing objects (the smaller the faster).
  52734. */
  52735. mainTextureRatio: number;
  52736. /**
  52737. * Enforces a fixed size texture to ensure resize independant blur.
  52738. */
  52739. mainTextureFixedSize?: number;
  52740. /**
  52741. * How big is the kernel of the blur texture.
  52742. */
  52743. blurKernelSize: number;
  52744. /**
  52745. * The camera attached to the layer.
  52746. */
  52747. camera: Nullable<Camera>;
  52748. /**
  52749. * Enable MSAA by chosing the number of samples.
  52750. */
  52751. mainTextureSamples?: number;
  52752. /**
  52753. * The rendering group to draw the layer in.
  52754. */
  52755. renderingGroupId: number;
  52756. }
  52757. /**
  52758. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52759. *
  52760. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52761. *
  52762. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52763. */
  52764. export class GlowLayer extends EffectLayer {
  52765. /**
  52766. * Effect Name of the layer.
  52767. */
  52768. static readonly EffectName: string;
  52769. /**
  52770. * The default blur kernel size used for the glow.
  52771. */
  52772. static DefaultBlurKernelSize: number;
  52773. /**
  52774. * The default texture size ratio used for the glow.
  52775. */
  52776. static DefaultTextureRatio: number;
  52777. /**
  52778. * Sets the kernel size of the blur.
  52779. */
  52780. /**
  52781. * Gets the kernel size of the blur.
  52782. */
  52783. blurKernelSize: number;
  52784. /**
  52785. * Sets the glow intensity.
  52786. */
  52787. /**
  52788. * Gets the glow intensity.
  52789. */
  52790. intensity: number;
  52791. private _options;
  52792. private _intensity;
  52793. private _horizontalBlurPostprocess1;
  52794. private _verticalBlurPostprocess1;
  52795. private _horizontalBlurPostprocess2;
  52796. private _verticalBlurPostprocess2;
  52797. private _blurTexture1;
  52798. private _blurTexture2;
  52799. private _postProcesses1;
  52800. private _postProcesses2;
  52801. private _includedOnlyMeshes;
  52802. private _excludedMeshes;
  52803. private _meshesUsingTheirOwnMaterials;
  52804. /**
  52805. * Callback used to let the user override the color selection on a per mesh basis
  52806. */
  52807. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52808. /**
  52809. * Callback used to let the user override the texture selection on a per mesh basis
  52810. */
  52811. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52812. /**
  52813. * Instantiates a new glow Layer and references it to the scene.
  52814. * @param name The name of the layer
  52815. * @param scene The scene to use the layer in
  52816. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52817. */
  52818. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52819. /**
  52820. * Get the effect name of the layer.
  52821. * @return The effect name
  52822. */
  52823. getEffectName(): string;
  52824. /**
  52825. * Create the merge effect. This is the shader use to blit the information back
  52826. * to the main canvas at the end of the scene rendering.
  52827. */
  52828. protected _createMergeEffect(): Effect;
  52829. /**
  52830. * Creates the render target textures and post processes used in the glow layer.
  52831. */
  52832. protected _createTextureAndPostProcesses(): void;
  52833. /**
  52834. * Checks for the readiness of the element composing the layer.
  52835. * @param subMesh the mesh to check for
  52836. * @param useInstances specify wether or not to use instances to render the mesh
  52837. * @param emissiveTexture the associated emissive texture used to generate the glow
  52838. * @return true if ready otherwise, false
  52839. */
  52840. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52841. /**
  52842. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52843. */
  52844. needStencil(): boolean;
  52845. /**
  52846. * Returns true if the mesh can be rendered, otherwise false.
  52847. * @param mesh The mesh to render
  52848. * @param material The material used on the mesh
  52849. * @returns true if it can be rendered otherwise false
  52850. */
  52851. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52852. /**
  52853. * Implementation specific of rendering the generating effect on the main canvas.
  52854. * @param effect The effect used to render through
  52855. */
  52856. protected _internalRender(effect: Effect): void;
  52857. /**
  52858. * Sets the required values for both the emissive texture and and the main color.
  52859. */
  52860. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52861. /**
  52862. * Returns true if the mesh should render, otherwise false.
  52863. * @param mesh The mesh to render
  52864. * @returns true if it should render otherwise false
  52865. */
  52866. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52867. /**
  52868. * Adds specific effects defines.
  52869. * @param defines The defines to add specifics to.
  52870. */
  52871. protected _addCustomEffectDefines(defines: string[]): void;
  52872. /**
  52873. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52874. * @param mesh The mesh to exclude from the glow layer
  52875. */
  52876. addExcludedMesh(mesh: Mesh): void;
  52877. /**
  52878. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52879. * @param mesh The mesh to remove
  52880. */
  52881. removeExcludedMesh(mesh: Mesh): void;
  52882. /**
  52883. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52884. * @param mesh The mesh to include in the glow layer
  52885. */
  52886. addIncludedOnlyMesh(mesh: Mesh): void;
  52887. /**
  52888. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52889. * @param mesh The mesh to remove
  52890. */
  52891. removeIncludedOnlyMesh(mesh: Mesh): void;
  52892. /**
  52893. * Determine if a given mesh will be used in the glow layer
  52894. * @param mesh The mesh to test
  52895. * @returns true if the mesh will be highlighted by the current glow layer
  52896. */
  52897. hasMesh(mesh: AbstractMesh): boolean;
  52898. /**
  52899. * Defines wether the current material of the mesh should be use to render the effect.
  52900. * @param mesh defines the current mesh to render
  52901. */
  52902. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52903. /**
  52904. * Add a mesh to be rendered through its own material and not with emissive only.
  52905. * @param mesh The mesh for which we need to use its material
  52906. */
  52907. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52908. /**
  52909. * Remove a mesh from being rendered through its own material and not with emissive only.
  52910. * @param mesh The mesh for which we need to not use its material
  52911. */
  52912. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52913. /**
  52914. * Free any resources and references associated to a mesh.
  52915. * Internal use
  52916. * @param mesh The mesh to free.
  52917. * @hidden
  52918. */
  52919. _disposeMesh(mesh: Mesh): void;
  52920. /**
  52921. * Gets the class name of the effect layer
  52922. * @returns the string with the class name of the effect layer
  52923. */
  52924. getClassName(): string;
  52925. /**
  52926. * Serializes this glow layer
  52927. * @returns a serialized glow layer object
  52928. */
  52929. serialize(): any;
  52930. /**
  52931. * Creates a Glow Layer from parsed glow layer data
  52932. * @param parsedGlowLayer defines glow layer data
  52933. * @param scene defines the current scene
  52934. * @param rootUrl defines the root URL containing the glow layer information
  52935. * @returns a parsed Glow Layer
  52936. */
  52937. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52938. }
  52939. }
  52940. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52941. /** @hidden */
  52942. export var glowBlurPostProcessPixelShader: {
  52943. name: string;
  52944. shader: string;
  52945. };
  52946. }
  52947. declare module "babylonjs/Layers/highlightLayer" {
  52948. import { Observable } from "babylonjs/Misc/observable";
  52949. import { Nullable } from "babylonjs/types";
  52950. import { Camera } from "babylonjs/Cameras/camera";
  52951. import { Scene } from "babylonjs/scene";
  52952. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52953. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52954. import { Mesh } from "babylonjs/Meshes/mesh";
  52955. import { Effect } from "babylonjs/Materials/effect";
  52956. import { Material } from "babylonjs/Materials/material";
  52957. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52958. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52959. import "babylonjs/Shaders/glowMapMerge.fragment";
  52960. import "babylonjs/Shaders/glowMapMerge.vertex";
  52961. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52962. module "babylonjs/abstractScene" {
  52963. interface AbstractScene {
  52964. /**
  52965. * Return a the first highlight layer of the scene with a given name.
  52966. * @param name The name of the highlight layer to look for.
  52967. * @return The highlight layer if found otherwise null.
  52968. */
  52969. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52970. }
  52971. }
  52972. /**
  52973. * Highlight layer options. This helps customizing the behaviour
  52974. * of the highlight layer.
  52975. */
  52976. export interface IHighlightLayerOptions {
  52977. /**
  52978. * Multiplication factor apply to the canvas size to compute the render target size
  52979. * used to generated the glowing objects (the smaller the faster).
  52980. */
  52981. mainTextureRatio: number;
  52982. /**
  52983. * Enforces a fixed size texture to ensure resize independant blur.
  52984. */
  52985. mainTextureFixedSize?: number;
  52986. /**
  52987. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52988. * of the picture to blur (the smaller the faster).
  52989. */
  52990. blurTextureSizeRatio: number;
  52991. /**
  52992. * How big in texel of the blur texture is the vertical blur.
  52993. */
  52994. blurVerticalSize: number;
  52995. /**
  52996. * How big in texel of the blur texture is the horizontal blur.
  52997. */
  52998. blurHorizontalSize: number;
  52999. /**
  53000. * Alpha blending mode used to apply the blur. Default is combine.
  53001. */
  53002. alphaBlendingMode: number;
  53003. /**
  53004. * The camera attached to the layer.
  53005. */
  53006. camera: Nullable<Camera>;
  53007. /**
  53008. * Should we display highlight as a solid stroke?
  53009. */
  53010. isStroke?: boolean;
  53011. /**
  53012. * The rendering group to draw the layer in.
  53013. */
  53014. renderingGroupId: number;
  53015. }
  53016. /**
  53017. * The highlight layer Helps adding a glow effect around a mesh.
  53018. *
  53019. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  53020. * glowy meshes to your scene.
  53021. *
  53022. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  53023. */
  53024. export class HighlightLayer extends EffectLayer {
  53025. name: string;
  53026. /**
  53027. * Effect Name of the highlight layer.
  53028. */
  53029. static readonly EffectName: string;
  53030. /**
  53031. * The neutral color used during the preparation of the glow effect.
  53032. * This is black by default as the blend operation is a blend operation.
  53033. */
  53034. static NeutralColor: Color4;
  53035. /**
  53036. * Stencil value used for glowing meshes.
  53037. */
  53038. static GlowingMeshStencilReference: number;
  53039. /**
  53040. * Stencil value used for the other meshes in the scene.
  53041. */
  53042. static NormalMeshStencilReference: number;
  53043. /**
  53044. * Specifies whether or not the inner glow is ACTIVE in the layer.
  53045. */
  53046. innerGlow: boolean;
  53047. /**
  53048. * Specifies whether or not the outer glow is ACTIVE in the layer.
  53049. */
  53050. outerGlow: boolean;
  53051. /**
  53052. * Specifies the horizontal size of the blur.
  53053. */
  53054. /**
  53055. * Gets the horizontal size of the blur.
  53056. */
  53057. blurHorizontalSize: number;
  53058. /**
  53059. * Specifies the vertical size of the blur.
  53060. */
  53061. /**
  53062. * Gets the vertical size of the blur.
  53063. */
  53064. blurVerticalSize: number;
  53065. /**
  53066. * An event triggered when the highlight layer is being blurred.
  53067. */
  53068. onBeforeBlurObservable: Observable<HighlightLayer>;
  53069. /**
  53070. * An event triggered when the highlight layer has been blurred.
  53071. */
  53072. onAfterBlurObservable: Observable<HighlightLayer>;
  53073. private _instanceGlowingMeshStencilReference;
  53074. private _options;
  53075. private _downSamplePostprocess;
  53076. private _horizontalBlurPostprocess;
  53077. private _verticalBlurPostprocess;
  53078. private _blurTexture;
  53079. private _meshes;
  53080. private _excludedMeshes;
  53081. /**
  53082. * Instantiates a new highlight Layer and references it to the scene..
  53083. * @param name The name of the layer
  53084. * @param scene The scene to use the layer in
  53085. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  53086. */
  53087. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  53088. /**
  53089. * Get the effect name of the layer.
  53090. * @return The effect name
  53091. */
  53092. getEffectName(): string;
  53093. /**
  53094. * Create the merge effect. This is the shader use to blit the information back
  53095. * to the main canvas at the end of the scene rendering.
  53096. */
  53097. protected _createMergeEffect(): Effect;
  53098. /**
  53099. * Creates the render target textures and post processes used in the highlight layer.
  53100. */
  53101. protected _createTextureAndPostProcesses(): void;
  53102. /**
  53103. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  53104. */
  53105. needStencil(): boolean;
  53106. /**
  53107. * Checks for the readiness of the element composing the layer.
  53108. * @param subMesh the mesh to check for
  53109. * @param useInstances specify wether or not to use instances to render the mesh
  53110. * @param emissiveTexture the associated emissive texture used to generate the glow
  53111. * @return true if ready otherwise, false
  53112. */
  53113. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  53114. /**
  53115. * Implementation specific of rendering the generating effect on the main canvas.
  53116. * @param effect The effect used to render through
  53117. */
  53118. protected _internalRender(effect: Effect): void;
  53119. /**
  53120. * Returns true if the layer contains information to display, otherwise false.
  53121. */
  53122. shouldRender(): boolean;
  53123. /**
  53124. * Returns true if the mesh should render, otherwise false.
  53125. * @param mesh The mesh to render
  53126. * @returns true if it should render otherwise false
  53127. */
  53128. protected _shouldRenderMesh(mesh: Mesh): boolean;
  53129. /**
  53130. * Sets the required values for both the emissive texture and and the main color.
  53131. */
  53132. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  53133. /**
  53134. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  53135. * @param mesh The mesh to exclude from the highlight layer
  53136. */
  53137. addExcludedMesh(mesh: Mesh): void;
  53138. /**
  53139. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  53140. * @param mesh The mesh to highlight
  53141. */
  53142. removeExcludedMesh(mesh: Mesh): void;
  53143. /**
  53144. * Determine if a given mesh will be highlighted by the current HighlightLayer
  53145. * @param mesh mesh to test
  53146. * @returns true if the mesh will be highlighted by the current HighlightLayer
  53147. */
  53148. hasMesh(mesh: AbstractMesh): boolean;
  53149. /**
  53150. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  53151. * @param mesh The mesh to highlight
  53152. * @param color The color of the highlight
  53153. * @param glowEmissiveOnly Extract the glow from the emissive texture
  53154. */
  53155. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  53156. /**
  53157. * Remove a mesh from the highlight layer in order to make it stop glowing.
  53158. * @param mesh The mesh to highlight
  53159. */
  53160. removeMesh(mesh: Mesh): void;
  53161. /**
  53162. * Force the stencil to the normal expected value for none glowing parts
  53163. */
  53164. private _defaultStencilReference;
  53165. /**
  53166. * Free any resources and references associated to a mesh.
  53167. * Internal use
  53168. * @param mesh The mesh to free.
  53169. * @hidden
  53170. */
  53171. _disposeMesh(mesh: Mesh): void;
  53172. /**
  53173. * Dispose the highlight layer and free resources.
  53174. */
  53175. dispose(): void;
  53176. /**
  53177. * Gets the class name of the effect layer
  53178. * @returns the string with the class name of the effect layer
  53179. */
  53180. getClassName(): string;
  53181. /**
  53182. * Serializes this Highlight layer
  53183. * @returns a serialized Highlight layer object
  53184. */
  53185. serialize(): any;
  53186. /**
  53187. * Creates a Highlight layer from parsed Highlight layer data
  53188. * @param parsedHightlightLayer defines the Highlight layer data
  53189. * @param scene defines the current scene
  53190. * @param rootUrl defines the root URL containing the Highlight layer information
  53191. * @returns a parsed Highlight layer
  53192. */
  53193. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  53194. }
  53195. }
  53196. declare module "babylonjs/Layers/layerSceneComponent" {
  53197. import { Scene } from "babylonjs/scene";
  53198. import { ISceneComponent } from "babylonjs/sceneComponent";
  53199. import { Layer } from "babylonjs/Layers/layer";
  53200. import { AbstractScene } from "babylonjs/abstractScene";
  53201. module "babylonjs/abstractScene" {
  53202. interface AbstractScene {
  53203. /**
  53204. * The list of layers (background and foreground) of the scene
  53205. */
  53206. layers: Array<Layer>;
  53207. }
  53208. }
  53209. /**
  53210. * Defines the layer scene component responsible to manage any layers
  53211. * in a given scene.
  53212. */
  53213. export class LayerSceneComponent implements ISceneComponent {
  53214. /**
  53215. * The component name helpfull to identify the component in the list of scene components.
  53216. */
  53217. readonly name: string;
  53218. /**
  53219. * The scene the component belongs to.
  53220. */
  53221. scene: Scene;
  53222. private _engine;
  53223. /**
  53224. * Creates a new instance of the component for the given scene
  53225. * @param scene Defines the scene to register the component in
  53226. */
  53227. constructor(scene: Scene);
  53228. /**
  53229. * Registers the component in a given scene
  53230. */
  53231. register(): void;
  53232. /**
  53233. * Rebuilds the elements related to this component in case of
  53234. * context lost for instance.
  53235. */
  53236. rebuild(): void;
  53237. /**
  53238. * Disposes the component and the associated ressources.
  53239. */
  53240. dispose(): void;
  53241. private _draw;
  53242. private _drawCameraPredicate;
  53243. private _drawCameraBackground;
  53244. private _drawCameraForeground;
  53245. private _drawRenderTargetPredicate;
  53246. private _drawRenderTargetBackground;
  53247. private _drawRenderTargetForeground;
  53248. /**
  53249. * Adds all the elements from the container to the scene
  53250. * @param container the container holding the elements
  53251. */
  53252. addFromContainer(container: AbstractScene): void;
  53253. /**
  53254. * Removes all the elements in the container from the scene
  53255. * @param container contains the elements to remove
  53256. * @param dispose if the removed element should be disposed (default: false)
  53257. */
  53258. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53259. }
  53260. }
  53261. declare module "babylonjs/Shaders/layer.fragment" {
  53262. /** @hidden */
  53263. export var layerPixelShader: {
  53264. name: string;
  53265. shader: string;
  53266. };
  53267. }
  53268. declare module "babylonjs/Shaders/layer.vertex" {
  53269. /** @hidden */
  53270. export var layerVertexShader: {
  53271. name: string;
  53272. shader: string;
  53273. };
  53274. }
  53275. declare module "babylonjs/Layers/layer" {
  53276. import { Observable } from "babylonjs/Misc/observable";
  53277. import { Nullable } from "babylonjs/types";
  53278. import { Scene } from "babylonjs/scene";
  53279. import { Vector2 } from "babylonjs/Maths/math.vector";
  53280. import { Color4 } from "babylonjs/Maths/math.color";
  53281. import { Texture } from "babylonjs/Materials/Textures/texture";
  53282. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53283. import "babylonjs/Shaders/layer.fragment";
  53284. import "babylonjs/Shaders/layer.vertex";
  53285. /**
  53286. * This represents a full screen 2d layer.
  53287. * This can be useful to display a picture in the background of your scene for instance.
  53288. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53289. */
  53290. export class Layer {
  53291. /**
  53292. * Define the name of the layer.
  53293. */
  53294. name: string;
  53295. /**
  53296. * Define the texture the layer should display.
  53297. */
  53298. texture: Nullable<Texture>;
  53299. /**
  53300. * Is the layer in background or foreground.
  53301. */
  53302. isBackground: boolean;
  53303. /**
  53304. * Define the color of the layer (instead of texture).
  53305. */
  53306. color: Color4;
  53307. /**
  53308. * Define the scale of the layer in order to zoom in out of the texture.
  53309. */
  53310. scale: Vector2;
  53311. /**
  53312. * Define an offset for the layer in order to shift the texture.
  53313. */
  53314. offset: Vector2;
  53315. /**
  53316. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  53317. */
  53318. alphaBlendingMode: number;
  53319. /**
  53320. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  53321. * Alpha test will not mix with the background color in case of transparency.
  53322. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  53323. */
  53324. alphaTest: boolean;
  53325. /**
  53326. * Define a mask to restrict the layer to only some of the scene cameras.
  53327. */
  53328. layerMask: number;
  53329. /**
  53330. * Define the list of render target the layer is visible into.
  53331. */
  53332. renderTargetTextures: RenderTargetTexture[];
  53333. /**
  53334. * Define if the layer is only used in renderTarget or if it also
  53335. * renders in the main frame buffer of the canvas.
  53336. */
  53337. renderOnlyInRenderTargetTextures: boolean;
  53338. private _scene;
  53339. private _vertexBuffers;
  53340. private _indexBuffer;
  53341. private _effect;
  53342. private _alphaTestEffect;
  53343. /**
  53344. * An event triggered when the layer is disposed.
  53345. */
  53346. onDisposeObservable: Observable<Layer>;
  53347. private _onDisposeObserver;
  53348. /**
  53349. * Back compatibility with callback before the onDisposeObservable existed.
  53350. * The set callback will be triggered when the layer has been disposed.
  53351. */
  53352. onDispose: () => void;
  53353. /**
  53354. * An event triggered before rendering the scene
  53355. */
  53356. onBeforeRenderObservable: Observable<Layer>;
  53357. private _onBeforeRenderObserver;
  53358. /**
  53359. * Back compatibility with callback before the onBeforeRenderObservable existed.
  53360. * The set callback will be triggered just before rendering the layer.
  53361. */
  53362. onBeforeRender: () => void;
  53363. /**
  53364. * An event triggered after rendering the scene
  53365. */
  53366. onAfterRenderObservable: Observable<Layer>;
  53367. private _onAfterRenderObserver;
  53368. /**
  53369. * Back compatibility with callback before the onAfterRenderObservable existed.
  53370. * The set callback will be triggered just after rendering the layer.
  53371. */
  53372. onAfterRender: () => void;
  53373. /**
  53374. * Instantiates a new layer.
  53375. * This represents a full screen 2d layer.
  53376. * This can be useful to display a picture in the background of your scene for instance.
  53377. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53378. * @param name Define the name of the layer in the scene
  53379. * @param imgUrl Define the url of the texture to display in the layer
  53380. * @param scene Define the scene the layer belongs to
  53381. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  53382. * @param color Defines a color for the layer
  53383. */
  53384. constructor(
  53385. /**
  53386. * Define the name of the layer.
  53387. */
  53388. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  53389. private _createIndexBuffer;
  53390. /** @hidden */
  53391. _rebuild(): void;
  53392. /**
  53393. * Renders the layer in the scene.
  53394. */
  53395. render(): void;
  53396. /**
  53397. * Disposes and releases the associated ressources.
  53398. */
  53399. dispose(): void;
  53400. }
  53401. }
  53402. declare module "babylonjs/Layers/index" {
  53403. export * from "babylonjs/Layers/effectLayer";
  53404. export * from "babylonjs/Layers/effectLayerSceneComponent";
  53405. export * from "babylonjs/Layers/glowLayer";
  53406. export * from "babylonjs/Layers/highlightLayer";
  53407. export * from "babylonjs/Layers/layer";
  53408. export * from "babylonjs/Layers/layerSceneComponent";
  53409. }
  53410. declare module "babylonjs/Shaders/lensFlare.fragment" {
  53411. /** @hidden */
  53412. export var lensFlarePixelShader: {
  53413. name: string;
  53414. shader: string;
  53415. };
  53416. }
  53417. declare module "babylonjs/Shaders/lensFlare.vertex" {
  53418. /** @hidden */
  53419. export var lensFlareVertexShader: {
  53420. name: string;
  53421. shader: string;
  53422. };
  53423. }
  53424. declare module "babylonjs/LensFlares/lensFlareSystem" {
  53425. import { Scene } from "babylonjs/scene";
  53426. import { Vector3 } from "babylonjs/Maths/math.vector";
  53427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53428. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  53429. import "babylonjs/Shaders/lensFlare.fragment";
  53430. import "babylonjs/Shaders/lensFlare.vertex";
  53431. import { Viewport } from "babylonjs/Maths/math.viewport";
  53432. /**
  53433. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53434. * It is usually composed of several `lensFlare`.
  53435. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53436. */
  53437. export class LensFlareSystem {
  53438. /**
  53439. * Define the name of the lens flare system
  53440. */
  53441. name: string;
  53442. /**
  53443. * List of lens flares used in this system.
  53444. */
  53445. lensFlares: LensFlare[];
  53446. /**
  53447. * Define a limit from the border the lens flare can be visible.
  53448. */
  53449. borderLimit: number;
  53450. /**
  53451. * Define a viewport border we do not want to see the lens flare in.
  53452. */
  53453. viewportBorder: number;
  53454. /**
  53455. * Define a predicate which could limit the list of meshes able to occlude the effect.
  53456. */
  53457. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  53458. /**
  53459. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  53460. */
  53461. layerMask: number;
  53462. /**
  53463. * Define the id of the lens flare system in the scene.
  53464. * (equal to name by default)
  53465. */
  53466. id: string;
  53467. private _scene;
  53468. private _emitter;
  53469. private _vertexBuffers;
  53470. private _indexBuffer;
  53471. private _effect;
  53472. private _positionX;
  53473. private _positionY;
  53474. private _isEnabled;
  53475. /** @hidden */
  53476. static _SceneComponentInitialization: (scene: Scene) => void;
  53477. /**
  53478. * Instantiates a lens flare system.
  53479. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53480. * It is usually composed of several `lensFlare`.
  53481. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53482. * @param name Define the name of the lens flare system in the scene
  53483. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  53484. * @param scene Define the scene the lens flare system belongs to
  53485. */
  53486. constructor(
  53487. /**
  53488. * Define the name of the lens flare system
  53489. */
  53490. name: string, emitter: any, scene: Scene);
  53491. /**
  53492. * Define if the lens flare system is enabled.
  53493. */
  53494. isEnabled: boolean;
  53495. /**
  53496. * Get the scene the effects belongs to.
  53497. * @returns the scene holding the lens flare system
  53498. */
  53499. getScene(): Scene;
  53500. /**
  53501. * Get the emitter of the lens flare system.
  53502. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53503. * @returns the emitter of the lens flare system
  53504. */
  53505. getEmitter(): any;
  53506. /**
  53507. * Set the emitter of the lens flare system.
  53508. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53509. * @param newEmitter Define the new emitter of the system
  53510. */
  53511. setEmitter(newEmitter: any): void;
  53512. /**
  53513. * Get the lens flare system emitter position.
  53514. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53515. * @returns the position
  53516. */
  53517. getEmitterPosition(): Vector3;
  53518. /**
  53519. * @hidden
  53520. */
  53521. computeEffectivePosition(globalViewport: Viewport): boolean;
  53522. /** @hidden */
  53523. _isVisible(): boolean;
  53524. /**
  53525. * @hidden
  53526. */
  53527. render(): boolean;
  53528. /**
  53529. * Dispose and release the lens flare with its associated resources.
  53530. */
  53531. dispose(): void;
  53532. /**
  53533. * Parse a lens flare system from a JSON repressentation
  53534. * @param parsedLensFlareSystem Define the JSON to parse
  53535. * @param scene Define the scene the parsed system should be instantiated in
  53536. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53537. * @returns the parsed system
  53538. */
  53539. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53540. /**
  53541. * Serialize the current Lens Flare System into a JSON representation.
  53542. * @returns the serialized JSON
  53543. */
  53544. serialize(): any;
  53545. }
  53546. }
  53547. declare module "babylonjs/LensFlares/lensFlare" {
  53548. import { Nullable } from "babylonjs/types";
  53549. import { Color3 } from "babylonjs/Maths/math.color";
  53550. import { Texture } from "babylonjs/Materials/Textures/texture";
  53551. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53552. /**
  53553. * This represents one of the lens effect in a `lensFlareSystem`.
  53554. * It controls one of the indiviual texture used in the effect.
  53555. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53556. */
  53557. export class LensFlare {
  53558. /**
  53559. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53560. */
  53561. size: number;
  53562. /**
  53563. * 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.
  53564. */
  53565. position: number;
  53566. /**
  53567. * Define the lens color.
  53568. */
  53569. color: Color3;
  53570. /**
  53571. * Define the lens texture.
  53572. */
  53573. texture: Nullable<Texture>;
  53574. /**
  53575. * Define the alpha mode to render this particular lens.
  53576. */
  53577. alphaMode: number;
  53578. private _system;
  53579. /**
  53580. * Creates a new Lens Flare.
  53581. * This represents one of the lens effect in a `lensFlareSystem`.
  53582. * It controls one of the indiviual texture used in the effect.
  53583. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53584. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53585. * @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.
  53586. * @param color Define the lens color
  53587. * @param imgUrl Define the lens texture url
  53588. * @param system Define the `lensFlareSystem` this flare is part of
  53589. * @returns The newly created Lens Flare
  53590. */
  53591. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53592. /**
  53593. * Instantiates a new Lens Flare.
  53594. * This represents one of the lens effect in a `lensFlareSystem`.
  53595. * It controls one of the indiviual texture used in the effect.
  53596. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53597. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53598. * @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.
  53599. * @param color Define the lens color
  53600. * @param imgUrl Define the lens texture url
  53601. * @param system Define the `lensFlareSystem` this flare is part of
  53602. */
  53603. constructor(
  53604. /**
  53605. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53606. */
  53607. size: number,
  53608. /**
  53609. * 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.
  53610. */
  53611. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53612. /**
  53613. * Dispose and release the lens flare with its associated resources.
  53614. */
  53615. dispose(): void;
  53616. }
  53617. }
  53618. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53619. import { Nullable } from "babylonjs/types";
  53620. import { Scene } from "babylonjs/scene";
  53621. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53622. import { AbstractScene } from "babylonjs/abstractScene";
  53623. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53624. module "babylonjs/abstractScene" {
  53625. interface AbstractScene {
  53626. /**
  53627. * The list of lens flare system added to the scene
  53628. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53629. */
  53630. lensFlareSystems: Array<LensFlareSystem>;
  53631. /**
  53632. * Removes the given lens flare system from this scene.
  53633. * @param toRemove The lens flare system to remove
  53634. * @returns The index of the removed lens flare system
  53635. */
  53636. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53637. /**
  53638. * Adds the given lens flare system to this scene
  53639. * @param newLensFlareSystem The lens flare system to add
  53640. */
  53641. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53642. /**
  53643. * Gets a lens flare system using its name
  53644. * @param name defines the name to look for
  53645. * @returns the lens flare system or null if not found
  53646. */
  53647. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53648. /**
  53649. * Gets a lens flare system using its id
  53650. * @param id defines the id to look for
  53651. * @returns the lens flare system or null if not found
  53652. */
  53653. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53654. }
  53655. }
  53656. /**
  53657. * Defines the lens flare scene component responsible to manage any lens flares
  53658. * in a given scene.
  53659. */
  53660. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53661. /**
  53662. * The component name helpfull to identify the component in the list of scene components.
  53663. */
  53664. readonly name: string;
  53665. /**
  53666. * The scene the component belongs to.
  53667. */
  53668. scene: Scene;
  53669. /**
  53670. * Creates a new instance of the component for the given scene
  53671. * @param scene Defines the scene to register the component in
  53672. */
  53673. constructor(scene: Scene);
  53674. /**
  53675. * Registers the component in a given scene
  53676. */
  53677. register(): void;
  53678. /**
  53679. * Rebuilds the elements related to this component in case of
  53680. * context lost for instance.
  53681. */
  53682. rebuild(): void;
  53683. /**
  53684. * Adds all the elements from the container to the scene
  53685. * @param container the container holding the elements
  53686. */
  53687. addFromContainer(container: AbstractScene): void;
  53688. /**
  53689. * Removes all the elements in the container from the scene
  53690. * @param container contains the elements to remove
  53691. * @param dispose if the removed element should be disposed (default: false)
  53692. */
  53693. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53694. /**
  53695. * Serializes the component data to the specified json object
  53696. * @param serializationObject The object to serialize to
  53697. */
  53698. serialize(serializationObject: any): void;
  53699. /**
  53700. * Disposes the component and the associated ressources.
  53701. */
  53702. dispose(): void;
  53703. private _draw;
  53704. }
  53705. }
  53706. declare module "babylonjs/LensFlares/index" {
  53707. export * from "babylonjs/LensFlares/lensFlare";
  53708. export * from "babylonjs/LensFlares/lensFlareSystem";
  53709. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53710. }
  53711. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53712. import { Scene } from "babylonjs/scene";
  53713. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53714. import { AbstractScene } from "babylonjs/abstractScene";
  53715. /**
  53716. * Defines the shadow generator component responsible to manage any shadow generators
  53717. * in a given scene.
  53718. */
  53719. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53720. /**
  53721. * The component name helpfull to identify the component in the list of scene components.
  53722. */
  53723. readonly name: string;
  53724. /**
  53725. * The scene the component belongs to.
  53726. */
  53727. scene: Scene;
  53728. /**
  53729. * Creates a new instance of the component for the given scene
  53730. * @param scene Defines the scene to register the component in
  53731. */
  53732. constructor(scene: Scene);
  53733. /**
  53734. * Registers the component in a given scene
  53735. */
  53736. register(): void;
  53737. /**
  53738. * Rebuilds the elements related to this component in case of
  53739. * context lost for instance.
  53740. */
  53741. rebuild(): void;
  53742. /**
  53743. * Serializes the component data to the specified json object
  53744. * @param serializationObject The object to serialize to
  53745. */
  53746. serialize(serializationObject: any): void;
  53747. /**
  53748. * Adds all the elements from the container to the scene
  53749. * @param container the container holding the elements
  53750. */
  53751. addFromContainer(container: AbstractScene): void;
  53752. /**
  53753. * Removes all the elements in the container from the scene
  53754. * @param container contains the elements to remove
  53755. * @param dispose if the removed element should be disposed (default: false)
  53756. */
  53757. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53758. /**
  53759. * Rebuilds the elements related to this component in case of
  53760. * context lost for instance.
  53761. */
  53762. dispose(): void;
  53763. private _gatherRenderTargets;
  53764. }
  53765. }
  53766. declare module "babylonjs/Lights/Shadows/index" {
  53767. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53768. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53769. }
  53770. declare module "babylonjs/Lights/pointLight" {
  53771. import { Scene } from "babylonjs/scene";
  53772. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53773. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53774. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53775. import { Effect } from "babylonjs/Materials/effect";
  53776. /**
  53777. * A point light is a light defined by an unique point in world space.
  53778. * The light is emitted in every direction from this point.
  53779. * A good example of a point light is a standard light bulb.
  53780. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53781. */
  53782. export class PointLight extends ShadowLight {
  53783. private _shadowAngle;
  53784. /**
  53785. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53786. * This specifies what angle the shadow will use to be created.
  53787. *
  53788. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53789. */
  53790. /**
  53791. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53792. * This specifies what angle the shadow will use to be created.
  53793. *
  53794. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53795. */
  53796. shadowAngle: number;
  53797. /**
  53798. * Gets the direction if it has been set.
  53799. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53800. */
  53801. /**
  53802. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53803. */
  53804. direction: Vector3;
  53805. /**
  53806. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53807. * A PointLight emits the light in every direction.
  53808. * It can cast shadows.
  53809. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53810. * ```javascript
  53811. * var pointLight = new PointLight("pl", camera.position, scene);
  53812. * ```
  53813. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53814. * @param name The light friendly name
  53815. * @param position The position of the point light in the scene
  53816. * @param scene The scene the lights belongs to
  53817. */
  53818. constructor(name: string, position: Vector3, scene: Scene);
  53819. /**
  53820. * Returns the string "PointLight"
  53821. * @returns the class name
  53822. */
  53823. getClassName(): string;
  53824. /**
  53825. * Returns the integer 0.
  53826. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53827. */
  53828. getTypeID(): number;
  53829. /**
  53830. * Specifies wether or not the shadowmap should be a cube texture.
  53831. * @returns true if the shadowmap needs to be a cube texture.
  53832. */
  53833. needCube(): boolean;
  53834. /**
  53835. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53836. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53837. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53838. */
  53839. getShadowDirection(faceIndex?: number): Vector3;
  53840. /**
  53841. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53842. * - fov = PI / 2
  53843. * - aspect ratio : 1.0
  53844. * - z-near and far equal to the active camera minZ and maxZ.
  53845. * Returns the PointLight.
  53846. */
  53847. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53848. protected _buildUniformLayout(): void;
  53849. /**
  53850. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53851. * @param effect The effect to update
  53852. * @param lightIndex The index of the light in the effect to update
  53853. * @returns The point light
  53854. */
  53855. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53856. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53857. /**
  53858. * Prepares the list of defines specific to the light type.
  53859. * @param defines the list of defines
  53860. * @param lightIndex defines the index of the light for the effect
  53861. */
  53862. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53863. }
  53864. }
  53865. declare module "babylonjs/Lights/index" {
  53866. export * from "babylonjs/Lights/light";
  53867. export * from "babylonjs/Lights/shadowLight";
  53868. export * from "babylonjs/Lights/Shadows/index";
  53869. export * from "babylonjs/Lights/directionalLight";
  53870. export * from "babylonjs/Lights/hemisphericLight";
  53871. export * from "babylonjs/Lights/pointLight";
  53872. export * from "babylonjs/Lights/spotLight";
  53873. }
  53874. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53875. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53876. /**
  53877. * Header information of HDR texture files.
  53878. */
  53879. export interface HDRInfo {
  53880. /**
  53881. * The height of the texture in pixels.
  53882. */
  53883. height: number;
  53884. /**
  53885. * The width of the texture in pixels.
  53886. */
  53887. width: number;
  53888. /**
  53889. * The index of the beginning of the data in the binary file.
  53890. */
  53891. dataPosition: number;
  53892. }
  53893. /**
  53894. * This groups tools to convert HDR texture to native colors array.
  53895. */
  53896. export class HDRTools {
  53897. private static Ldexp;
  53898. private static Rgbe2float;
  53899. private static readStringLine;
  53900. /**
  53901. * Reads header information from an RGBE texture stored in a native array.
  53902. * More information on this format are available here:
  53903. * https://en.wikipedia.org/wiki/RGBE_image_format
  53904. *
  53905. * @param uint8array The binary file stored in native array.
  53906. * @return The header information.
  53907. */
  53908. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53909. /**
  53910. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53911. * This RGBE texture needs to store the information as a panorama.
  53912. *
  53913. * More information on this format are available here:
  53914. * https://en.wikipedia.org/wiki/RGBE_image_format
  53915. *
  53916. * @param buffer The binary file stored in an array buffer.
  53917. * @param size The expected size of the extracted cubemap.
  53918. * @return The Cube Map information.
  53919. */
  53920. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53921. /**
  53922. * Returns the pixels data extracted from an RGBE texture.
  53923. * This pixels will be stored left to right up to down in the R G B order in one array.
  53924. *
  53925. * More information on this format are available here:
  53926. * https://en.wikipedia.org/wiki/RGBE_image_format
  53927. *
  53928. * @param uint8array The binary file stored in an array buffer.
  53929. * @param hdrInfo The header information of the file.
  53930. * @return The pixels data in RGB right to left up to down order.
  53931. */
  53932. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53933. private static RGBE_ReadPixels_RLE;
  53934. }
  53935. }
  53936. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53937. import { Nullable } from "babylonjs/types";
  53938. import { Scene } from "babylonjs/scene";
  53939. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53940. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53941. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53942. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53943. /**
  53944. * This represents a texture coming from an HDR input.
  53945. *
  53946. * The only supported format is currently panorama picture stored in RGBE format.
  53947. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53948. */
  53949. export class HDRCubeTexture extends BaseTexture {
  53950. private static _facesMapping;
  53951. private _generateHarmonics;
  53952. private _noMipmap;
  53953. private _textureMatrix;
  53954. private _size;
  53955. private _onLoad;
  53956. private _onError;
  53957. /**
  53958. * The texture URL.
  53959. */
  53960. url: string;
  53961. /**
  53962. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53963. */
  53964. coordinatesMode: number;
  53965. protected _isBlocking: boolean;
  53966. /**
  53967. * Sets wether or not the texture is blocking during loading.
  53968. */
  53969. /**
  53970. * Gets wether or not the texture is blocking during loading.
  53971. */
  53972. isBlocking: boolean;
  53973. protected _rotationY: number;
  53974. /**
  53975. * Sets texture matrix rotation angle around Y axis in radians.
  53976. */
  53977. /**
  53978. * Gets texture matrix rotation angle around Y axis radians.
  53979. */
  53980. rotationY: number;
  53981. /**
  53982. * Gets or sets the center of the bounding box associated with the cube texture
  53983. * It must define where the camera used to render the texture was set
  53984. */
  53985. boundingBoxPosition: Vector3;
  53986. private _boundingBoxSize;
  53987. /**
  53988. * Gets or sets the size of the bounding box associated with the cube texture
  53989. * When defined, the cubemap will switch to local mode
  53990. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53991. * @example https://www.babylonjs-playground.com/#RNASML
  53992. */
  53993. boundingBoxSize: Vector3;
  53994. /**
  53995. * Instantiates an HDRTexture from the following parameters.
  53996. *
  53997. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53998. * @param scene The scene the texture will be used in
  53999. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  54000. * @param noMipmap Forces to not generate the mipmap if true
  54001. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  54002. * @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)
  54003. * @param reserved Reserved flag for internal use.
  54004. */
  54005. 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>);
  54006. /**
  54007. * Get the current class name of the texture useful for serialization or dynamic coding.
  54008. * @returns "HDRCubeTexture"
  54009. */
  54010. getClassName(): string;
  54011. /**
  54012. * Occurs when the file is raw .hdr file.
  54013. */
  54014. private loadTexture;
  54015. clone(): HDRCubeTexture;
  54016. delayLoad(): void;
  54017. /**
  54018. * Get the texture reflection matrix used to rotate/transform the reflection.
  54019. * @returns the reflection matrix
  54020. */
  54021. getReflectionTextureMatrix(): Matrix;
  54022. /**
  54023. * Set the texture reflection matrix used to rotate/transform the reflection.
  54024. * @param value Define the reflection matrix to set
  54025. */
  54026. setReflectionTextureMatrix(value: Matrix): void;
  54027. /**
  54028. * Parses a JSON representation of an HDR Texture in order to create the texture
  54029. * @param parsedTexture Define the JSON representation
  54030. * @param scene Define the scene the texture should be created in
  54031. * @param rootUrl Define the root url in case we need to load relative dependencies
  54032. * @returns the newly created texture after parsing
  54033. */
  54034. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  54035. serialize(): any;
  54036. }
  54037. }
  54038. declare module "babylonjs/Physics/physicsEngine" {
  54039. import { Nullable } from "babylonjs/types";
  54040. import { Vector3 } from "babylonjs/Maths/math.vector";
  54041. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  54042. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  54043. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  54044. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54045. /**
  54046. * Class used to control physics engine
  54047. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  54048. */
  54049. export class PhysicsEngine implements IPhysicsEngine {
  54050. private _physicsPlugin;
  54051. /**
  54052. * Global value used to control the smallest number supported by the simulation
  54053. */
  54054. static Epsilon: number;
  54055. private _impostors;
  54056. private _joints;
  54057. /**
  54058. * Gets the gravity vector used by the simulation
  54059. */
  54060. gravity: Vector3;
  54061. /**
  54062. * Factory used to create the default physics plugin.
  54063. * @returns The default physics plugin
  54064. */
  54065. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  54066. /**
  54067. * Creates a new Physics Engine
  54068. * @param gravity defines the gravity vector used by the simulation
  54069. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  54070. */
  54071. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  54072. /**
  54073. * Sets the gravity vector used by the simulation
  54074. * @param gravity defines the gravity vector to use
  54075. */
  54076. setGravity(gravity: Vector3): void;
  54077. /**
  54078. * Set the time step of the physics engine.
  54079. * Default is 1/60.
  54080. * To slow it down, enter 1/600 for example.
  54081. * To speed it up, 1/30
  54082. * @param newTimeStep defines the new timestep to apply to this world.
  54083. */
  54084. setTimeStep(newTimeStep?: number): void;
  54085. /**
  54086. * Get the time step of the physics engine.
  54087. * @returns the current time step
  54088. */
  54089. getTimeStep(): number;
  54090. /**
  54091. * Release all resources
  54092. */
  54093. dispose(): void;
  54094. /**
  54095. * Gets the name of the current physics plugin
  54096. * @returns the name of the plugin
  54097. */
  54098. getPhysicsPluginName(): string;
  54099. /**
  54100. * Adding a new impostor for the impostor tracking.
  54101. * This will be done by the impostor itself.
  54102. * @param impostor the impostor to add
  54103. */
  54104. addImpostor(impostor: PhysicsImpostor): void;
  54105. /**
  54106. * Remove an impostor from the engine.
  54107. * This impostor and its mesh will not longer be updated by the physics engine.
  54108. * @param impostor the impostor to remove
  54109. */
  54110. removeImpostor(impostor: PhysicsImpostor): void;
  54111. /**
  54112. * Add a joint to the physics engine
  54113. * @param mainImpostor defines the main impostor to which the joint is added.
  54114. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  54115. * @param joint defines the joint that will connect both impostors.
  54116. */
  54117. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54118. /**
  54119. * Removes a joint from the simulation
  54120. * @param mainImpostor defines the impostor used with the joint
  54121. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  54122. * @param joint defines the joint to remove
  54123. */
  54124. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54125. /**
  54126. * Called by the scene. No need to call it.
  54127. * @param delta defines the timespam between frames
  54128. */
  54129. _step(delta: number): void;
  54130. /**
  54131. * Gets the current plugin used to run the simulation
  54132. * @returns current plugin
  54133. */
  54134. getPhysicsPlugin(): IPhysicsEnginePlugin;
  54135. /**
  54136. * Gets the list of physic impostors
  54137. * @returns an array of PhysicsImpostor
  54138. */
  54139. getImpostors(): Array<PhysicsImpostor>;
  54140. /**
  54141. * Gets the impostor for a physics enabled object
  54142. * @param object defines the object impersonated by the impostor
  54143. * @returns the PhysicsImpostor or null if not found
  54144. */
  54145. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  54146. /**
  54147. * Gets the impostor for a physics body object
  54148. * @param body defines physics body used by the impostor
  54149. * @returns the PhysicsImpostor or null if not found
  54150. */
  54151. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  54152. /**
  54153. * Does a raycast in the physics world
  54154. * @param from when should the ray start?
  54155. * @param to when should the ray end?
  54156. * @returns PhysicsRaycastResult
  54157. */
  54158. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54159. }
  54160. }
  54161. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  54162. import { Nullable } from "babylonjs/types";
  54163. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54164. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54165. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54166. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54167. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54168. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54169. /** @hidden */
  54170. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  54171. private _useDeltaForWorldStep;
  54172. world: any;
  54173. name: string;
  54174. private _physicsMaterials;
  54175. private _fixedTimeStep;
  54176. private _cannonRaycastResult;
  54177. private _raycastResult;
  54178. private _physicsBodysToRemoveAfterStep;
  54179. BJSCANNON: any;
  54180. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  54181. setGravity(gravity: Vector3): void;
  54182. setTimeStep(timeStep: number): void;
  54183. getTimeStep(): number;
  54184. executeStep(delta: number): void;
  54185. private _removeMarkedPhysicsBodiesFromWorld;
  54186. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54187. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54188. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54189. private _processChildMeshes;
  54190. removePhysicsBody(impostor: PhysicsImpostor): void;
  54191. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54192. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54193. private _addMaterial;
  54194. private _checkWithEpsilon;
  54195. private _createShape;
  54196. private _createHeightmap;
  54197. private _minus90X;
  54198. private _plus90X;
  54199. private _tmpPosition;
  54200. private _tmpDeltaPosition;
  54201. private _tmpUnityRotation;
  54202. private _updatePhysicsBodyTransformation;
  54203. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54204. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54205. isSupported(): boolean;
  54206. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54207. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54208. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54209. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54210. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54211. getBodyMass(impostor: PhysicsImpostor): number;
  54212. getBodyFriction(impostor: PhysicsImpostor): number;
  54213. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54214. getBodyRestitution(impostor: PhysicsImpostor): number;
  54215. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54216. sleepBody(impostor: PhysicsImpostor): void;
  54217. wakeUpBody(impostor: PhysicsImpostor): void;
  54218. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  54219. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54220. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54221. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54222. getRadius(impostor: PhysicsImpostor): number;
  54223. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54224. dispose(): void;
  54225. private _extendNamespace;
  54226. /**
  54227. * Does a raycast in the physics world
  54228. * @param from when should the ray start?
  54229. * @param to when should the ray end?
  54230. * @returns PhysicsRaycastResult
  54231. */
  54232. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54233. }
  54234. }
  54235. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  54236. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54237. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54238. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54239. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54240. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54241. import { Nullable } from "babylonjs/types";
  54242. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54243. /** @hidden */
  54244. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  54245. world: any;
  54246. name: string;
  54247. BJSOIMO: any;
  54248. private _raycastResult;
  54249. constructor(iterations?: number, oimoInjection?: any);
  54250. setGravity(gravity: Vector3): void;
  54251. setTimeStep(timeStep: number): void;
  54252. getTimeStep(): number;
  54253. private _tmpImpostorsArray;
  54254. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54255. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54256. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54257. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54258. private _tmpPositionVector;
  54259. removePhysicsBody(impostor: PhysicsImpostor): void;
  54260. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54261. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54262. isSupported(): boolean;
  54263. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54264. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54265. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54266. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54267. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54268. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54269. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54270. getBodyMass(impostor: PhysicsImpostor): number;
  54271. getBodyFriction(impostor: PhysicsImpostor): number;
  54272. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54273. getBodyRestitution(impostor: PhysicsImpostor): number;
  54274. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54275. sleepBody(impostor: PhysicsImpostor): void;
  54276. wakeUpBody(impostor: PhysicsImpostor): void;
  54277. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54278. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  54279. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  54280. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54281. getRadius(impostor: PhysicsImpostor): number;
  54282. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54283. dispose(): void;
  54284. /**
  54285. * Does a raycast in the physics world
  54286. * @param from when should the ray start?
  54287. * @param to when should the ray end?
  54288. * @returns PhysicsRaycastResult
  54289. */
  54290. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54291. }
  54292. }
  54293. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  54294. import { Nullable } from "babylonjs/types";
  54295. import { Scene } from "babylonjs/scene";
  54296. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  54297. import { Color4 } from "babylonjs/Maths/math.color";
  54298. import { Mesh } from "babylonjs/Meshes/mesh";
  54299. /**
  54300. * Class containing static functions to help procedurally build meshes
  54301. */
  54302. export class RibbonBuilder {
  54303. /**
  54304. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  54305. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  54306. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  54307. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  54308. * * 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
  54309. * * 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
  54310. * * 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
  54311. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54312. * * 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
  54313. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54314. * * 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
  54315. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  54316. * * 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
  54317. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  54318. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54319. * @param name defines the name of the mesh
  54320. * @param options defines the options used to create the mesh
  54321. * @param scene defines the hosting scene
  54322. * @returns the ribbon mesh
  54323. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  54324. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54325. */
  54326. static CreateRibbon(name: string, options: {
  54327. pathArray: Vector3[][];
  54328. closeArray?: boolean;
  54329. closePath?: boolean;
  54330. offset?: number;
  54331. updatable?: boolean;
  54332. sideOrientation?: number;
  54333. frontUVs?: Vector4;
  54334. backUVs?: Vector4;
  54335. instance?: Mesh;
  54336. invertUV?: boolean;
  54337. uvs?: Vector2[];
  54338. colors?: Color4[];
  54339. }, scene?: Nullable<Scene>): Mesh;
  54340. }
  54341. }
  54342. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  54343. import { Nullable } from "babylonjs/types";
  54344. import { Scene } from "babylonjs/scene";
  54345. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  54346. import { Mesh } from "babylonjs/Meshes/mesh";
  54347. /**
  54348. * Class containing static functions to help procedurally build meshes
  54349. */
  54350. export class ShapeBuilder {
  54351. /**
  54352. * 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.
  54353. * * 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.
  54354. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54355. * * 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.
  54356. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  54357. * * 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
  54358. * * 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
  54359. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  54360. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54361. * * 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
  54362. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  54363. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  54364. * @param name defines the name of the mesh
  54365. * @param options defines the options used to create the mesh
  54366. * @param scene defines the hosting scene
  54367. * @returns the extruded shape mesh
  54368. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54369. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54370. */
  54371. static ExtrudeShape(name: string, options: {
  54372. shape: Vector3[];
  54373. path: Vector3[];
  54374. scale?: number;
  54375. rotation?: number;
  54376. cap?: number;
  54377. updatable?: boolean;
  54378. sideOrientation?: number;
  54379. frontUVs?: Vector4;
  54380. backUVs?: Vector4;
  54381. instance?: Mesh;
  54382. invertUV?: boolean;
  54383. }, scene?: Nullable<Scene>): Mesh;
  54384. /**
  54385. * Creates an custom extruded shape mesh.
  54386. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54387. * * 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.
  54388. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54389. * * 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
  54390. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  54391. * * 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
  54392. * * It must returns a float value that will be the scale value applied to the shape on each path point
  54393. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  54394. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  54395. * * 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
  54396. * * 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
  54397. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  54398. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54399. * * 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
  54400. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54401. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54402. * @param name defines the name of the mesh
  54403. * @param options defines the options used to create the mesh
  54404. * @param scene defines the hosting scene
  54405. * @returns the custom extruded shape mesh
  54406. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  54407. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54408. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54409. */
  54410. static ExtrudeShapeCustom(name: string, options: {
  54411. shape: Vector3[];
  54412. path: Vector3[];
  54413. scaleFunction?: any;
  54414. rotationFunction?: any;
  54415. ribbonCloseArray?: boolean;
  54416. ribbonClosePath?: boolean;
  54417. cap?: number;
  54418. updatable?: boolean;
  54419. sideOrientation?: number;
  54420. frontUVs?: Vector4;
  54421. backUVs?: Vector4;
  54422. instance?: Mesh;
  54423. invertUV?: boolean;
  54424. }, scene?: Nullable<Scene>): Mesh;
  54425. private static _ExtrudeShapeGeneric;
  54426. }
  54427. }
  54428. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  54429. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  54430. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54431. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54432. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54433. import { Nullable } from "babylonjs/types";
  54434. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54435. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54436. /**
  54437. * AmmoJS Physics plugin
  54438. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  54439. * @see https://github.com/kripken/ammo.js/
  54440. */
  54441. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  54442. private _useDeltaForWorldStep;
  54443. /**
  54444. * Reference to the Ammo library
  54445. */
  54446. bjsAMMO: any;
  54447. /**
  54448. * Created ammoJS world which physics bodies are added to
  54449. */
  54450. world: any;
  54451. /**
  54452. * Name of the plugin
  54453. */
  54454. name: string;
  54455. private _timeStep;
  54456. private _fixedTimeStep;
  54457. private _maxSteps;
  54458. private _tmpQuaternion;
  54459. private _tmpAmmoTransform;
  54460. private _tmpAmmoQuaternion;
  54461. private _tmpAmmoConcreteContactResultCallback;
  54462. private _collisionConfiguration;
  54463. private _dispatcher;
  54464. private _overlappingPairCache;
  54465. private _solver;
  54466. private _softBodySolver;
  54467. private _tmpAmmoVectorA;
  54468. private _tmpAmmoVectorB;
  54469. private _tmpAmmoVectorC;
  54470. private _tmpAmmoVectorD;
  54471. private _tmpContactCallbackResult;
  54472. private _tmpAmmoVectorRCA;
  54473. private _tmpAmmoVectorRCB;
  54474. private _raycastResult;
  54475. private static readonly DISABLE_COLLISION_FLAG;
  54476. private static readonly KINEMATIC_FLAG;
  54477. private static readonly DISABLE_DEACTIVATION_FLAG;
  54478. /**
  54479. * Initializes the ammoJS plugin
  54480. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  54481. * @param ammoInjection can be used to inject your own ammo reference
  54482. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  54483. */
  54484. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  54485. /**
  54486. * Sets the gravity of the physics world (m/(s^2))
  54487. * @param gravity Gravity to set
  54488. */
  54489. setGravity(gravity: Vector3): void;
  54490. /**
  54491. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54492. * @param timeStep timestep to use in seconds
  54493. */
  54494. setTimeStep(timeStep: number): void;
  54495. /**
  54496. * 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)
  54497. * @param fixedTimeStep fixedTimeStep to use in seconds
  54498. */
  54499. setFixedTimeStep(fixedTimeStep: number): void;
  54500. /**
  54501. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54502. * @param maxSteps the maximum number of steps by the physics engine per frame
  54503. */
  54504. setMaxSteps(maxSteps: number): void;
  54505. /**
  54506. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54507. * @returns the current timestep in seconds
  54508. */
  54509. getTimeStep(): number;
  54510. private _isImpostorInContact;
  54511. private _isImpostorPairInContact;
  54512. private _stepSimulation;
  54513. /**
  54514. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54515. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54516. * After the step the babylon meshes are set to the position of the physics imposters
  54517. * @param delta amount of time to step forward
  54518. * @param impostors array of imposters to update before/after the step
  54519. */
  54520. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54521. /**
  54522. * Update babylon mesh to match physics world object
  54523. * @param impostor imposter to match
  54524. */
  54525. private _afterSoftStep;
  54526. /**
  54527. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54528. * @param impostor imposter to match
  54529. */
  54530. private _ropeStep;
  54531. /**
  54532. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54533. * @param impostor imposter to match
  54534. */
  54535. private _softbodyOrClothStep;
  54536. private _tmpVector;
  54537. private _tmpMatrix;
  54538. /**
  54539. * Applies an impulse on the imposter
  54540. * @param impostor imposter to apply impulse to
  54541. * @param force amount of force to be applied to the imposter
  54542. * @param contactPoint the location to apply the impulse on the imposter
  54543. */
  54544. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54545. /**
  54546. * Applies a force on the imposter
  54547. * @param impostor imposter to apply force
  54548. * @param force amount of force to be applied to the imposter
  54549. * @param contactPoint the location to apply the force on the imposter
  54550. */
  54551. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54552. /**
  54553. * Creates a physics body using the plugin
  54554. * @param impostor the imposter to create the physics body on
  54555. */
  54556. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54557. /**
  54558. * Removes the physics body from the imposter and disposes of the body's memory
  54559. * @param impostor imposter to remove the physics body from
  54560. */
  54561. removePhysicsBody(impostor: PhysicsImpostor): void;
  54562. /**
  54563. * Generates a joint
  54564. * @param impostorJoint the imposter joint to create the joint with
  54565. */
  54566. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54567. /**
  54568. * Removes a joint
  54569. * @param impostorJoint the imposter joint to remove the joint from
  54570. */
  54571. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54572. private _addMeshVerts;
  54573. /**
  54574. * Initialise the soft body vertices to match its object's (mesh) vertices
  54575. * Softbody vertices (nodes) are in world space and to match this
  54576. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54577. * @param impostor to create the softbody for
  54578. */
  54579. private _softVertexData;
  54580. /**
  54581. * Create an impostor's soft body
  54582. * @param impostor to create the softbody for
  54583. */
  54584. private _createSoftbody;
  54585. /**
  54586. * Create cloth for an impostor
  54587. * @param impostor to create the softbody for
  54588. */
  54589. private _createCloth;
  54590. /**
  54591. * Create rope for an impostor
  54592. * @param impostor to create the softbody for
  54593. */
  54594. private _createRope;
  54595. private _addHullVerts;
  54596. private _createShape;
  54597. /**
  54598. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54599. * @param impostor imposter containing the physics body and babylon object
  54600. */
  54601. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54602. /**
  54603. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54604. * @param impostor imposter containing the physics body and babylon object
  54605. * @param newPosition new position
  54606. * @param newRotation new rotation
  54607. */
  54608. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54609. /**
  54610. * If this plugin is supported
  54611. * @returns true if its supported
  54612. */
  54613. isSupported(): boolean;
  54614. /**
  54615. * Sets the linear velocity of the physics body
  54616. * @param impostor imposter to set the velocity on
  54617. * @param velocity velocity to set
  54618. */
  54619. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54620. /**
  54621. * Sets the angular velocity of the physics body
  54622. * @param impostor imposter to set the velocity on
  54623. * @param velocity velocity to set
  54624. */
  54625. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54626. /**
  54627. * gets the linear velocity
  54628. * @param impostor imposter to get linear velocity from
  54629. * @returns linear velocity
  54630. */
  54631. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54632. /**
  54633. * gets the angular velocity
  54634. * @param impostor imposter to get angular velocity from
  54635. * @returns angular velocity
  54636. */
  54637. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54638. /**
  54639. * Sets the mass of physics body
  54640. * @param impostor imposter to set the mass on
  54641. * @param mass mass to set
  54642. */
  54643. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54644. /**
  54645. * Gets the mass of the physics body
  54646. * @param impostor imposter to get the mass from
  54647. * @returns mass
  54648. */
  54649. getBodyMass(impostor: PhysicsImpostor): number;
  54650. /**
  54651. * Gets friction of the impostor
  54652. * @param impostor impostor to get friction from
  54653. * @returns friction value
  54654. */
  54655. getBodyFriction(impostor: PhysicsImpostor): number;
  54656. /**
  54657. * Sets friction of the impostor
  54658. * @param impostor impostor to set friction on
  54659. * @param friction friction value
  54660. */
  54661. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54662. /**
  54663. * Gets restitution of the impostor
  54664. * @param impostor impostor to get restitution from
  54665. * @returns restitution value
  54666. */
  54667. getBodyRestitution(impostor: PhysicsImpostor): number;
  54668. /**
  54669. * Sets resitution of the impostor
  54670. * @param impostor impostor to set resitution on
  54671. * @param restitution resitution value
  54672. */
  54673. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54674. /**
  54675. * Gets pressure inside the impostor
  54676. * @param impostor impostor to get pressure from
  54677. * @returns pressure value
  54678. */
  54679. getBodyPressure(impostor: PhysicsImpostor): number;
  54680. /**
  54681. * Sets pressure inside a soft body impostor
  54682. * Cloth and rope must remain 0 pressure
  54683. * @param impostor impostor to set pressure on
  54684. * @param pressure pressure value
  54685. */
  54686. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54687. /**
  54688. * Gets stiffness of the impostor
  54689. * @param impostor impostor to get stiffness from
  54690. * @returns pressure value
  54691. */
  54692. getBodyStiffness(impostor: PhysicsImpostor): number;
  54693. /**
  54694. * Sets stiffness of the impostor
  54695. * @param impostor impostor to set stiffness on
  54696. * @param stiffness stiffness value from 0 to 1
  54697. */
  54698. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54699. /**
  54700. * Gets velocityIterations of the impostor
  54701. * @param impostor impostor to get velocity iterations from
  54702. * @returns velocityIterations value
  54703. */
  54704. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54705. /**
  54706. * Sets velocityIterations of the impostor
  54707. * @param impostor impostor to set velocity iterations on
  54708. * @param velocityIterations velocityIterations value
  54709. */
  54710. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54711. /**
  54712. * Gets positionIterations of the impostor
  54713. * @param impostor impostor to get position iterations from
  54714. * @returns positionIterations value
  54715. */
  54716. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54717. /**
  54718. * Sets positionIterations of the impostor
  54719. * @param impostor impostor to set position on
  54720. * @param positionIterations positionIterations value
  54721. */
  54722. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54723. /**
  54724. * Append an anchor to a cloth object
  54725. * @param impostor is the cloth impostor to add anchor to
  54726. * @param otherImpostor is the rigid impostor to anchor to
  54727. * @param width ratio across width from 0 to 1
  54728. * @param height ratio up height from 0 to 1
  54729. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54730. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54731. */
  54732. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54733. /**
  54734. * Append an hook to a rope object
  54735. * @param impostor is the rope impostor to add hook to
  54736. * @param otherImpostor is the rigid impostor to hook to
  54737. * @param length ratio along the rope from 0 to 1
  54738. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54739. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54740. */
  54741. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54742. /**
  54743. * Sleeps the physics body and stops it from being active
  54744. * @param impostor impostor to sleep
  54745. */
  54746. sleepBody(impostor: PhysicsImpostor): void;
  54747. /**
  54748. * Activates the physics body
  54749. * @param impostor impostor to activate
  54750. */
  54751. wakeUpBody(impostor: PhysicsImpostor): void;
  54752. /**
  54753. * Updates the distance parameters of the joint
  54754. * @param joint joint to update
  54755. * @param maxDistance maximum distance of the joint
  54756. * @param minDistance minimum distance of the joint
  54757. */
  54758. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54759. /**
  54760. * Sets a motor on the joint
  54761. * @param joint joint to set motor on
  54762. * @param speed speed of the motor
  54763. * @param maxForce maximum force of the motor
  54764. * @param motorIndex index of the motor
  54765. */
  54766. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54767. /**
  54768. * Sets the motors limit
  54769. * @param joint joint to set limit on
  54770. * @param upperLimit upper limit
  54771. * @param lowerLimit lower limit
  54772. */
  54773. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54774. /**
  54775. * Syncs the position and rotation of a mesh with the impostor
  54776. * @param mesh mesh to sync
  54777. * @param impostor impostor to update the mesh with
  54778. */
  54779. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54780. /**
  54781. * Gets the radius of the impostor
  54782. * @param impostor impostor to get radius from
  54783. * @returns the radius
  54784. */
  54785. getRadius(impostor: PhysicsImpostor): number;
  54786. /**
  54787. * Gets the box size of the impostor
  54788. * @param impostor impostor to get box size from
  54789. * @param result the resulting box size
  54790. */
  54791. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54792. /**
  54793. * Disposes of the impostor
  54794. */
  54795. dispose(): void;
  54796. /**
  54797. * Does a raycast in the physics world
  54798. * @param from when should the ray start?
  54799. * @param to when should the ray end?
  54800. * @returns PhysicsRaycastResult
  54801. */
  54802. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54803. }
  54804. }
  54805. declare module "babylonjs/Probes/reflectionProbe" {
  54806. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54807. import { Vector3 } from "babylonjs/Maths/math.vector";
  54808. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54809. import { Nullable } from "babylonjs/types";
  54810. import { Scene } from "babylonjs/scene";
  54811. module "babylonjs/abstractScene" {
  54812. interface AbstractScene {
  54813. /**
  54814. * The list of reflection probes added to the scene
  54815. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54816. */
  54817. reflectionProbes: Array<ReflectionProbe>;
  54818. /**
  54819. * Removes the given reflection probe from this scene.
  54820. * @param toRemove The reflection probe to remove
  54821. * @returns The index of the removed reflection probe
  54822. */
  54823. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54824. /**
  54825. * Adds the given reflection probe to this scene.
  54826. * @param newReflectionProbe The reflection probe to add
  54827. */
  54828. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54829. }
  54830. }
  54831. /**
  54832. * Class used to generate realtime reflection / refraction cube textures
  54833. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54834. */
  54835. export class ReflectionProbe {
  54836. /** defines the name of the probe */
  54837. name: string;
  54838. private _scene;
  54839. private _renderTargetTexture;
  54840. private _projectionMatrix;
  54841. private _viewMatrix;
  54842. private _target;
  54843. private _add;
  54844. private _attachedMesh;
  54845. private _invertYAxis;
  54846. /** Gets or sets probe position (center of the cube map) */
  54847. position: Vector3;
  54848. /**
  54849. * Creates a new reflection probe
  54850. * @param name defines the name of the probe
  54851. * @param size defines the texture resolution (for each face)
  54852. * @param scene defines the hosting scene
  54853. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54854. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54855. */
  54856. constructor(
  54857. /** defines the name of the probe */
  54858. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54859. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54860. samples: number;
  54861. /** Gets or sets the refresh rate to use (on every frame by default) */
  54862. refreshRate: number;
  54863. /**
  54864. * Gets the hosting scene
  54865. * @returns a Scene
  54866. */
  54867. getScene(): Scene;
  54868. /** Gets the internal CubeTexture used to render to */
  54869. readonly cubeTexture: RenderTargetTexture;
  54870. /** Gets the list of meshes to render */
  54871. readonly renderList: Nullable<AbstractMesh[]>;
  54872. /**
  54873. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54874. * @param mesh defines the mesh to attach to
  54875. */
  54876. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54877. /**
  54878. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54879. * @param renderingGroupId The rendering group id corresponding to its index
  54880. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54881. */
  54882. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54883. /**
  54884. * Clean all associated resources
  54885. */
  54886. dispose(): void;
  54887. /**
  54888. * Converts the reflection probe information to a readable string for debug purpose.
  54889. * @param fullDetails Supports for multiple levels of logging within scene loading
  54890. * @returns the human readable reflection probe info
  54891. */
  54892. toString(fullDetails?: boolean): string;
  54893. /**
  54894. * Get the class name of the relfection probe.
  54895. * @returns "ReflectionProbe"
  54896. */
  54897. getClassName(): string;
  54898. /**
  54899. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54900. * @returns The JSON representation of the texture
  54901. */
  54902. serialize(): any;
  54903. /**
  54904. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54905. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54906. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54907. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54908. * @returns The parsed reflection probe if successful
  54909. */
  54910. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54911. }
  54912. }
  54913. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54914. /** @hidden */
  54915. export var _BabylonLoaderRegistered: boolean;
  54916. /**
  54917. * Helps setting up some configuration for the babylon file loader.
  54918. */
  54919. export class BabylonFileLoaderConfiguration {
  54920. /**
  54921. * The loader does not allow injecting custom physix engine into the plugins.
  54922. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54923. * So you could set this variable to your engine import to make it work.
  54924. */
  54925. static LoaderInjectedPhysicsEngine: any;
  54926. }
  54927. }
  54928. declare module "babylonjs/Loading/Plugins/index" {
  54929. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54930. }
  54931. declare module "babylonjs/Loading/index" {
  54932. export * from "babylonjs/Loading/loadingScreen";
  54933. export * from "babylonjs/Loading/Plugins/index";
  54934. export * from "babylonjs/Loading/sceneLoader";
  54935. export * from "babylonjs/Loading/sceneLoaderFlags";
  54936. }
  54937. declare module "babylonjs/Materials/Background/index" {
  54938. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54939. }
  54940. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54941. import { Scene } from "babylonjs/scene";
  54942. import { Color3 } from "babylonjs/Maths/math.color";
  54943. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54944. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54945. /**
  54946. * The Physically based simple base material of BJS.
  54947. *
  54948. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54949. * It is used as the base class for both the specGloss and metalRough conventions.
  54950. */
  54951. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54952. /**
  54953. * Number of Simultaneous lights allowed on the material.
  54954. */
  54955. maxSimultaneousLights: number;
  54956. /**
  54957. * If sets to true, disables all the lights affecting the material.
  54958. */
  54959. disableLighting: boolean;
  54960. /**
  54961. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54962. */
  54963. environmentTexture: BaseTexture;
  54964. /**
  54965. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54966. */
  54967. invertNormalMapX: boolean;
  54968. /**
  54969. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54970. */
  54971. invertNormalMapY: boolean;
  54972. /**
  54973. * Normal map used in the model.
  54974. */
  54975. normalTexture: BaseTexture;
  54976. /**
  54977. * Emissivie color used to self-illuminate the model.
  54978. */
  54979. emissiveColor: Color3;
  54980. /**
  54981. * Emissivie texture used to self-illuminate the model.
  54982. */
  54983. emissiveTexture: BaseTexture;
  54984. /**
  54985. * Occlusion Channel Strenght.
  54986. */
  54987. occlusionStrength: number;
  54988. /**
  54989. * Occlusion Texture of the material (adding extra occlusion effects).
  54990. */
  54991. occlusionTexture: BaseTexture;
  54992. /**
  54993. * Defines the alpha limits in alpha test mode.
  54994. */
  54995. alphaCutOff: number;
  54996. /**
  54997. * Gets the current double sided mode.
  54998. */
  54999. /**
  55000. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  55001. */
  55002. doubleSided: boolean;
  55003. /**
  55004. * Stores the pre-calculated light information of a mesh in a texture.
  55005. */
  55006. lightmapTexture: BaseTexture;
  55007. /**
  55008. * If true, the light map contains occlusion information instead of lighting info.
  55009. */
  55010. useLightmapAsShadowmap: boolean;
  55011. /**
  55012. * Instantiates a new PBRMaterial instance.
  55013. *
  55014. * @param name The material name
  55015. * @param scene The scene the material will be use in.
  55016. */
  55017. constructor(name: string, scene: Scene);
  55018. getClassName(): string;
  55019. }
  55020. }
  55021. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  55022. import { Scene } from "babylonjs/scene";
  55023. import { Color3 } from "babylonjs/Maths/math.color";
  55024. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55025. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55026. /**
  55027. * The PBR material of BJS following the metal roughness convention.
  55028. *
  55029. * This fits to the PBR convention in the GLTF definition:
  55030. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  55031. */
  55032. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  55033. /**
  55034. * The base color has two different interpretations depending on the value of metalness.
  55035. * When the material is a metal, the base color is the specific measured reflectance value
  55036. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  55037. * of the material.
  55038. */
  55039. baseColor: Color3;
  55040. /**
  55041. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  55042. * well as opacity information in the alpha channel.
  55043. */
  55044. baseTexture: BaseTexture;
  55045. /**
  55046. * Specifies the metallic scalar value of the material.
  55047. * Can also be used to scale the metalness values of the metallic texture.
  55048. */
  55049. metallic: number;
  55050. /**
  55051. * Specifies the roughness scalar value of the material.
  55052. * Can also be used to scale the roughness values of the metallic texture.
  55053. */
  55054. roughness: number;
  55055. /**
  55056. * Texture containing both the metallic value in the B channel and the
  55057. * roughness value in the G channel to keep better precision.
  55058. */
  55059. metallicRoughnessTexture: BaseTexture;
  55060. /**
  55061. * Instantiates a new PBRMetalRoughnessMaterial instance.
  55062. *
  55063. * @param name The material name
  55064. * @param scene The scene the material will be use in.
  55065. */
  55066. constructor(name: string, scene: Scene);
  55067. /**
  55068. * Return the currrent class name of the material.
  55069. */
  55070. getClassName(): string;
  55071. /**
  55072. * Makes a duplicate of the current material.
  55073. * @param name - name to use for the new material.
  55074. */
  55075. clone(name: string): PBRMetallicRoughnessMaterial;
  55076. /**
  55077. * Serialize the material to a parsable JSON object.
  55078. */
  55079. serialize(): any;
  55080. /**
  55081. * Parses a JSON object correponding to the serialize function.
  55082. */
  55083. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  55084. }
  55085. }
  55086. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  55087. import { Scene } from "babylonjs/scene";
  55088. import { Color3 } from "babylonjs/Maths/math.color";
  55089. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55090. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55091. /**
  55092. * The PBR material of BJS following the specular glossiness convention.
  55093. *
  55094. * This fits to the PBR convention in the GLTF definition:
  55095. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  55096. */
  55097. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  55098. /**
  55099. * Specifies the diffuse color of the material.
  55100. */
  55101. diffuseColor: Color3;
  55102. /**
  55103. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  55104. * channel.
  55105. */
  55106. diffuseTexture: BaseTexture;
  55107. /**
  55108. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  55109. */
  55110. specularColor: Color3;
  55111. /**
  55112. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  55113. */
  55114. glossiness: number;
  55115. /**
  55116. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  55117. */
  55118. specularGlossinessTexture: BaseTexture;
  55119. /**
  55120. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  55121. *
  55122. * @param name The material name
  55123. * @param scene The scene the material will be use in.
  55124. */
  55125. constructor(name: string, scene: Scene);
  55126. /**
  55127. * Return the currrent class name of the material.
  55128. */
  55129. getClassName(): string;
  55130. /**
  55131. * Makes a duplicate of the current material.
  55132. * @param name - name to use for the new material.
  55133. */
  55134. clone(name: string): PBRSpecularGlossinessMaterial;
  55135. /**
  55136. * Serialize the material to a parsable JSON object.
  55137. */
  55138. serialize(): any;
  55139. /**
  55140. * Parses a JSON object correponding to the serialize function.
  55141. */
  55142. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  55143. }
  55144. }
  55145. declare module "babylonjs/Materials/PBR/index" {
  55146. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  55147. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55148. export * from "babylonjs/Materials/PBR/pbrMaterial";
  55149. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  55150. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  55151. }
  55152. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  55153. import { Nullable } from "babylonjs/types";
  55154. import { Scene } from "babylonjs/scene";
  55155. import { Matrix } from "babylonjs/Maths/math.vector";
  55156. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55157. /**
  55158. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  55159. * It can help converting any input color in a desired output one. This can then be used to create effects
  55160. * from sepia, black and white to sixties or futuristic rendering...
  55161. *
  55162. * The only supported format is currently 3dl.
  55163. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  55164. */
  55165. export class ColorGradingTexture extends BaseTexture {
  55166. /**
  55167. * The current texture matrix. (will always be identity in color grading texture)
  55168. */
  55169. private _textureMatrix;
  55170. /**
  55171. * The texture URL.
  55172. */
  55173. url: string;
  55174. /**
  55175. * Empty line regex stored for GC.
  55176. */
  55177. private static _noneEmptyLineRegex;
  55178. private _engine;
  55179. /**
  55180. * Instantiates a ColorGradingTexture from the following parameters.
  55181. *
  55182. * @param url The location of the color gradind data (currently only supporting 3dl)
  55183. * @param scene The scene the texture will be used in
  55184. */
  55185. constructor(url: string, scene: Scene);
  55186. /**
  55187. * Returns the texture matrix used in most of the material.
  55188. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  55189. */
  55190. getTextureMatrix(): Matrix;
  55191. /**
  55192. * Occurs when the file being loaded is a .3dl LUT file.
  55193. */
  55194. private load3dlTexture;
  55195. /**
  55196. * Starts the loading process of the texture.
  55197. */
  55198. private loadTexture;
  55199. /**
  55200. * Clones the color gradind texture.
  55201. */
  55202. clone(): ColorGradingTexture;
  55203. /**
  55204. * Called during delayed load for textures.
  55205. */
  55206. delayLoad(): void;
  55207. /**
  55208. * Parses a color grading texture serialized by Babylon.
  55209. * @param parsedTexture The texture information being parsedTexture
  55210. * @param scene The scene to load the texture in
  55211. * @param rootUrl The root url of the data assets to load
  55212. * @return A color gradind texture
  55213. */
  55214. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  55215. /**
  55216. * Serializes the LUT texture to json format.
  55217. */
  55218. serialize(): any;
  55219. }
  55220. }
  55221. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  55222. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55223. import { Scene } from "babylonjs/scene";
  55224. import { Nullable } from "babylonjs/types";
  55225. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55226. /**
  55227. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  55228. */
  55229. export class EquiRectangularCubeTexture extends BaseTexture {
  55230. /** The six faces of the cube. */
  55231. private static _FacesMapping;
  55232. private _noMipmap;
  55233. private _onLoad;
  55234. private _onError;
  55235. /** The size of the cubemap. */
  55236. private _size;
  55237. /** The buffer of the image. */
  55238. private _buffer;
  55239. /** The width of the input image. */
  55240. private _width;
  55241. /** The height of the input image. */
  55242. private _height;
  55243. /** The URL to the image. */
  55244. url: string;
  55245. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  55246. coordinatesMode: number;
  55247. /**
  55248. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  55249. * @param url The location of the image
  55250. * @param scene The scene the texture will be used in
  55251. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  55252. * @param noMipmap Forces to not generate the mipmap if true
  55253. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  55254. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  55255. * @param onLoad — defines a callback called when texture is loaded
  55256. * @param onError — defines a callback called if there is an error
  55257. */
  55258. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  55259. /**
  55260. * Load the image data, by putting the image on a canvas and extracting its buffer.
  55261. */
  55262. private loadImage;
  55263. /**
  55264. * Convert the image buffer into a cubemap and create a CubeTexture.
  55265. */
  55266. private loadTexture;
  55267. /**
  55268. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  55269. * @param buffer The ArrayBuffer that should be converted.
  55270. * @returns The buffer as Float32Array.
  55271. */
  55272. private getFloat32ArrayFromArrayBuffer;
  55273. /**
  55274. * Get the current class name of the texture useful for serialization or dynamic coding.
  55275. * @returns "EquiRectangularCubeTexture"
  55276. */
  55277. getClassName(): string;
  55278. /**
  55279. * Create a clone of the current EquiRectangularCubeTexture and return it.
  55280. * @returns A clone of the current EquiRectangularCubeTexture.
  55281. */
  55282. clone(): EquiRectangularCubeTexture;
  55283. }
  55284. }
  55285. declare module "babylonjs/Misc/tga" {
  55286. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55287. /**
  55288. * Based on jsTGALoader - Javascript loader for TGA file
  55289. * By Vincent Thibault
  55290. * @see http://blog.robrowser.com/javascript-tga-loader.html
  55291. */
  55292. export class TGATools {
  55293. private static _TYPE_INDEXED;
  55294. private static _TYPE_RGB;
  55295. private static _TYPE_GREY;
  55296. private static _TYPE_RLE_INDEXED;
  55297. private static _TYPE_RLE_RGB;
  55298. private static _TYPE_RLE_GREY;
  55299. private static _ORIGIN_MASK;
  55300. private static _ORIGIN_SHIFT;
  55301. private static _ORIGIN_BL;
  55302. private static _ORIGIN_BR;
  55303. private static _ORIGIN_UL;
  55304. private static _ORIGIN_UR;
  55305. /**
  55306. * Gets the header of a TGA file
  55307. * @param data defines the TGA data
  55308. * @returns the header
  55309. */
  55310. static GetTGAHeader(data: Uint8Array): any;
  55311. /**
  55312. * Uploads TGA content to a Babylon Texture
  55313. * @hidden
  55314. */
  55315. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  55316. /** @hidden */
  55317. 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;
  55318. /** @hidden */
  55319. 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;
  55320. /** @hidden */
  55321. 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;
  55322. /** @hidden */
  55323. 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;
  55324. /** @hidden */
  55325. 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;
  55326. /** @hidden */
  55327. 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;
  55328. }
  55329. }
  55330. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  55331. import { Nullable } from "babylonjs/types";
  55332. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55333. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55334. /**
  55335. * Implementation of the TGA Texture Loader.
  55336. * @hidden
  55337. */
  55338. export class _TGATextureLoader implements IInternalTextureLoader {
  55339. /**
  55340. * Defines wether the loader supports cascade loading the different faces.
  55341. */
  55342. readonly supportCascades: boolean;
  55343. /**
  55344. * This returns if the loader support the current file information.
  55345. * @param extension defines the file extension of the file being loaded
  55346. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55347. * @param fallback defines the fallback internal texture if any
  55348. * @param isBase64 defines whether the texture is encoded as a base64
  55349. * @param isBuffer defines whether the texture data are stored as a buffer
  55350. * @returns true if the loader can load the specified file
  55351. */
  55352. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55353. /**
  55354. * Transform the url before loading if required.
  55355. * @param rootUrl the url of the texture
  55356. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55357. * @returns the transformed texture
  55358. */
  55359. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55360. /**
  55361. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55362. * @param rootUrl the url of the texture
  55363. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55364. * @returns the fallback texture
  55365. */
  55366. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55367. /**
  55368. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  55369. * @param data contains the texture data
  55370. * @param texture defines the BabylonJS internal texture
  55371. * @param createPolynomials will be true if polynomials have been requested
  55372. * @param onLoad defines the callback to trigger once the texture is ready
  55373. * @param onError defines the callback to trigger in case of error
  55374. */
  55375. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55376. /**
  55377. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55378. * @param data contains the texture data
  55379. * @param texture defines the BabylonJS internal texture
  55380. * @param callback defines the method to call once ready to upload
  55381. */
  55382. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55383. }
  55384. }
  55385. declare module "babylonjs/Misc/basis" {
  55386. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55387. /**
  55388. * Info about the .basis files
  55389. */
  55390. class BasisFileInfo {
  55391. /**
  55392. * If the file has alpha
  55393. */
  55394. hasAlpha: boolean;
  55395. /**
  55396. * Info about each image of the basis file
  55397. */
  55398. images: Array<{
  55399. levels: Array<{
  55400. width: number;
  55401. height: number;
  55402. transcodedPixels: ArrayBufferView;
  55403. }>;
  55404. }>;
  55405. }
  55406. /**
  55407. * Result of transcoding a basis file
  55408. */
  55409. class TranscodeResult {
  55410. /**
  55411. * Info about the .basis file
  55412. */
  55413. fileInfo: BasisFileInfo;
  55414. /**
  55415. * Format to use when loading the file
  55416. */
  55417. format: number;
  55418. }
  55419. /**
  55420. * Configuration options for the Basis transcoder
  55421. */
  55422. export class BasisTranscodeConfiguration {
  55423. /**
  55424. * Supported compression formats used to determine the supported output format of the transcoder
  55425. */
  55426. supportedCompressionFormats?: {
  55427. /**
  55428. * etc1 compression format
  55429. */
  55430. etc1?: boolean;
  55431. /**
  55432. * s3tc compression format
  55433. */
  55434. s3tc?: boolean;
  55435. /**
  55436. * pvrtc compression format
  55437. */
  55438. pvrtc?: boolean;
  55439. /**
  55440. * etc2 compression format
  55441. */
  55442. etc2?: boolean;
  55443. };
  55444. /**
  55445. * If mipmap levels should be loaded for transcoded images (Default: true)
  55446. */
  55447. loadMipmapLevels?: boolean;
  55448. /**
  55449. * Index of a single image to load (Default: all images)
  55450. */
  55451. loadSingleImage?: number;
  55452. }
  55453. /**
  55454. * Used to load .Basis files
  55455. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  55456. */
  55457. export class BasisTools {
  55458. private static _IgnoreSupportedFormats;
  55459. /**
  55460. * URL to use when loading the basis transcoder
  55461. */
  55462. static JSModuleURL: string;
  55463. /**
  55464. * URL to use when loading the wasm module for the transcoder
  55465. */
  55466. static WasmModuleURL: string;
  55467. /**
  55468. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  55469. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  55470. * @returns internal format corresponding to the Basis format
  55471. */
  55472. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  55473. private static _WorkerPromise;
  55474. private static _Worker;
  55475. private static _actionId;
  55476. private static _CreateWorkerAsync;
  55477. /**
  55478. * Transcodes a loaded image file to compressed pixel data
  55479. * @param imageData image data to transcode
  55480. * @param config configuration options for the transcoding
  55481. * @returns a promise resulting in the transcoded image
  55482. */
  55483. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  55484. /**
  55485. * Loads a texture from the transcode result
  55486. * @param texture texture load to
  55487. * @param transcodeResult the result of transcoding the basis file to load from
  55488. */
  55489. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55490. }
  55491. }
  55492. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55493. import { Nullable } from "babylonjs/types";
  55494. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55495. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55496. /**
  55497. * Loader for .basis file format
  55498. */
  55499. export class _BasisTextureLoader implements IInternalTextureLoader {
  55500. /**
  55501. * Defines whether the loader supports cascade loading the different faces.
  55502. */
  55503. readonly supportCascades: boolean;
  55504. /**
  55505. * This returns if the loader support the current file information.
  55506. * @param extension defines the file extension of the file being loaded
  55507. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55508. * @param fallback defines the fallback internal texture if any
  55509. * @param isBase64 defines whether the texture is encoded as a base64
  55510. * @param isBuffer defines whether the texture data are stored as a buffer
  55511. * @returns true if the loader can load the specified file
  55512. */
  55513. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55514. /**
  55515. * Transform the url before loading if required.
  55516. * @param rootUrl the url of the texture
  55517. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55518. * @returns the transformed texture
  55519. */
  55520. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55521. /**
  55522. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55523. * @param rootUrl the url of the texture
  55524. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55525. * @returns the fallback texture
  55526. */
  55527. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55528. /**
  55529. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55530. * @param data contains the texture data
  55531. * @param texture defines the BabylonJS internal texture
  55532. * @param createPolynomials will be true if polynomials have been requested
  55533. * @param onLoad defines the callback to trigger once the texture is ready
  55534. * @param onError defines the callback to trigger in case of error
  55535. */
  55536. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55537. /**
  55538. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55539. * @param data contains the texture data
  55540. * @param texture defines the BabylonJS internal texture
  55541. * @param callback defines the method to call once ready to upload
  55542. */
  55543. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55544. }
  55545. }
  55546. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55547. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55548. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55549. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55550. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55551. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55552. }
  55553. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55554. import { Scene } from "babylonjs/scene";
  55555. import { Texture } from "babylonjs/Materials/Textures/texture";
  55556. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55557. /**
  55558. * 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.
  55559. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55560. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55561. */
  55562. export class CustomProceduralTexture extends ProceduralTexture {
  55563. private _animate;
  55564. private _time;
  55565. private _config;
  55566. private _texturePath;
  55567. /**
  55568. * Instantiates a new Custom Procedural Texture.
  55569. * 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.
  55570. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55571. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55572. * @param name Define the name of the texture
  55573. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55574. * @param size Define the size of the texture to create
  55575. * @param scene Define the scene the texture belongs to
  55576. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55577. * @param generateMipMaps Define if the texture should creates mip maps or not
  55578. */
  55579. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55580. private _loadJson;
  55581. /**
  55582. * Is the texture ready to be used ? (rendered at least once)
  55583. * @returns true if ready, otherwise, false.
  55584. */
  55585. isReady(): boolean;
  55586. /**
  55587. * Render the texture to its associated render target.
  55588. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55589. */
  55590. render(useCameraPostProcess?: boolean): void;
  55591. /**
  55592. * Update the list of dependant textures samplers in the shader.
  55593. */
  55594. updateTextures(): void;
  55595. /**
  55596. * Update the uniform values of the procedural texture in the shader.
  55597. */
  55598. updateShaderUniforms(): void;
  55599. /**
  55600. * Define if the texture animates or not.
  55601. */
  55602. animate: boolean;
  55603. }
  55604. }
  55605. declare module "babylonjs/Shaders/noise.fragment" {
  55606. /** @hidden */
  55607. export var noisePixelShader: {
  55608. name: string;
  55609. shader: string;
  55610. };
  55611. }
  55612. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55613. import { Nullable } from "babylonjs/types";
  55614. import { Scene } from "babylonjs/scene";
  55615. import { Texture } from "babylonjs/Materials/Textures/texture";
  55616. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55617. import "babylonjs/Shaders/noise.fragment";
  55618. /**
  55619. * Class used to generate noise procedural textures
  55620. */
  55621. export class NoiseProceduralTexture extends ProceduralTexture {
  55622. private _time;
  55623. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55624. brightness: number;
  55625. /** Defines the number of octaves to process */
  55626. octaves: number;
  55627. /** Defines the level of persistence (0.8 by default) */
  55628. persistence: number;
  55629. /** Gets or sets animation speed factor (default is 1) */
  55630. animationSpeedFactor: number;
  55631. /**
  55632. * Creates a new NoiseProceduralTexture
  55633. * @param name defines the name fo the texture
  55634. * @param size defines the size of the texture (default is 256)
  55635. * @param scene defines the hosting scene
  55636. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55637. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55638. */
  55639. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55640. private _updateShaderUniforms;
  55641. protected _getDefines(): string;
  55642. /** Generate the current state of the procedural texture */
  55643. render(useCameraPostProcess?: boolean): void;
  55644. /**
  55645. * Serializes this noise procedural texture
  55646. * @returns a serialized noise procedural texture object
  55647. */
  55648. serialize(): any;
  55649. /**
  55650. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55651. * @param parsedTexture defines parsed texture data
  55652. * @param scene defines the current scene
  55653. * @param rootUrl defines the root URL containing noise procedural texture information
  55654. * @returns a parsed NoiseProceduralTexture
  55655. */
  55656. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55657. }
  55658. }
  55659. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55660. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55661. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55662. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55663. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55664. }
  55665. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55666. import { Nullable } from "babylonjs/types";
  55667. import { Scene } from "babylonjs/scene";
  55668. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55669. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55670. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55671. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55672. /**
  55673. * Raw cube texture where the raw buffers are passed in
  55674. */
  55675. export class RawCubeTexture extends CubeTexture {
  55676. /**
  55677. * Creates a cube texture where the raw buffers are passed in.
  55678. * @param scene defines the scene the texture is attached to
  55679. * @param data defines the array of data to use to create each face
  55680. * @param size defines the size of the textures
  55681. * @param format defines the format of the data
  55682. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55683. * @param generateMipMaps defines if the engine should generate the mip levels
  55684. * @param invertY defines if data must be stored with Y axis inverted
  55685. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55686. * @param compression defines the compression used (null by default)
  55687. */
  55688. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55689. /**
  55690. * Updates the raw cube texture.
  55691. * @param data defines the data to store
  55692. * @param format defines the data format
  55693. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55694. * @param invertY defines if data must be stored with Y axis inverted
  55695. * @param compression defines the compression used (null by default)
  55696. * @param level defines which level of the texture to update
  55697. */
  55698. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55699. /**
  55700. * Updates a raw cube texture with RGBD encoded data.
  55701. * @param data defines the array of data [mipmap][face] to use to create each face
  55702. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55703. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55704. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55705. * @returns a promsie that resolves when the operation is complete
  55706. */
  55707. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55708. /**
  55709. * Clones the raw cube texture.
  55710. * @return a new cube texture
  55711. */
  55712. clone(): CubeTexture;
  55713. /** @hidden */
  55714. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55715. }
  55716. }
  55717. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55718. import { Scene } from "babylonjs/scene";
  55719. import { Texture } from "babylonjs/Materials/Textures/texture";
  55720. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55721. /**
  55722. * Class used to store 3D textures containing user data
  55723. */
  55724. export class RawTexture3D extends Texture {
  55725. /** Gets or sets the texture format to use */
  55726. format: number;
  55727. private _engine;
  55728. /**
  55729. * Create a new RawTexture3D
  55730. * @param data defines the data of the texture
  55731. * @param width defines the width of the texture
  55732. * @param height defines the height of the texture
  55733. * @param depth defines the depth of the texture
  55734. * @param format defines the texture format to use
  55735. * @param scene defines the hosting scene
  55736. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55737. * @param invertY defines if texture must be stored with Y axis inverted
  55738. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55739. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55740. */
  55741. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55742. /** Gets or sets the texture format to use */
  55743. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55744. /**
  55745. * Update the texture with new data
  55746. * @param data defines the data to store in the texture
  55747. */
  55748. update(data: ArrayBufferView): void;
  55749. }
  55750. }
  55751. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  55752. import { Scene } from "babylonjs/scene";
  55753. import { Texture } from "babylonjs/Materials/Textures/texture";
  55754. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55755. /**
  55756. * Class used to store 2D array textures containing user data
  55757. */
  55758. export class RawTexture2DArray extends Texture {
  55759. /** Gets or sets the texture format to use */
  55760. format: number;
  55761. private _engine;
  55762. /**
  55763. * Create a new RawTexture2DArray
  55764. * @param data defines the data of the texture
  55765. * @param width defines the width of the texture
  55766. * @param height defines the height of the texture
  55767. * @param depth defines the number of layers of the texture
  55768. * @param format defines the texture format to use
  55769. * @param scene defines the hosting scene
  55770. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55771. * @param invertY defines if texture must be stored with Y axis inverted
  55772. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55773. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55774. */
  55775. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55776. /** Gets or sets the texture format to use */
  55777. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55778. /**
  55779. * Update the texture with new data
  55780. * @param data defines the data to store in the texture
  55781. */
  55782. update(data: ArrayBufferView): void;
  55783. }
  55784. }
  55785. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55786. import { Scene } from "babylonjs/scene";
  55787. import { Plane } from "babylonjs/Maths/math.plane";
  55788. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55789. /**
  55790. * Creates a refraction texture used by refraction channel of the standard material.
  55791. * It is like a mirror but to see through a material.
  55792. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55793. */
  55794. export class RefractionTexture extends RenderTargetTexture {
  55795. /**
  55796. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55797. * 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.
  55798. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55799. */
  55800. refractionPlane: Plane;
  55801. /**
  55802. * Define how deep under the surface we should see.
  55803. */
  55804. depth: number;
  55805. /**
  55806. * Creates a refraction texture used by refraction channel of the standard material.
  55807. * It is like a mirror but to see through a material.
  55808. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55809. * @param name Define the texture name
  55810. * @param size Define the size of the underlying texture
  55811. * @param scene Define the scene the refraction belongs to
  55812. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55813. */
  55814. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55815. /**
  55816. * Clone the refraction texture.
  55817. * @returns the cloned texture
  55818. */
  55819. clone(): RefractionTexture;
  55820. /**
  55821. * Serialize the texture to a JSON representation you could use in Parse later on
  55822. * @returns the serialized JSON representation
  55823. */
  55824. serialize(): any;
  55825. }
  55826. }
  55827. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55828. import { Nullable } from "babylonjs/types";
  55829. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55830. import { Matrix } from "babylonjs/Maths/math.vector";
  55831. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55832. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55833. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55834. import { Scene } from "babylonjs/scene";
  55835. /**
  55836. * Defines the options related to the creation of an HtmlElementTexture
  55837. */
  55838. export interface IHtmlElementTextureOptions {
  55839. /**
  55840. * Defines wether mip maps should be created or not.
  55841. */
  55842. generateMipMaps?: boolean;
  55843. /**
  55844. * Defines the sampling mode of the texture.
  55845. */
  55846. samplingMode?: number;
  55847. /**
  55848. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55849. */
  55850. engine: Nullable<ThinEngine>;
  55851. /**
  55852. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55853. */
  55854. scene: Nullable<Scene>;
  55855. }
  55856. /**
  55857. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55858. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55859. * is automatically managed.
  55860. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55861. * in your application.
  55862. *
  55863. * As the update is not automatic, you need to call them manually.
  55864. */
  55865. export class HtmlElementTexture extends BaseTexture {
  55866. /**
  55867. * The texture URL.
  55868. */
  55869. element: HTMLVideoElement | HTMLCanvasElement;
  55870. private static readonly DefaultOptions;
  55871. private _textureMatrix;
  55872. private _engine;
  55873. private _isVideo;
  55874. private _generateMipMaps;
  55875. private _samplingMode;
  55876. /**
  55877. * Instantiates a HtmlElementTexture from the following parameters.
  55878. *
  55879. * @param name Defines the name of the texture
  55880. * @param element Defines the video or canvas the texture is filled with
  55881. * @param options Defines the other none mandatory texture creation options
  55882. */
  55883. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55884. private _createInternalTexture;
  55885. /**
  55886. * Returns the texture matrix used in most of the material.
  55887. */
  55888. getTextureMatrix(): Matrix;
  55889. /**
  55890. * Updates the content of the texture.
  55891. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55892. */
  55893. update(invertY?: Nullable<boolean>): void;
  55894. }
  55895. }
  55896. declare module "babylonjs/Materials/Textures/index" {
  55897. export * from "babylonjs/Materials/Textures/baseTexture";
  55898. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55899. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55900. export * from "babylonjs/Materials/Textures/cubeTexture";
  55901. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55902. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55903. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55904. export * from "babylonjs/Materials/Textures/internalTexture";
  55905. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55906. export * from "babylonjs/Materials/Textures/Loaders/index";
  55907. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55908. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55909. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55910. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55911. export * from "babylonjs/Materials/Textures/rawTexture";
  55912. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55913. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  55914. export * from "babylonjs/Materials/Textures/refractionTexture";
  55915. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55916. export * from "babylonjs/Materials/Textures/texture";
  55917. export * from "babylonjs/Materials/Textures/videoTexture";
  55918. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55919. }
  55920. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55921. /**
  55922. * Enum used to define the target of a block
  55923. */
  55924. export enum NodeMaterialBlockTargets {
  55925. /** Vertex shader */
  55926. Vertex = 1,
  55927. /** Fragment shader */
  55928. Fragment = 2,
  55929. /** Neutral */
  55930. Neutral = 4,
  55931. /** Vertex and Fragment */
  55932. VertexAndFragment = 3
  55933. }
  55934. }
  55935. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55936. /**
  55937. * Defines the kind of connection point for node based material
  55938. */
  55939. export enum NodeMaterialBlockConnectionPointTypes {
  55940. /** Float */
  55941. Float = 1,
  55942. /** Int */
  55943. Int = 2,
  55944. /** Vector2 */
  55945. Vector2 = 4,
  55946. /** Vector3 */
  55947. Vector3 = 8,
  55948. /** Vector4 */
  55949. Vector4 = 16,
  55950. /** Color3 */
  55951. Color3 = 32,
  55952. /** Color4 */
  55953. Color4 = 64,
  55954. /** Matrix */
  55955. Matrix = 128,
  55956. /** Detect type based on connection */
  55957. AutoDetect = 1024,
  55958. /** Output type that will be defined by input type */
  55959. BasedOnInput = 2048
  55960. }
  55961. }
  55962. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55963. /**
  55964. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55965. */
  55966. export enum NodeMaterialBlockConnectionPointMode {
  55967. /** Value is an uniform */
  55968. Uniform = 0,
  55969. /** Value is a mesh attribute */
  55970. Attribute = 1,
  55971. /** Value is a varying between vertex and fragment shaders */
  55972. Varying = 2,
  55973. /** Mode is undefined */
  55974. Undefined = 3
  55975. }
  55976. }
  55977. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55978. /**
  55979. * Enum used to define system values e.g. values automatically provided by the system
  55980. */
  55981. export enum NodeMaterialSystemValues {
  55982. /** World */
  55983. World = 1,
  55984. /** View */
  55985. View = 2,
  55986. /** Projection */
  55987. Projection = 3,
  55988. /** ViewProjection */
  55989. ViewProjection = 4,
  55990. /** WorldView */
  55991. WorldView = 5,
  55992. /** WorldViewProjection */
  55993. WorldViewProjection = 6,
  55994. /** CameraPosition */
  55995. CameraPosition = 7,
  55996. /** Fog Color */
  55997. FogColor = 8,
  55998. /** Delta time */
  55999. DeltaTime = 9
  56000. }
  56001. }
  56002. declare module "babylonjs/Materials/Node/Enums/index" {
  56003. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56004. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56005. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  56006. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56007. }
  56008. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  56009. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56010. /**
  56011. * Root class for all node material optimizers
  56012. */
  56013. export class NodeMaterialOptimizer {
  56014. /**
  56015. * Function used to optimize a NodeMaterial graph
  56016. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  56017. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  56018. */
  56019. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  56020. }
  56021. }
  56022. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  56023. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56024. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56025. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56026. import { Scene } from "babylonjs/scene";
  56027. /**
  56028. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  56029. */
  56030. export class TransformBlock extends NodeMaterialBlock {
  56031. /**
  56032. * Defines the value to use to complement W value to transform it to a Vector4
  56033. */
  56034. complementW: number;
  56035. /**
  56036. * Defines the value to use to complement z value to transform it to a Vector4
  56037. */
  56038. complementZ: number;
  56039. /**
  56040. * Creates a new TransformBlock
  56041. * @param name defines the block name
  56042. */
  56043. constructor(name: string);
  56044. /**
  56045. * Gets the current class name
  56046. * @returns the class name
  56047. */
  56048. getClassName(): string;
  56049. /**
  56050. * Gets the vector input
  56051. */
  56052. readonly vector: NodeMaterialConnectionPoint;
  56053. /**
  56054. * Gets the output component
  56055. */
  56056. readonly output: NodeMaterialConnectionPoint;
  56057. /**
  56058. * Gets the matrix transform input
  56059. */
  56060. readonly transform: NodeMaterialConnectionPoint;
  56061. protected _buildBlock(state: NodeMaterialBuildState): this;
  56062. serialize(): any;
  56063. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56064. protected _dumpPropertiesCode(): string;
  56065. }
  56066. }
  56067. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  56068. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56069. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56070. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56071. /**
  56072. * Block used to output the vertex position
  56073. */
  56074. export class VertexOutputBlock extends NodeMaterialBlock {
  56075. /**
  56076. * Creates a new VertexOutputBlock
  56077. * @param name defines the block name
  56078. */
  56079. constructor(name: string);
  56080. /**
  56081. * Gets the current class name
  56082. * @returns the class name
  56083. */
  56084. getClassName(): string;
  56085. /**
  56086. * Gets the vector input component
  56087. */
  56088. readonly vector: NodeMaterialConnectionPoint;
  56089. protected _buildBlock(state: NodeMaterialBuildState): this;
  56090. }
  56091. }
  56092. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  56093. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56094. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56095. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56096. /**
  56097. * Block used to output the final color
  56098. */
  56099. export class FragmentOutputBlock extends NodeMaterialBlock {
  56100. /**
  56101. * Create a new FragmentOutputBlock
  56102. * @param name defines the block name
  56103. */
  56104. constructor(name: string);
  56105. /**
  56106. * Gets the current class name
  56107. * @returns the class name
  56108. */
  56109. getClassName(): string;
  56110. /**
  56111. * Gets the rgba input component
  56112. */
  56113. readonly rgba: NodeMaterialConnectionPoint;
  56114. /**
  56115. * Gets the rgb input component
  56116. */
  56117. readonly rgb: NodeMaterialConnectionPoint;
  56118. /**
  56119. * Gets the a input component
  56120. */
  56121. readonly a: NodeMaterialConnectionPoint;
  56122. protected _buildBlock(state: NodeMaterialBuildState): this;
  56123. }
  56124. }
  56125. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  56126. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56127. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56128. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56129. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56130. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56131. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56132. import { Effect } from "babylonjs/Materials/effect";
  56133. import { Mesh } from "babylonjs/Meshes/mesh";
  56134. import { Nullable } from "babylonjs/types";
  56135. import { Scene } from "babylonjs/scene";
  56136. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  56137. /**
  56138. * Block used to read a reflection texture from a sampler
  56139. */
  56140. export class ReflectionTextureBlock extends NodeMaterialBlock {
  56141. private _define3DName;
  56142. private _defineCubicName;
  56143. private _defineExplicitName;
  56144. private _defineProjectionName;
  56145. private _defineLocalCubicName;
  56146. private _defineSphericalName;
  56147. private _definePlanarName;
  56148. private _defineEquirectangularName;
  56149. private _defineMirroredEquirectangularFixedName;
  56150. private _defineEquirectangularFixedName;
  56151. private _defineSkyboxName;
  56152. private _cubeSamplerName;
  56153. private _2DSamplerName;
  56154. private _positionUVWName;
  56155. private _directionWName;
  56156. private _reflectionCoordsName;
  56157. private _reflection2DCoordsName;
  56158. private _reflectionColorName;
  56159. private _reflectionMatrixName;
  56160. /**
  56161. * Gets or sets the texture associated with the node
  56162. */
  56163. texture: Nullable<BaseTexture>;
  56164. /**
  56165. * Create a new TextureBlock
  56166. * @param name defines the block name
  56167. */
  56168. constructor(name: string);
  56169. /**
  56170. * Gets the current class name
  56171. * @returns the class name
  56172. */
  56173. getClassName(): string;
  56174. /**
  56175. * Gets the world position input component
  56176. */
  56177. readonly position: NodeMaterialConnectionPoint;
  56178. /**
  56179. * Gets the world position input component
  56180. */
  56181. readonly worldPosition: NodeMaterialConnectionPoint;
  56182. /**
  56183. * Gets the world normal input component
  56184. */
  56185. readonly worldNormal: NodeMaterialConnectionPoint;
  56186. /**
  56187. * Gets the world input component
  56188. */
  56189. readonly world: NodeMaterialConnectionPoint;
  56190. /**
  56191. * Gets the camera (or eye) position component
  56192. */
  56193. readonly cameraPosition: NodeMaterialConnectionPoint;
  56194. /**
  56195. * Gets the view input component
  56196. */
  56197. readonly view: NodeMaterialConnectionPoint;
  56198. /**
  56199. * Gets the rgb output component
  56200. */
  56201. readonly rgb: NodeMaterialConnectionPoint;
  56202. /**
  56203. * Gets the r output component
  56204. */
  56205. readonly r: NodeMaterialConnectionPoint;
  56206. /**
  56207. * Gets the g output component
  56208. */
  56209. readonly g: NodeMaterialConnectionPoint;
  56210. /**
  56211. * Gets the b output component
  56212. */
  56213. readonly b: NodeMaterialConnectionPoint;
  56214. autoConfigure(material: NodeMaterial): void;
  56215. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56216. isReady(): boolean;
  56217. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56218. private _injectVertexCode;
  56219. private _writeOutput;
  56220. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56221. protected _dumpPropertiesCode(): string;
  56222. serialize(): any;
  56223. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56224. }
  56225. }
  56226. declare module "babylonjs/Materials/Node/nodeMaterial" {
  56227. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56228. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  56229. import { Scene } from "babylonjs/scene";
  56230. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56231. import { Matrix } from "babylonjs/Maths/math.vector";
  56232. import { Mesh } from "babylonjs/Meshes/mesh";
  56233. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56234. import { Observable } from "babylonjs/Misc/observable";
  56235. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56236. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  56237. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56238. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  56239. import { Nullable } from "babylonjs/types";
  56240. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56241. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56242. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56243. /**
  56244. * Interface used to configure the node material editor
  56245. */
  56246. export interface INodeMaterialEditorOptions {
  56247. /** Define the URl to load node editor script */
  56248. editorURL?: string;
  56249. }
  56250. /** @hidden */
  56251. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  56252. /** BONES */
  56253. NUM_BONE_INFLUENCERS: number;
  56254. BonesPerMesh: number;
  56255. BONETEXTURE: boolean;
  56256. /** MORPH TARGETS */
  56257. MORPHTARGETS: boolean;
  56258. MORPHTARGETS_NORMAL: boolean;
  56259. MORPHTARGETS_TANGENT: boolean;
  56260. MORPHTARGETS_UV: boolean;
  56261. NUM_MORPH_INFLUENCERS: number;
  56262. /** IMAGE PROCESSING */
  56263. IMAGEPROCESSING: boolean;
  56264. VIGNETTE: boolean;
  56265. VIGNETTEBLENDMODEMULTIPLY: boolean;
  56266. VIGNETTEBLENDMODEOPAQUE: boolean;
  56267. TONEMAPPING: boolean;
  56268. TONEMAPPING_ACES: boolean;
  56269. CONTRAST: boolean;
  56270. EXPOSURE: boolean;
  56271. COLORCURVES: boolean;
  56272. COLORGRADING: boolean;
  56273. COLORGRADING3D: boolean;
  56274. SAMPLER3DGREENDEPTH: boolean;
  56275. SAMPLER3DBGRMAP: boolean;
  56276. IMAGEPROCESSINGPOSTPROCESS: boolean;
  56277. /** MISC. */
  56278. BUMPDIRECTUV: number;
  56279. constructor();
  56280. setValue(name: string, value: boolean): void;
  56281. }
  56282. /**
  56283. * Class used to configure NodeMaterial
  56284. */
  56285. export interface INodeMaterialOptions {
  56286. /**
  56287. * Defines if blocks should emit comments
  56288. */
  56289. emitComments: boolean;
  56290. }
  56291. /**
  56292. * Class used to create a node based material built by assembling shader blocks
  56293. */
  56294. export class NodeMaterial extends PushMaterial {
  56295. private static _BuildIdGenerator;
  56296. private _options;
  56297. private _vertexCompilationState;
  56298. private _fragmentCompilationState;
  56299. private _sharedData;
  56300. private _buildId;
  56301. private _buildWasSuccessful;
  56302. private _cachedWorldViewMatrix;
  56303. private _cachedWorldViewProjectionMatrix;
  56304. private _optimizers;
  56305. private _animationFrame;
  56306. /** Define the URl to load node editor script */
  56307. static EditorURL: string;
  56308. private BJSNODEMATERIALEDITOR;
  56309. /** Get the inspector from bundle or global */
  56310. private _getGlobalNodeMaterialEditor;
  56311. /**
  56312. * Gets or sets data used by visual editor
  56313. * @see https://nme.babylonjs.com
  56314. */
  56315. editorData: any;
  56316. /**
  56317. * 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)
  56318. */
  56319. ignoreAlpha: boolean;
  56320. /**
  56321. * Defines the maximum number of lights that can be used in the material
  56322. */
  56323. maxSimultaneousLights: number;
  56324. /**
  56325. * Observable raised when the material is built
  56326. */
  56327. onBuildObservable: Observable<NodeMaterial>;
  56328. /**
  56329. * Gets or sets the root nodes of the material vertex shader
  56330. */
  56331. _vertexOutputNodes: NodeMaterialBlock[];
  56332. /**
  56333. * Gets or sets the root nodes of the material fragment (pixel) shader
  56334. */
  56335. _fragmentOutputNodes: NodeMaterialBlock[];
  56336. /** Gets or sets options to control the node material overall behavior */
  56337. options: INodeMaterialOptions;
  56338. /**
  56339. * Default configuration related to image processing available in the standard Material.
  56340. */
  56341. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  56342. /**
  56343. * Gets the image processing configuration used either in this material.
  56344. */
  56345. /**
  56346. * Sets the Default image processing configuration used either in the this material.
  56347. *
  56348. * If sets to null, the scene one is in use.
  56349. */
  56350. imageProcessingConfiguration: ImageProcessingConfiguration;
  56351. /**
  56352. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  56353. */
  56354. attachedBlocks: NodeMaterialBlock[];
  56355. /**
  56356. * Create a new node based material
  56357. * @param name defines the material name
  56358. * @param scene defines the hosting scene
  56359. * @param options defines creation option
  56360. */
  56361. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  56362. /**
  56363. * Gets the current class name of the material e.g. "NodeMaterial"
  56364. * @returns the class name
  56365. */
  56366. getClassName(): string;
  56367. /**
  56368. * Keep track of the image processing observer to allow dispose and replace.
  56369. */
  56370. private _imageProcessingObserver;
  56371. /**
  56372. * Attaches a new image processing configuration to the Standard Material.
  56373. * @param configuration
  56374. */
  56375. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  56376. /**
  56377. * Get a block by its name
  56378. * @param name defines the name of the block to retrieve
  56379. * @returns the required block or null if not found
  56380. */
  56381. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  56382. /**
  56383. * Get a block by its name
  56384. * @param predicate defines the predicate used to find the good candidate
  56385. * @returns the required block or null if not found
  56386. */
  56387. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  56388. /**
  56389. * Get an input block by its name
  56390. * @param predicate defines the predicate used to find the good candidate
  56391. * @returns the required input block or null if not found
  56392. */
  56393. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  56394. /**
  56395. * Gets the list of input blocks attached to this material
  56396. * @returns an array of InputBlocks
  56397. */
  56398. getInputBlocks(): InputBlock[];
  56399. /**
  56400. * Adds a new optimizer to the list of optimizers
  56401. * @param optimizer defines the optimizers to add
  56402. * @returns the current material
  56403. */
  56404. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56405. /**
  56406. * Remove an optimizer from the list of optimizers
  56407. * @param optimizer defines the optimizers to remove
  56408. * @returns the current material
  56409. */
  56410. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56411. /**
  56412. * Add a new block to the list of output nodes
  56413. * @param node defines the node to add
  56414. * @returns the current material
  56415. */
  56416. addOutputNode(node: NodeMaterialBlock): this;
  56417. /**
  56418. * Remove a block from the list of root nodes
  56419. * @param node defines the node to remove
  56420. * @returns the current material
  56421. */
  56422. removeOutputNode(node: NodeMaterialBlock): this;
  56423. private _addVertexOutputNode;
  56424. private _removeVertexOutputNode;
  56425. private _addFragmentOutputNode;
  56426. private _removeFragmentOutputNode;
  56427. /**
  56428. * Specifies if the material will require alpha blending
  56429. * @returns a boolean specifying if alpha blending is needed
  56430. */
  56431. needAlphaBlending(): boolean;
  56432. /**
  56433. * Specifies if this material should be rendered in alpha test mode
  56434. * @returns a boolean specifying if an alpha test is needed.
  56435. */
  56436. needAlphaTesting(): boolean;
  56437. private _initializeBlock;
  56438. private _resetDualBlocks;
  56439. /**
  56440. * Build the material and generates the inner effect
  56441. * @param verbose defines if the build should log activity
  56442. */
  56443. build(verbose?: boolean): void;
  56444. /**
  56445. * Runs an otpimization phase to try to improve the shader code
  56446. */
  56447. optimize(): void;
  56448. private _prepareDefinesForAttributes;
  56449. /**
  56450. * Get if the submesh is ready to be used and all its information available.
  56451. * Child classes can use it to update shaders
  56452. * @param mesh defines the mesh to check
  56453. * @param subMesh defines which submesh to check
  56454. * @param useInstances specifies that instances should be used
  56455. * @returns a boolean indicating that the submesh is ready or not
  56456. */
  56457. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  56458. /**
  56459. * Get a string representing the shaders built by the current node graph
  56460. */
  56461. readonly compiledShaders: string;
  56462. /**
  56463. * Binds the world matrix to the material
  56464. * @param world defines the world transformation matrix
  56465. */
  56466. bindOnlyWorldMatrix(world: Matrix): void;
  56467. /**
  56468. * Binds the submesh to this material by preparing the effect and shader to draw
  56469. * @param world defines the world transformation matrix
  56470. * @param mesh defines the mesh containing the submesh
  56471. * @param subMesh defines the submesh to bind the material to
  56472. */
  56473. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  56474. /**
  56475. * Gets the active textures from the material
  56476. * @returns an array of textures
  56477. */
  56478. getActiveTextures(): BaseTexture[];
  56479. /**
  56480. * Gets the list of texture blocks
  56481. * @returns an array of texture blocks
  56482. */
  56483. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  56484. /**
  56485. * Specifies if the material uses a texture
  56486. * @param texture defines the texture to check against the material
  56487. * @returns a boolean specifying if the material uses the texture
  56488. */
  56489. hasTexture(texture: BaseTexture): boolean;
  56490. /**
  56491. * Disposes the material
  56492. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  56493. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  56494. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  56495. */
  56496. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  56497. /** Creates the node editor window. */
  56498. private _createNodeEditor;
  56499. /**
  56500. * Launch the node material editor
  56501. * @param config Define the configuration of the editor
  56502. * @return a promise fulfilled when the node editor is visible
  56503. */
  56504. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  56505. /**
  56506. * Clear the current material
  56507. */
  56508. clear(): void;
  56509. /**
  56510. * Clear the current material and set it to a default state
  56511. */
  56512. setToDefault(): void;
  56513. /**
  56514. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  56515. * @param url defines the url to load from
  56516. * @returns a promise that will fullfil when the material is fully loaded
  56517. */
  56518. loadAsync(url: string): Promise<void>;
  56519. private _gatherBlocks;
  56520. /**
  56521. * Generate a string containing the code declaration required to create an equivalent of this material
  56522. * @returns a string
  56523. */
  56524. generateCode(): string;
  56525. /**
  56526. * Serializes this material in a JSON representation
  56527. * @returns the serialized material object
  56528. */
  56529. serialize(): any;
  56530. private _restoreConnections;
  56531. /**
  56532. * Clear the current graph and load a new one from a serialization object
  56533. * @param source defines the JSON representation of the material
  56534. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56535. */
  56536. loadFromSerialization(source: any, rootUrl?: string): void;
  56537. /**
  56538. * Creates a node material from parsed material data
  56539. * @param source defines the JSON representation of the material
  56540. * @param scene defines the hosting scene
  56541. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56542. * @returns a new node material
  56543. */
  56544. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56545. /**
  56546. * Creates a new node material set to default basic configuration
  56547. * @param name defines the name of the material
  56548. * @param scene defines the hosting scene
  56549. * @returns a new NodeMaterial
  56550. */
  56551. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56552. }
  56553. }
  56554. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56555. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56556. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56557. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56558. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56559. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56560. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56561. import { Effect } from "babylonjs/Materials/effect";
  56562. import { Mesh } from "babylonjs/Meshes/mesh";
  56563. import { Nullable } from "babylonjs/types";
  56564. import { Texture } from "babylonjs/Materials/Textures/texture";
  56565. import { Scene } from "babylonjs/scene";
  56566. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56567. /**
  56568. * Block used to read a texture from a sampler
  56569. */
  56570. export class TextureBlock extends NodeMaterialBlock {
  56571. private _defineName;
  56572. private _linearDefineName;
  56573. private _tempTextureRead;
  56574. private _samplerName;
  56575. private _transformedUVName;
  56576. private _textureTransformName;
  56577. private _textureInfoName;
  56578. private _mainUVName;
  56579. private _mainUVDefineName;
  56580. /**
  56581. * Gets or sets the texture associated with the node
  56582. */
  56583. texture: Nullable<Texture>;
  56584. /**
  56585. * Create a new TextureBlock
  56586. * @param name defines the block name
  56587. */
  56588. constructor(name: string);
  56589. /**
  56590. * Gets the current class name
  56591. * @returns the class name
  56592. */
  56593. getClassName(): string;
  56594. /**
  56595. * Gets the uv input component
  56596. */
  56597. readonly uv: NodeMaterialConnectionPoint;
  56598. /**
  56599. * Gets the rgba output component
  56600. */
  56601. readonly rgba: NodeMaterialConnectionPoint;
  56602. /**
  56603. * Gets the rgb output component
  56604. */
  56605. readonly rgb: NodeMaterialConnectionPoint;
  56606. /**
  56607. * Gets the r output component
  56608. */
  56609. readonly r: NodeMaterialConnectionPoint;
  56610. /**
  56611. * Gets the g output component
  56612. */
  56613. readonly g: NodeMaterialConnectionPoint;
  56614. /**
  56615. * Gets the b output component
  56616. */
  56617. readonly b: NodeMaterialConnectionPoint;
  56618. /**
  56619. * Gets the a output component
  56620. */
  56621. readonly a: NodeMaterialConnectionPoint;
  56622. readonly target: NodeMaterialBlockTargets;
  56623. autoConfigure(material: NodeMaterial): void;
  56624. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56625. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56626. private _getTextureBase;
  56627. isReady(): boolean;
  56628. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56629. private readonly _isMixed;
  56630. private _injectVertexCode;
  56631. private _writeTextureRead;
  56632. private _writeOutput;
  56633. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56634. protected _dumpPropertiesCode(): string;
  56635. serialize(): any;
  56636. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56637. }
  56638. }
  56639. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56640. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56641. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56642. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56643. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56644. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56645. import { Scene } from "babylonjs/scene";
  56646. /**
  56647. * Class used to store shared data between 2 NodeMaterialBuildState
  56648. */
  56649. export class NodeMaterialBuildStateSharedData {
  56650. /**
  56651. * Gets the list of emitted varyings
  56652. */
  56653. temps: string[];
  56654. /**
  56655. * Gets the list of emitted varyings
  56656. */
  56657. varyings: string[];
  56658. /**
  56659. * Gets the varying declaration string
  56660. */
  56661. varyingDeclaration: string;
  56662. /**
  56663. * Input blocks
  56664. */
  56665. inputBlocks: InputBlock[];
  56666. /**
  56667. * Input blocks
  56668. */
  56669. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56670. /**
  56671. * Bindable blocks (Blocks that need to set data to the effect)
  56672. */
  56673. bindableBlocks: NodeMaterialBlock[];
  56674. /**
  56675. * List of blocks that can provide a compilation fallback
  56676. */
  56677. blocksWithFallbacks: NodeMaterialBlock[];
  56678. /**
  56679. * List of blocks that can provide a define update
  56680. */
  56681. blocksWithDefines: NodeMaterialBlock[];
  56682. /**
  56683. * List of blocks that can provide a repeatable content
  56684. */
  56685. repeatableContentBlocks: NodeMaterialBlock[];
  56686. /**
  56687. * List of blocks that can provide a dynamic list of uniforms
  56688. */
  56689. dynamicUniformBlocks: NodeMaterialBlock[];
  56690. /**
  56691. * List of blocks that can block the isReady function for the material
  56692. */
  56693. blockingBlocks: NodeMaterialBlock[];
  56694. /**
  56695. * Gets the list of animated inputs
  56696. */
  56697. animatedInputs: InputBlock[];
  56698. /**
  56699. * Build Id used to avoid multiple recompilations
  56700. */
  56701. buildId: number;
  56702. /** List of emitted variables */
  56703. variableNames: {
  56704. [key: string]: number;
  56705. };
  56706. /** List of emitted defines */
  56707. defineNames: {
  56708. [key: string]: number;
  56709. };
  56710. /** Should emit comments? */
  56711. emitComments: boolean;
  56712. /** Emit build activity */
  56713. verbose: boolean;
  56714. /** Gets or sets the hosting scene */
  56715. scene: Scene;
  56716. /**
  56717. * Gets the compilation hints emitted at compilation time
  56718. */
  56719. hints: {
  56720. needWorldViewMatrix: boolean;
  56721. needWorldViewProjectionMatrix: boolean;
  56722. needAlphaBlending: boolean;
  56723. needAlphaTesting: boolean;
  56724. };
  56725. /**
  56726. * List of compilation checks
  56727. */
  56728. checks: {
  56729. emitVertex: boolean;
  56730. emitFragment: boolean;
  56731. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56732. };
  56733. /** Creates a new shared data */
  56734. constructor();
  56735. /**
  56736. * Emits console errors and exceptions if there is a failing check
  56737. */
  56738. emitErrors(): void;
  56739. }
  56740. }
  56741. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56742. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56743. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56744. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56745. /**
  56746. * Class used to store node based material build state
  56747. */
  56748. export class NodeMaterialBuildState {
  56749. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56750. supportUniformBuffers: boolean;
  56751. /**
  56752. * Gets the list of emitted attributes
  56753. */
  56754. attributes: string[];
  56755. /**
  56756. * Gets the list of emitted uniforms
  56757. */
  56758. uniforms: string[];
  56759. /**
  56760. * Gets the list of emitted constants
  56761. */
  56762. constants: string[];
  56763. /**
  56764. * Gets the list of emitted samplers
  56765. */
  56766. samplers: string[];
  56767. /**
  56768. * Gets the list of emitted functions
  56769. */
  56770. functions: {
  56771. [key: string]: string;
  56772. };
  56773. /**
  56774. * Gets the list of emitted extensions
  56775. */
  56776. extensions: {
  56777. [key: string]: string;
  56778. };
  56779. /**
  56780. * Gets the target of the compilation state
  56781. */
  56782. target: NodeMaterialBlockTargets;
  56783. /**
  56784. * Gets the list of emitted counters
  56785. */
  56786. counters: {
  56787. [key: string]: number;
  56788. };
  56789. /**
  56790. * Shared data between multiple NodeMaterialBuildState instances
  56791. */
  56792. sharedData: NodeMaterialBuildStateSharedData;
  56793. /** @hidden */
  56794. _vertexState: NodeMaterialBuildState;
  56795. /** @hidden */
  56796. _attributeDeclaration: string;
  56797. /** @hidden */
  56798. _uniformDeclaration: string;
  56799. /** @hidden */
  56800. _constantDeclaration: string;
  56801. /** @hidden */
  56802. _samplerDeclaration: string;
  56803. /** @hidden */
  56804. _varyingTransfer: string;
  56805. private _repeatableContentAnchorIndex;
  56806. /** @hidden */
  56807. _builtCompilationString: string;
  56808. /**
  56809. * Gets the emitted compilation strings
  56810. */
  56811. compilationString: string;
  56812. /**
  56813. * Finalize the compilation strings
  56814. * @param state defines the current compilation state
  56815. */
  56816. finalize(state: NodeMaterialBuildState): void;
  56817. /** @hidden */
  56818. readonly _repeatableContentAnchor: string;
  56819. /** @hidden */
  56820. _getFreeVariableName(prefix: string): string;
  56821. /** @hidden */
  56822. _getFreeDefineName(prefix: string): string;
  56823. /** @hidden */
  56824. _excludeVariableName(name: string): void;
  56825. /** @hidden */
  56826. _emit2DSampler(name: string): void;
  56827. /** @hidden */
  56828. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56829. /** @hidden */
  56830. _emitExtension(name: string, extension: string): void;
  56831. /** @hidden */
  56832. _emitFunction(name: string, code: string, comments: string): void;
  56833. /** @hidden */
  56834. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56835. replaceStrings?: {
  56836. search: RegExp;
  56837. replace: string;
  56838. }[];
  56839. repeatKey?: string;
  56840. }): string;
  56841. /** @hidden */
  56842. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56843. repeatKey?: string;
  56844. removeAttributes?: boolean;
  56845. removeUniforms?: boolean;
  56846. removeVaryings?: boolean;
  56847. removeIfDef?: boolean;
  56848. replaceStrings?: {
  56849. search: RegExp;
  56850. replace: string;
  56851. }[];
  56852. }, storeKey?: string): void;
  56853. /** @hidden */
  56854. _registerTempVariable(name: string): boolean;
  56855. /** @hidden */
  56856. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56857. /** @hidden */
  56858. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56859. /** @hidden */
  56860. _emitFloat(value: number): string;
  56861. }
  56862. }
  56863. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56864. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56865. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56866. import { Nullable } from "babylonjs/types";
  56867. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56868. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56869. import { Effect } from "babylonjs/Materials/effect";
  56870. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56871. import { Mesh } from "babylonjs/Meshes/mesh";
  56872. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56873. import { Scene } from "babylonjs/scene";
  56874. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56875. /**
  56876. * Defines a block that can be used inside a node based material
  56877. */
  56878. export class NodeMaterialBlock {
  56879. private _buildId;
  56880. private _buildTarget;
  56881. private _target;
  56882. private _isFinalMerger;
  56883. private _isInput;
  56884. protected _isUnique: boolean;
  56885. /** @hidden */
  56886. _codeVariableName: string;
  56887. /** @hidden */
  56888. _inputs: NodeMaterialConnectionPoint[];
  56889. /** @hidden */
  56890. _outputs: NodeMaterialConnectionPoint[];
  56891. /** @hidden */
  56892. _preparationId: number;
  56893. /**
  56894. * Gets or sets the name of the block
  56895. */
  56896. name: string;
  56897. /**
  56898. * Gets or sets the unique id of the node
  56899. */
  56900. uniqueId: number;
  56901. /**
  56902. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  56903. */
  56904. readonly isUnique: boolean;
  56905. /**
  56906. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56907. */
  56908. readonly isFinalMerger: boolean;
  56909. /**
  56910. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56911. */
  56912. readonly isInput: boolean;
  56913. /**
  56914. * Gets or sets the build Id
  56915. */
  56916. buildId: number;
  56917. /**
  56918. * Gets or sets the target of the block
  56919. */
  56920. target: NodeMaterialBlockTargets;
  56921. /**
  56922. * Gets the list of input points
  56923. */
  56924. readonly inputs: NodeMaterialConnectionPoint[];
  56925. /** Gets the list of output points */
  56926. readonly outputs: NodeMaterialConnectionPoint[];
  56927. /**
  56928. * Find an input by its name
  56929. * @param name defines the name of the input to look for
  56930. * @returns the input or null if not found
  56931. */
  56932. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56933. /**
  56934. * Find an output by its name
  56935. * @param name defines the name of the outputto look for
  56936. * @returns the output or null if not found
  56937. */
  56938. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56939. /**
  56940. * Creates a new NodeMaterialBlock
  56941. * @param name defines the block name
  56942. * @param target defines the target of that block (Vertex by default)
  56943. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56944. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56945. */
  56946. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56947. /**
  56948. * Initialize the block and prepare the context for build
  56949. * @param state defines the state that will be used for the build
  56950. */
  56951. initialize(state: NodeMaterialBuildState): void;
  56952. /**
  56953. * Bind data to effect. Will only be called for blocks with isBindable === true
  56954. * @param effect defines the effect to bind data to
  56955. * @param nodeMaterial defines the hosting NodeMaterial
  56956. * @param mesh defines the mesh that will be rendered
  56957. */
  56958. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56959. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56960. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56961. protected _writeFloat(value: number): string;
  56962. /**
  56963. * Gets the current class name e.g. "NodeMaterialBlock"
  56964. * @returns the class name
  56965. */
  56966. getClassName(): string;
  56967. /**
  56968. * Register a new input. Must be called inside a block constructor
  56969. * @param name defines the connection point name
  56970. * @param type defines the connection point type
  56971. * @param isOptional defines a boolean indicating that this input can be omitted
  56972. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56973. * @returns the current block
  56974. */
  56975. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56976. /**
  56977. * Register a new output. Must be called inside a block constructor
  56978. * @param name defines the connection point name
  56979. * @param type defines the connection point type
  56980. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56981. * @returns the current block
  56982. */
  56983. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56984. /**
  56985. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56986. * @param forOutput defines an optional connection point to check compatibility with
  56987. * @returns the first available input or null
  56988. */
  56989. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56990. /**
  56991. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56992. * @param forBlock defines an optional block to check compatibility with
  56993. * @returns the first available input or null
  56994. */
  56995. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56996. /**
  56997. * Gets the sibling of the given output
  56998. * @param current defines the current output
  56999. * @returns the next output in the list or null
  57000. */
  57001. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  57002. /**
  57003. * Connect current block with another block
  57004. * @param other defines the block to connect with
  57005. * @param options define the various options to help pick the right connections
  57006. * @returns the current block
  57007. */
  57008. connectTo(other: NodeMaterialBlock, options?: {
  57009. input?: string;
  57010. output?: string;
  57011. outputSwizzle?: string;
  57012. }): this | undefined;
  57013. protected _buildBlock(state: NodeMaterialBuildState): void;
  57014. /**
  57015. * Add uniforms, samplers and uniform buffers at compilation time
  57016. * @param state defines the state to update
  57017. * @param nodeMaterial defines the node material requesting the update
  57018. * @param defines defines the material defines to update
  57019. * @param uniformBuffers defines the list of uniform buffer names
  57020. */
  57021. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57022. /**
  57023. * Add potential fallbacks if shader compilation fails
  57024. * @param mesh defines the mesh to be rendered
  57025. * @param fallbacks defines the current prioritized list of fallbacks
  57026. */
  57027. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57028. /**
  57029. * Initialize defines for shader compilation
  57030. * @param mesh defines the mesh to be rendered
  57031. * @param nodeMaterial defines the node material requesting the update
  57032. * @param defines defines the material defines to update
  57033. * @param useInstances specifies that instances should be used
  57034. */
  57035. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57036. /**
  57037. * Update defines for shader compilation
  57038. * @param mesh defines the mesh to be rendered
  57039. * @param nodeMaterial defines the node material requesting the update
  57040. * @param defines defines the material defines to update
  57041. * @param useInstances specifies that instances should be used
  57042. */
  57043. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57044. /**
  57045. * Lets the block try to connect some inputs automatically
  57046. * @param material defines the hosting NodeMaterial
  57047. */
  57048. autoConfigure(material: NodeMaterial): void;
  57049. /**
  57050. * Function called when a block is declared as repeatable content generator
  57051. * @param vertexShaderState defines the current compilation state for the vertex shader
  57052. * @param fragmentShaderState defines the current compilation state for the fragment shader
  57053. * @param mesh defines the mesh to be rendered
  57054. * @param defines defines the material defines to update
  57055. */
  57056. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57057. /**
  57058. * Checks if the block is ready
  57059. * @param mesh defines the mesh to be rendered
  57060. * @param nodeMaterial defines the node material requesting the update
  57061. * @param defines defines the material defines to update
  57062. * @param useInstances specifies that instances should be used
  57063. * @returns true if the block is ready
  57064. */
  57065. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  57066. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  57067. private _processBuild;
  57068. /**
  57069. * Compile the current node and generate the shader code
  57070. * @param state defines the current compilation state (uniforms, samplers, current string)
  57071. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  57072. * @returns true if already built
  57073. */
  57074. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  57075. protected _inputRename(name: string): string;
  57076. protected _outputRename(name: string): string;
  57077. protected _dumpPropertiesCode(): string;
  57078. /** @hidden */
  57079. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  57080. /** @hidden */
  57081. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  57082. /**
  57083. * Clone the current block to a new identical block
  57084. * @param scene defines the hosting scene
  57085. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  57086. * @returns a copy of the current block
  57087. */
  57088. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  57089. /**
  57090. * Serializes this block in a JSON representation
  57091. * @returns the serialized block object
  57092. */
  57093. serialize(): any;
  57094. /** @hidden */
  57095. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57096. /**
  57097. * Release resources
  57098. */
  57099. dispose(): void;
  57100. }
  57101. }
  57102. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  57103. /**
  57104. * Enum defining the type of animations supported by InputBlock
  57105. */
  57106. export enum AnimatedInputBlockTypes {
  57107. /** No animation */
  57108. None = 0,
  57109. /** Time based animation. Will only work for floats */
  57110. Time = 1
  57111. }
  57112. }
  57113. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  57114. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57115. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57116. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  57117. import { Nullable } from "babylonjs/types";
  57118. import { Effect } from "babylonjs/Materials/effect";
  57119. import { Matrix } from "babylonjs/Maths/math.vector";
  57120. import { Scene } from "babylonjs/scene";
  57121. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57122. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57123. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57124. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57125. /**
  57126. * Block used to expose an input value
  57127. */
  57128. export class InputBlock extends NodeMaterialBlock {
  57129. private _mode;
  57130. private _associatedVariableName;
  57131. private _storedValue;
  57132. private _valueCallback;
  57133. private _type;
  57134. private _animationType;
  57135. /** Gets or set a value used to limit the range of float values */
  57136. min: number;
  57137. /** Gets or set a value used to limit the range of float values */
  57138. max: number;
  57139. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  57140. matrixMode: number;
  57141. /** @hidden */
  57142. _systemValue: Nullable<NodeMaterialSystemValues>;
  57143. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  57144. visibleInInspector: boolean;
  57145. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  57146. isConstant: boolean;
  57147. /**
  57148. * Gets or sets the connection point type (default is float)
  57149. */
  57150. readonly type: NodeMaterialBlockConnectionPointTypes;
  57151. /**
  57152. * Creates a new InputBlock
  57153. * @param name defines the block name
  57154. * @param target defines the target of that block (Vertex by default)
  57155. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  57156. */
  57157. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  57158. /**
  57159. * Gets the output component
  57160. */
  57161. readonly output: NodeMaterialConnectionPoint;
  57162. /**
  57163. * Set the source of this connection point to a vertex attribute
  57164. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  57165. * @returns the current connection point
  57166. */
  57167. setAsAttribute(attributeName?: string): InputBlock;
  57168. /**
  57169. * Set the source of this connection point to a system value
  57170. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  57171. * @returns the current connection point
  57172. */
  57173. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  57174. /**
  57175. * Gets or sets the value of that point.
  57176. * Please note that this value will be ignored if valueCallback is defined
  57177. */
  57178. value: any;
  57179. /**
  57180. * Gets or sets a callback used to get the value of that point.
  57181. * Please note that setting this value will force the connection point to ignore the value property
  57182. */
  57183. valueCallback: () => any;
  57184. /**
  57185. * Gets or sets the associated variable name in the shader
  57186. */
  57187. associatedVariableName: string;
  57188. /** Gets or sets the type of animation applied to the input */
  57189. animationType: AnimatedInputBlockTypes;
  57190. /**
  57191. * Gets a boolean indicating that this connection point not defined yet
  57192. */
  57193. readonly isUndefined: boolean;
  57194. /**
  57195. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  57196. * In this case the connection point name must be the name of the uniform to use.
  57197. * Can only be set on inputs
  57198. */
  57199. isUniform: boolean;
  57200. /**
  57201. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  57202. * In this case the connection point name must be the name of the attribute to use
  57203. * Can only be set on inputs
  57204. */
  57205. isAttribute: boolean;
  57206. /**
  57207. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  57208. * Can only be set on exit points
  57209. */
  57210. isVarying: boolean;
  57211. /**
  57212. * Gets a boolean indicating that the current connection point is a system value
  57213. */
  57214. readonly isSystemValue: boolean;
  57215. /**
  57216. * Gets or sets the current well known value or null if not defined as a system value
  57217. */
  57218. systemValue: Nullable<NodeMaterialSystemValues>;
  57219. /**
  57220. * Gets the current class name
  57221. * @returns the class name
  57222. */
  57223. getClassName(): string;
  57224. /**
  57225. * Animate the input if animationType !== None
  57226. * @param scene defines the rendering scene
  57227. */
  57228. animate(scene: Scene): void;
  57229. private _emitDefine;
  57230. initialize(state: NodeMaterialBuildState): void;
  57231. /**
  57232. * Set the input block to its default value (based on its type)
  57233. */
  57234. setDefaultValue(): void;
  57235. private _emitConstant;
  57236. private _emit;
  57237. /** @hidden */
  57238. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  57239. /** @hidden */
  57240. _transmit(effect: Effect, scene: Scene): void;
  57241. protected _buildBlock(state: NodeMaterialBuildState): void;
  57242. protected _dumpPropertiesCode(): string;
  57243. serialize(): any;
  57244. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57245. }
  57246. }
  57247. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  57248. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57249. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57250. import { Nullable } from "babylonjs/types";
  57251. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57252. import { Observable } from "babylonjs/Misc/observable";
  57253. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57254. /**
  57255. * Enum used to define the compatibility state between two connection points
  57256. */
  57257. export enum NodeMaterialConnectionPointCompatibilityStates {
  57258. /** Points are compatibles */
  57259. Compatible = 0,
  57260. /** Points are incompatible because of their types */
  57261. TypeIncompatible = 1,
  57262. /** Points are incompatible because of their targets (vertex vs fragment) */
  57263. TargetIncompatible = 2
  57264. }
  57265. /**
  57266. * Defines a connection point for a block
  57267. */
  57268. export class NodeMaterialConnectionPoint {
  57269. /** @hidden */
  57270. _ownerBlock: NodeMaterialBlock;
  57271. /** @hidden */
  57272. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57273. private _endpoints;
  57274. private _associatedVariableName;
  57275. /** @hidden */
  57276. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57277. /** @hidden */
  57278. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57279. private _type;
  57280. /** @hidden */
  57281. _enforceAssociatedVariableName: boolean;
  57282. /**
  57283. * Gets or sets the additional types supported by this connection point
  57284. */
  57285. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57286. /**
  57287. * Gets or sets the additional types excluded by this connection point
  57288. */
  57289. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57290. /**
  57291. * Observable triggered when this point is connected
  57292. */
  57293. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  57294. /**
  57295. * Gets or sets the associated variable name in the shader
  57296. */
  57297. associatedVariableName: string;
  57298. /**
  57299. * Gets or sets the connection point type (default is float)
  57300. */
  57301. type: NodeMaterialBlockConnectionPointTypes;
  57302. /**
  57303. * Gets or sets the connection point name
  57304. */
  57305. name: string;
  57306. /**
  57307. * Gets or sets a boolean indicating that this connection point can be omitted
  57308. */
  57309. isOptional: boolean;
  57310. /**
  57311. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  57312. */
  57313. define: string;
  57314. /** @hidden */
  57315. _prioritizeVertex: boolean;
  57316. private _target;
  57317. /** Gets or sets the target of that connection point */
  57318. target: NodeMaterialBlockTargets;
  57319. /**
  57320. * Gets a boolean indicating that the current point is connected
  57321. */
  57322. readonly isConnected: boolean;
  57323. /**
  57324. * Gets a boolean indicating that the current point is connected to an input block
  57325. */
  57326. readonly isConnectedToInputBlock: boolean;
  57327. /**
  57328. * Gets a the connected input block (if any)
  57329. */
  57330. readonly connectInputBlock: Nullable<InputBlock>;
  57331. /** Get the other side of the connection (if any) */
  57332. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57333. /** Get the block that owns this connection point */
  57334. readonly ownerBlock: NodeMaterialBlock;
  57335. /** Get the block connected on the other side of this connection (if any) */
  57336. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  57337. /** Get the block connected on the endpoints of this connection (if any) */
  57338. readonly connectedBlocks: Array<NodeMaterialBlock>;
  57339. /** Gets the list of connected endpoints */
  57340. readonly endpoints: NodeMaterialConnectionPoint[];
  57341. /** Gets a boolean indicating if that output point is connected to at least one input */
  57342. readonly hasEndpoints: boolean;
  57343. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  57344. readonly isConnectedInVertexShader: boolean;
  57345. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  57346. readonly isConnectedInFragmentShader: boolean;
  57347. /**
  57348. * Creates a new connection point
  57349. * @param name defines the connection point name
  57350. * @param ownerBlock defines the block hosting this connection point
  57351. */
  57352. constructor(name: string, ownerBlock: NodeMaterialBlock);
  57353. /**
  57354. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  57355. * @returns the class name
  57356. */
  57357. getClassName(): string;
  57358. /**
  57359. * Gets a boolean indicating if the current point can be connected to another point
  57360. * @param connectionPoint defines the other connection point
  57361. * @returns a boolean
  57362. */
  57363. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  57364. /**
  57365. * Gets a number indicating if the current point can be connected to another point
  57366. * @param connectionPoint defines the other connection point
  57367. * @returns a number defining the compatibility state
  57368. */
  57369. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  57370. /**
  57371. * Connect this point to another connection point
  57372. * @param connectionPoint defines the other connection point
  57373. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  57374. * @returns the current connection point
  57375. */
  57376. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  57377. /**
  57378. * Disconnect this point from one of his endpoint
  57379. * @param endpoint defines the other connection point
  57380. * @returns the current connection point
  57381. */
  57382. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  57383. /**
  57384. * Serializes this point in a JSON representation
  57385. * @returns the serialized point object
  57386. */
  57387. serialize(): any;
  57388. /**
  57389. * Release resources
  57390. */
  57391. dispose(): void;
  57392. }
  57393. }
  57394. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  57395. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57396. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57397. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57398. import { Mesh } from "babylonjs/Meshes/mesh";
  57399. import { Effect } from "babylonjs/Materials/effect";
  57400. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57401. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57402. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  57403. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  57404. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  57405. /**
  57406. * Block used to add support for vertex skinning (bones)
  57407. */
  57408. export class BonesBlock extends NodeMaterialBlock {
  57409. /**
  57410. * Creates a new BonesBlock
  57411. * @param name defines the block name
  57412. */
  57413. constructor(name: string);
  57414. /**
  57415. * Initialize the block and prepare the context for build
  57416. * @param state defines the state that will be used for the build
  57417. */
  57418. initialize(state: NodeMaterialBuildState): void;
  57419. /**
  57420. * Gets the current class name
  57421. * @returns the class name
  57422. */
  57423. getClassName(): string;
  57424. /**
  57425. * Gets the matrix indices input component
  57426. */
  57427. readonly matricesIndices: NodeMaterialConnectionPoint;
  57428. /**
  57429. * Gets the matrix weights input component
  57430. */
  57431. readonly matricesWeights: NodeMaterialConnectionPoint;
  57432. /**
  57433. * Gets the extra matrix indices input component
  57434. */
  57435. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  57436. /**
  57437. * Gets the extra matrix weights input component
  57438. */
  57439. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  57440. /**
  57441. * Gets the world input component
  57442. */
  57443. readonly world: NodeMaterialConnectionPoint;
  57444. /**
  57445. * Gets the output component
  57446. */
  57447. readonly output: NodeMaterialConnectionPoint;
  57448. autoConfigure(material: NodeMaterial): void;
  57449. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57450. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57451. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57452. protected _buildBlock(state: NodeMaterialBuildState): this;
  57453. }
  57454. }
  57455. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  57456. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57457. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57458. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57459. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57460. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57461. /**
  57462. * Block used to add support for instances
  57463. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  57464. */
  57465. export class InstancesBlock extends NodeMaterialBlock {
  57466. /**
  57467. * Creates a new InstancesBlock
  57468. * @param name defines the block name
  57469. */
  57470. constructor(name: string);
  57471. /**
  57472. * Gets the current class name
  57473. * @returns the class name
  57474. */
  57475. getClassName(): string;
  57476. /**
  57477. * Gets the first world row input component
  57478. */
  57479. readonly world0: NodeMaterialConnectionPoint;
  57480. /**
  57481. * Gets the second world row input component
  57482. */
  57483. readonly world1: NodeMaterialConnectionPoint;
  57484. /**
  57485. * Gets the third world row input component
  57486. */
  57487. readonly world2: NodeMaterialConnectionPoint;
  57488. /**
  57489. * Gets the forth world row input component
  57490. */
  57491. readonly world3: NodeMaterialConnectionPoint;
  57492. /**
  57493. * Gets the world input component
  57494. */
  57495. readonly world: NodeMaterialConnectionPoint;
  57496. /**
  57497. * Gets the output component
  57498. */
  57499. readonly output: NodeMaterialConnectionPoint;
  57500. autoConfigure(material: NodeMaterial): void;
  57501. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57502. protected _buildBlock(state: NodeMaterialBuildState): this;
  57503. }
  57504. }
  57505. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  57506. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57507. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57508. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57509. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57510. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57511. import { Effect } from "babylonjs/Materials/effect";
  57512. import { Mesh } from "babylonjs/Meshes/mesh";
  57513. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  57514. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  57515. /**
  57516. * Block used to add morph targets support to vertex shader
  57517. */
  57518. export class MorphTargetsBlock extends NodeMaterialBlock {
  57519. private _repeatableContentAnchor;
  57520. private _repeatebleContentGenerated;
  57521. /**
  57522. * Create a new MorphTargetsBlock
  57523. * @param name defines the block name
  57524. */
  57525. constructor(name: string);
  57526. /**
  57527. * Gets the current class name
  57528. * @returns the class name
  57529. */
  57530. getClassName(): string;
  57531. /**
  57532. * Gets the position input component
  57533. */
  57534. readonly position: NodeMaterialConnectionPoint;
  57535. /**
  57536. * Gets the normal input component
  57537. */
  57538. readonly normal: NodeMaterialConnectionPoint;
  57539. /**
  57540. * Gets the tangent input component
  57541. */
  57542. readonly tangent: NodeMaterialConnectionPoint;
  57543. /**
  57544. * Gets the tangent input component
  57545. */
  57546. readonly uv: NodeMaterialConnectionPoint;
  57547. /**
  57548. * Gets the position output component
  57549. */
  57550. readonly positionOutput: NodeMaterialConnectionPoint;
  57551. /**
  57552. * Gets the normal output component
  57553. */
  57554. readonly normalOutput: NodeMaterialConnectionPoint;
  57555. /**
  57556. * Gets the tangent output component
  57557. */
  57558. readonly tangentOutput: NodeMaterialConnectionPoint;
  57559. /**
  57560. * Gets the tangent output component
  57561. */
  57562. readonly uvOutput: NodeMaterialConnectionPoint;
  57563. initialize(state: NodeMaterialBuildState): void;
  57564. autoConfigure(material: NodeMaterial): void;
  57565. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57566. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57567. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57568. protected _buildBlock(state: NodeMaterialBuildState): this;
  57569. }
  57570. }
  57571. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57572. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57573. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57574. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57575. import { Nullable } from "babylonjs/types";
  57576. import { Scene } from "babylonjs/scene";
  57577. import { Effect } from "babylonjs/Materials/effect";
  57578. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57579. import { Mesh } from "babylonjs/Meshes/mesh";
  57580. import { Light } from "babylonjs/Lights/light";
  57581. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57582. /**
  57583. * Block used to get data information from a light
  57584. */
  57585. export class LightInformationBlock extends NodeMaterialBlock {
  57586. private _lightDataUniformName;
  57587. private _lightColorUniformName;
  57588. private _lightTypeDefineName;
  57589. /**
  57590. * Gets or sets the light associated with this block
  57591. */
  57592. light: Nullable<Light>;
  57593. /**
  57594. * Creates a new LightInformationBlock
  57595. * @param name defines the block name
  57596. */
  57597. constructor(name: string);
  57598. /**
  57599. * Gets the current class name
  57600. * @returns the class name
  57601. */
  57602. getClassName(): string;
  57603. /**
  57604. * Gets the world position input component
  57605. */
  57606. readonly worldPosition: NodeMaterialConnectionPoint;
  57607. /**
  57608. * Gets the direction output component
  57609. */
  57610. readonly direction: NodeMaterialConnectionPoint;
  57611. /**
  57612. * Gets the direction output component
  57613. */
  57614. readonly color: NodeMaterialConnectionPoint;
  57615. /**
  57616. * Gets the direction output component
  57617. */
  57618. readonly intensity: NodeMaterialConnectionPoint;
  57619. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57620. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57621. protected _buildBlock(state: NodeMaterialBuildState): this;
  57622. serialize(): any;
  57623. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57624. }
  57625. }
  57626. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57627. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57628. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57629. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57630. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57631. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57632. }
  57633. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57634. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57635. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57636. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57637. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57638. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57639. import { Effect } from "babylonjs/Materials/effect";
  57640. import { Mesh } from "babylonjs/Meshes/mesh";
  57641. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57642. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57643. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57644. /**
  57645. * Block used to add image processing support to fragment shader
  57646. */
  57647. export class ImageProcessingBlock extends NodeMaterialBlock {
  57648. /**
  57649. * Create a new ImageProcessingBlock
  57650. * @param name defines the block name
  57651. */
  57652. constructor(name: string);
  57653. /**
  57654. * Gets the current class name
  57655. * @returns the class name
  57656. */
  57657. getClassName(): string;
  57658. /**
  57659. * Gets the color input component
  57660. */
  57661. readonly color: NodeMaterialConnectionPoint;
  57662. /**
  57663. * Gets the output component
  57664. */
  57665. readonly output: NodeMaterialConnectionPoint;
  57666. /**
  57667. * Initialize the block and prepare the context for build
  57668. * @param state defines the state that will be used for the build
  57669. */
  57670. initialize(state: NodeMaterialBuildState): void;
  57671. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57672. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57673. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57674. protected _buildBlock(state: NodeMaterialBuildState): this;
  57675. }
  57676. }
  57677. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57678. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57679. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57680. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57681. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57682. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57683. import { Effect } from "babylonjs/Materials/effect";
  57684. import { Mesh } from "babylonjs/Meshes/mesh";
  57685. import { Scene } from "babylonjs/scene";
  57686. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57687. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57688. /**
  57689. * Block used to pertub normals based on a normal map
  57690. */
  57691. export class PerturbNormalBlock extends NodeMaterialBlock {
  57692. private _tangentSpaceParameterName;
  57693. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57694. invertX: boolean;
  57695. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57696. invertY: boolean;
  57697. /**
  57698. * Create a new PerturbNormalBlock
  57699. * @param name defines the block name
  57700. */
  57701. constructor(name: string);
  57702. /**
  57703. * Gets the current class name
  57704. * @returns the class name
  57705. */
  57706. getClassName(): string;
  57707. /**
  57708. * Gets the world position input component
  57709. */
  57710. readonly worldPosition: NodeMaterialConnectionPoint;
  57711. /**
  57712. * Gets the world normal input component
  57713. */
  57714. readonly worldNormal: NodeMaterialConnectionPoint;
  57715. /**
  57716. * Gets the uv input component
  57717. */
  57718. readonly uv: NodeMaterialConnectionPoint;
  57719. /**
  57720. * Gets the normal map color input component
  57721. */
  57722. readonly normalMapColor: NodeMaterialConnectionPoint;
  57723. /**
  57724. * Gets the strength input component
  57725. */
  57726. readonly strength: NodeMaterialConnectionPoint;
  57727. /**
  57728. * Gets the output component
  57729. */
  57730. readonly output: NodeMaterialConnectionPoint;
  57731. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57732. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57733. autoConfigure(material: NodeMaterial): void;
  57734. protected _buildBlock(state: NodeMaterialBuildState): this;
  57735. protected _dumpPropertiesCode(): string;
  57736. serialize(): any;
  57737. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57738. }
  57739. }
  57740. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57741. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57742. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57743. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57744. /**
  57745. * Block used to discard a pixel if a value is smaller than a cutoff
  57746. */
  57747. export class DiscardBlock extends NodeMaterialBlock {
  57748. /**
  57749. * Create a new DiscardBlock
  57750. * @param name defines the block name
  57751. */
  57752. constructor(name: string);
  57753. /**
  57754. * Gets the current class name
  57755. * @returns the class name
  57756. */
  57757. getClassName(): string;
  57758. /**
  57759. * Gets the color input component
  57760. */
  57761. readonly value: NodeMaterialConnectionPoint;
  57762. /**
  57763. * Gets the cutoff input component
  57764. */
  57765. readonly cutoff: NodeMaterialConnectionPoint;
  57766. protected _buildBlock(state: NodeMaterialBuildState): this;
  57767. }
  57768. }
  57769. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  57770. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57771. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57772. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57773. /**
  57774. * Block used to test if the fragment shader is front facing
  57775. */
  57776. export class FrontFacingBlock extends NodeMaterialBlock {
  57777. /**
  57778. * Creates a new FrontFacingBlock
  57779. * @param name defines the block name
  57780. */
  57781. constructor(name: string);
  57782. /**
  57783. * Gets the current class name
  57784. * @returns the class name
  57785. */
  57786. getClassName(): string;
  57787. /**
  57788. * Gets the output component
  57789. */
  57790. readonly output: NodeMaterialConnectionPoint;
  57791. protected _buildBlock(state: NodeMaterialBuildState): this;
  57792. }
  57793. }
  57794. declare module "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock" {
  57795. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57796. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57797. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57798. /**
  57799. * Block used to get the derivative value on x and y of a given input
  57800. */
  57801. export class DerivativeBlock extends NodeMaterialBlock {
  57802. /**
  57803. * Create a new DerivativeBlock
  57804. * @param name defines the block name
  57805. */
  57806. constructor(name: string);
  57807. /**
  57808. * Gets the current class name
  57809. * @returns the class name
  57810. */
  57811. getClassName(): string;
  57812. /**
  57813. * Gets the input component
  57814. */
  57815. readonly input: NodeMaterialConnectionPoint;
  57816. /**
  57817. * Gets the derivative output on x
  57818. */
  57819. readonly dx: NodeMaterialConnectionPoint;
  57820. /**
  57821. * Gets the derivative output on y
  57822. */
  57823. readonly dy: NodeMaterialConnectionPoint;
  57824. protected _buildBlock(state: NodeMaterialBuildState): this;
  57825. }
  57826. }
  57827. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57828. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57829. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57830. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57831. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57832. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  57833. export * from "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock";
  57834. }
  57835. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57836. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57837. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57838. import { Mesh } from "babylonjs/Meshes/mesh";
  57839. import { Effect } from "babylonjs/Materials/effect";
  57840. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57841. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57842. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57843. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57844. /**
  57845. * Block used to add support for scene fog
  57846. */
  57847. export class FogBlock extends NodeMaterialBlock {
  57848. private _fogDistanceName;
  57849. private _fogParameters;
  57850. /**
  57851. * Create a new FogBlock
  57852. * @param name defines the block name
  57853. */
  57854. constructor(name: string);
  57855. /**
  57856. * Gets the current class name
  57857. * @returns the class name
  57858. */
  57859. getClassName(): string;
  57860. /**
  57861. * Gets the world position input component
  57862. */
  57863. readonly worldPosition: NodeMaterialConnectionPoint;
  57864. /**
  57865. * Gets the view input component
  57866. */
  57867. readonly view: NodeMaterialConnectionPoint;
  57868. /**
  57869. * Gets the color input component
  57870. */
  57871. readonly input: NodeMaterialConnectionPoint;
  57872. /**
  57873. * Gets the fog color input component
  57874. */
  57875. readonly fogColor: NodeMaterialConnectionPoint;
  57876. /**
  57877. * Gets the output component
  57878. */
  57879. readonly output: NodeMaterialConnectionPoint;
  57880. autoConfigure(material: NodeMaterial): void;
  57881. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57882. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57883. protected _buildBlock(state: NodeMaterialBuildState): this;
  57884. }
  57885. }
  57886. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57887. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57888. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57889. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57890. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57891. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57892. import { Effect } from "babylonjs/Materials/effect";
  57893. import { Mesh } from "babylonjs/Meshes/mesh";
  57894. import { Light } from "babylonjs/Lights/light";
  57895. import { Nullable } from "babylonjs/types";
  57896. import { Scene } from "babylonjs/scene";
  57897. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57898. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57899. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57900. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57901. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57902. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57903. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57904. /**
  57905. * Block used to add light in the fragment shader
  57906. */
  57907. export class LightBlock extends NodeMaterialBlock {
  57908. private _lightId;
  57909. /**
  57910. * Gets or sets the light associated with this block
  57911. */
  57912. light: Nullable<Light>;
  57913. /**
  57914. * Create a new LightBlock
  57915. * @param name defines the block name
  57916. */
  57917. constructor(name: string);
  57918. /**
  57919. * Gets the current class name
  57920. * @returns the class name
  57921. */
  57922. getClassName(): string;
  57923. /**
  57924. * Gets the world position input component
  57925. */
  57926. readonly worldPosition: NodeMaterialConnectionPoint;
  57927. /**
  57928. * Gets the world normal input component
  57929. */
  57930. readonly worldNormal: NodeMaterialConnectionPoint;
  57931. /**
  57932. * Gets the camera (or eye) position component
  57933. */
  57934. readonly cameraPosition: NodeMaterialConnectionPoint;
  57935. /**
  57936. * Gets the glossiness component
  57937. */
  57938. readonly glossiness: NodeMaterialConnectionPoint;
  57939. /**
  57940. * Gets the glossinness power component
  57941. */
  57942. readonly glossPower: NodeMaterialConnectionPoint;
  57943. /**
  57944. * Gets the diffuse color component
  57945. */
  57946. readonly diffuseColor: NodeMaterialConnectionPoint;
  57947. /**
  57948. * Gets the specular color component
  57949. */
  57950. readonly specularColor: NodeMaterialConnectionPoint;
  57951. /**
  57952. * Gets the diffuse output component
  57953. */
  57954. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57955. /**
  57956. * Gets the specular output component
  57957. */
  57958. readonly specularOutput: NodeMaterialConnectionPoint;
  57959. autoConfigure(material: NodeMaterial): void;
  57960. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57961. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57962. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57963. private _injectVertexCode;
  57964. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57965. serialize(): any;
  57966. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57967. }
  57968. }
  57969. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57970. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57971. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57972. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57973. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57974. }
  57975. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57976. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57977. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57978. }
  57979. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57980. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57981. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57982. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57983. /**
  57984. * Block used to multiply 2 values
  57985. */
  57986. export class MultiplyBlock extends NodeMaterialBlock {
  57987. /**
  57988. * Creates a new MultiplyBlock
  57989. * @param name defines the block name
  57990. */
  57991. constructor(name: string);
  57992. /**
  57993. * Gets the current class name
  57994. * @returns the class name
  57995. */
  57996. getClassName(): string;
  57997. /**
  57998. * Gets the left operand input component
  57999. */
  58000. readonly left: NodeMaterialConnectionPoint;
  58001. /**
  58002. * Gets the right operand input component
  58003. */
  58004. readonly right: NodeMaterialConnectionPoint;
  58005. /**
  58006. * Gets the output component
  58007. */
  58008. readonly output: NodeMaterialConnectionPoint;
  58009. protected _buildBlock(state: NodeMaterialBuildState): this;
  58010. }
  58011. }
  58012. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  58013. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58014. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58015. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58016. /**
  58017. * Block used to add 2 vectors
  58018. */
  58019. export class AddBlock extends NodeMaterialBlock {
  58020. /**
  58021. * Creates a new AddBlock
  58022. * @param name defines the block name
  58023. */
  58024. constructor(name: string);
  58025. /**
  58026. * Gets the current class name
  58027. * @returns the class name
  58028. */
  58029. getClassName(): string;
  58030. /**
  58031. * Gets the left operand input component
  58032. */
  58033. readonly left: NodeMaterialConnectionPoint;
  58034. /**
  58035. * Gets the right operand input component
  58036. */
  58037. readonly right: NodeMaterialConnectionPoint;
  58038. /**
  58039. * Gets the output component
  58040. */
  58041. readonly output: NodeMaterialConnectionPoint;
  58042. protected _buildBlock(state: NodeMaterialBuildState): this;
  58043. }
  58044. }
  58045. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  58046. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58047. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58048. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58049. /**
  58050. * Block used to scale a vector by a float
  58051. */
  58052. export class ScaleBlock extends NodeMaterialBlock {
  58053. /**
  58054. * Creates a new ScaleBlock
  58055. * @param name defines the block name
  58056. */
  58057. constructor(name: string);
  58058. /**
  58059. * Gets the current class name
  58060. * @returns the class name
  58061. */
  58062. getClassName(): string;
  58063. /**
  58064. * Gets the input component
  58065. */
  58066. readonly input: NodeMaterialConnectionPoint;
  58067. /**
  58068. * Gets the factor input component
  58069. */
  58070. readonly factor: NodeMaterialConnectionPoint;
  58071. /**
  58072. * Gets the output component
  58073. */
  58074. readonly output: NodeMaterialConnectionPoint;
  58075. protected _buildBlock(state: NodeMaterialBuildState): this;
  58076. }
  58077. }
  58078. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  58079. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58080. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58081. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58082. import { Scene } from "babylonjs/scene";
  58083. /**
  58084. * Block used to clamp a float
  58085. */
  58086. export class ClampBlock extends NodeMaterialBlock {
  58087. /** Gets or sets the minimum range */
  58088. minimum: number;
  58089. /** Gets or sets the maximum range */
  58090. maximum: number;
  58091. /**
  58092. * Creates a new ClampBlock
  58093. * @param name defines the block name
  58094. */
  58095. constructor(name: string);
  58096. /**
  58097. * Gets the current class name
  58098. * @returns the class name
  58099. */
  58100. getClassName(): string;
  58101. /**
  58102. * Gets the value input component
  58103. */
  58104. readonly value: NodeMaterialConnectionPoint;
  58105. /**
  58106. * Gets the output component
  58107. */
  58108. readonly output: NodeMaterialConnectionPoint;
  58109. protected _buildBlock(state: NodeMaterialBuildState): this;
  58110. protected _dumpPropertiesCode(): string;
  58111. serialize(): any;
  58112. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58113. }
  58114. }
  58115. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  58116. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58117. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58118. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58119. /**
  58120. * Block used to apply a cross product between 2 vectors
  58121. */
  58122. export class CrossBlock extends NodeMaterialBlock {
  58123. /**
  58124. * Creates a new CrossBlock
  58125. * @param name defines the block name
  58126. */
  58127. constructor(name: string);
  58128. /**
  58129. * Gets the current class name
  58130. * @returns the class name
  58131. */
  58132. getClassName(): string;
  58133. /**
  58134. * Gets the left operand input component
  58135. */
  58136. readonly left: NodeMaterialConnectionPoint;
  58137. /**
  58138. * Gets the right operand input component
  58139. */
  58140. readonly right: NodeMaterialConnectionPoint;
  58141. /**
  58142. * Gets the output component
  58143. */
  58144. readonly output: NodeMaterialConnectionPoint;
  58145. protected _buildBlock(state: NodeMaterialBuildState): this;
  58146. }
  58147. }
  58148. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  58149. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58150. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58151. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58152. /**
  58153. * Block used to apply a dot product between 2 vectors
  58154. */
  58155. export class DotBlock extends NodeMaterialBlock {
  58156. /**
  58157. * Creates a new DotBlock
  58158. * @param name defines the block name
  58159. */
  58160. constructor(name: string);
  58161. /**
  58162. * Gets the current class name
  58163. * @returns the class name
  58164. */
  58165. getClassName(): string;
  58166. /**
  58167. * Gets the left operand input component
  58168. */
  58169. readonly left: NodeMaterialConnectionPoint;
  58170. /**
  58171. * Gets the right operand input component
  58172. */
  58173. readonly right: NodeMaterialConnectionPoint;
  58174. /**
  58175. * Gets the output component
  58176. */
  58177. readonly output: NodeMaterialConnectionPoint;
  58178. protected _buildBlock(state: NodeMaterialBuildState): this;
  58179. }
  58180. }
  58181. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  58182. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58183. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58184. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58185. import { Vector2 } from "babylonjs/Maths/math.vector";
  58186. import { Scene } from "babylonjs/scene";
  58187. /**
  58188. * Block used to remap a float from a range to a new one
  58189. */
  58190. export class RemapBlock extends NodeMaterialBlock {
  58191. /**
  58192. * Gets or sets the source range
  58193. */
  58194. sourceRange: Vector2;
  58195. /**
  58196. * Gets or sets the target range
  58197. */
  58198. targetRange: Vector2;
  58199. /**
  58200. * Creates a new RemapBlock
  58201. * @param name defines the block name
  58202. */
  58203. constructor(name: string);
  58204. /**
  58205. * Gets the current class name
  58206. * @returns the class name
  58207. */
  58208. getClassName(): string;
  58209. /**
  58210. * Gets the input component
  58211. */
  58212. readonly input: NodeMaterialConnectionPoint;
  58213. /**
  58214. * Gets the source min input component
  58215. */
  58216. readonly sourceMin: NodeMaterialConnectionPoint;
  58217. /**
  58218. * Gets the source max input component
  58219. */
  58220. readonly sourceMax: NodeMaterialConnectionPoint;
  58221. /**
  58222. * Gets the target min input component
  58223. */
  58224. readonly targetMin: NodeMaterialConnectionPoint;
  58225. /**
  58226. * Gets the target max input component
  58227. */
  58228. readonly targetMax: NodeMaterialConnectionPoint;
  58229. /**
  58230. * Gets the output component
  58231. */
  58232. readonly output: NodeMaterialConnectionPoint;
  58233. protected _buildBlock(state: NodeMaterialBuildState): this;
  58234. protected _dumpPropertiesCode(): string;
  58235. serialize(): any;
  58236. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58237. }
  58238. }
  58239. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  58240. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58241. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58242. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58243. /**
  58244. * Block used to normalize a vector
  58245. */
  58246. export class NormalizeBlock extends NodeMaterialBlock {
  58247. /**
  58248. * Creates a new NormalizeBlock
  58249. * @param name defines the block name
  58250. */
  58251. constructor(name: string);
  58252. /**
  58253. * Gets the current class name
  58254. * @returns the class name
  58255. */
  58256. getClassName(): string;
  58257. /**
  58258. * Gets the input component
  58259. */
  58260. readonly input: NodeMaterialConnectionPoint;
  58261. /**
  58262. * Gets the output component
  58263. */
  58264. readonly output: NodeMaterialConnectionPoint;
  58265. protected _buildBlock(state: NodeMaterialBuildState): this;
  58266. }
  58267. }
  58268. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  58269. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58270. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58271. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58272. import { Scene } from "babylonjs/scene";
  58273. /**
  58274. * Operations supported by the Trigonometry block
  58275. */
  58276. export enum TrigonometryBlockOperations {
  58277. /** Cos */
  58278. Cos = 0,
  58279. /** Sin */
  58280. Sin = 1,
  58281. /** Abs */
  58282. Abs = 2,
  58283. /** Exp */
  58284. Exp = 3,
  58285. /** Exp2 */
  58286. Exp2 = 4,
  58287. /** Round */
  58288. Round = 5,
  58289. /** Floor */
  58290. Floor = 6,
  58291. /** Ceiling */
  58292. Ceiling = 7,
  58293. /** Square root */
  58294. Sqrt = 8,
  58295. /** Log */
  58296. Log = 9,
  58297. /** Tangent */
  58298. Tan = 10,
  58299. /** Arc tangent */
  58300. ArcTan = 11,
  58301. /** Arc cosinus */
  58302. ArcCos = 12,
  58303. /** Arc sinus */
  58304. ArcSin = 13,
  58305. /** Fraction */
  58306. Fract = 14,
  58307. /** Sign */
  58308. Sign = 15,
  58309. /** To radians (from degrees) */
  58310. Radians = 16,
  58311. /** To degrees (from radians) */
  58312. Degrees = 17
  58313. }
  58314. /**
  58315. * Block used to apply trigonometry operation to floats
  58316. */
  58317. export class TrigonometryBlock extends NodeMaterialBlock {
  58318. /**
  58319. * Gets or sets the operation applied by the block
  58320. */
  58321. operation: TrigonometryBlockOperations;
  58322. /**
  58323. * Creates a new TrigonometryBlock
  58324. * @param name defines the block name
  58325. */
  58326. constructor(name: string);
  58327. /**
  58328. * Gets the current class name
  58329. * @returns the class name
  58330. */
  58331. getClassName(): string;
  58332. /**
  58333. * Gets the input component
  58334. */
  58335. readonly input: NodeMaterialConnectionPoint;
  58336. /**
  58337. * Gets the output component
  58338. */
  58339. readonly output: NodeMaterialConnectionPoint;
  58340. protected _buildBlock(state: NodeMaterialBuildState): this;
  58341. serialize(): any;
  58342. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58343. protected _dumpPropertiesCode(): string;
  58344. }
  58345. }
  58346. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  58347. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58348. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58349. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58350. /**
  58351. * Block used to create a Color3/4 out of individual inputs (one for each component)
  58352. */
  58353. export class ColorMergerBlock extends NodeMaterialBlock {
  58354. /**
  58355. * Create a new ColorMergerBlock
  58356. * @param name defines the block name
  58357. */
  58358. constructor(name: string);
  58359. /**
  58360. * Gets the current class name
  58361. * @returns the class name
  58362. */
  58363. getClassName(): string;
  58364. /**
  58365. * Gets the r component (input)
  58366. */
  58367. readonly r: NodeMaterialConnectionPoint;
  58368. /**
  58369. * Gets the g component (input)
  58370. */
  58371. readonly g: NodeMaterialConnectionPoint;
  58372. /**
  58373. * Gets the b component (input)
  58374. */
  58375. readonly b: NodeMaterialConnectionPoint;
  58376. /**
  58377. * Gets the a component (input)
  58378. */
  58379. readonly a: NodeMaterialConnectionPoint;
  58380. /**
  58381. * Gets the rgba component (output)
  58382. */
  58383. readonly rgba: NodeMaterialConnectionPoint;
  58384. /**
  58385. * Gets the rgb component (output)
  58386. */
  58387. readonly rgb: NodeMaterialConnectionPoint;
  58388. protected _buildBlock(state: NodeMaterialBuildState): this;
  58389. }
  58390. }
  58391. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  58392. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58393. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58394. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58395. /**
  58396. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  58397. */
  58398. export class VectorMergerBlock extends NodeMaterialBlock {
  58399. /**
  58400. * Create a new VectorMergerBlock
  58401. * @param name defines the block name
  58402. */
  58403. constructor(name: string);
  58404. /**
  58405. * Gets the current class name
  58406. * @returns the class name
  58407. */
  58408. getClassName(): string;
  58409. /**
  58410. * Gets the x component (input)
  58411. */
  58412. readonly x: NodeMaterialConnectionPoint;
  58413. /**
  58414. * Gets the y component (input)
  58415. */
  58416. readonly y: NodeMaterialConnectionPoint;
  58417. /**
  58418. * Gets the z component (input)
  58419. */
  58420. readonly z: NodeMaterialConnectionPoint;
  58421. /**
  58422. * Gets the w component (input)
  58423. */
  58424. readonly w: NodeMaterialConnectionPoint;
  58425. /**
  58426. * Gets the xyzw component (output)
  58427. */
  58428. readonly xyzw: NodeMaterialConnectionPoint;
  58429. /**
  58430. * Gets the xyz component (output)
  58431. */
  58432. readonly xyz: NodeMaterialConnectionPoint;
  58433. /**
  58434. * Gets the xy component (output)
  58435. */
  58436. readonly xy: NodeMaterialConnectionPoint;
  58437. protected _buildBlock(state: NodeMaterialBuildState): this;
  58438. }
  58439. }
  58440. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  58441. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58442. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58443. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58444. /**
  58445. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  58446. */
  58447. export class ColorSplitterBlock extends NodeMaterialBlock {
  58448. /**
  58449. * Create a new ColorSplitterBlock
  58450. * @param name defines the block name
  58451. */
  58452. constructor(name: string);
  58453. /**
  58454. * Gets the current class name
  58455. * @returns the class name
  58456. */
  58457. getClassName(): string;
  58458. /**
  58459. * Gets the rgba component (input)
  58460. */
  58461. readonly rgba: NodeMaterialConnectionPoint;
  58462. /**
  58463. * Gets the rgb component (input)
  58464. */
  58465. readonly rgbIn: NodeMaterialConnectionPoint;
  58466. /**
  58467. * Gets the rgb component (output)
  58468. */
  58469. readonly rgbOut: NodeMaterialConnectionPoint;
  58470. /**
  58471. * Gets the r component (output)
  58472. */
  58473. readonly r: NodeMaterialConnectionPoint;
  58474. /**
  58475. * Gets the g component (output)
  58476. */
  58477. readonly g: NodeMaterialConnectionPoint;
  58478. /**
  58479. * Gets the b component (output)
  58480. */
  58481. readonly b: NodeMaterialConnectionPoint;
  58482. /**
  58483. * Gets the a component (output)
  58484. */
  58485. readonly a: NodeMaterialConnectionPoint;
  58486. protected _inputRename(name: string): string;
  58487. protected _outputRename(name: string): string;
  58488. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58489. }
  58490. }
  58491. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  58492. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58493. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58494. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58495. /**
  58496. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  58497. */
  58498. export class VectorSplitterBlock extends NodeMaterialBlock {
  58499. /**
  58500. * Create a new VectorSplitterBlock
  58501. * @param name defines the block name
  58502. */
  58503. constructor(name: string);
  58504. /**
  58505. * Gets the current class name
  58506. * @returns the class name
  58507. */
  58508. getClassName(): string;
  58509. /**
  58510. * Gets the xyzw component (input)
  58511. */
  58512. readonly xyzw: NodeMaterialConnectionPoint;
  58513. /**
  58514. * Gets the xyz component (input)
  58515. */
  58516. readonly xyzIn: NodeMaterialConnectionPoint;
  58517. /**
  58518. * Gets the xy component (input)
  58519. */
  58520. readonly xyIn: NodeMaterialConnectionPoint;
  58521. /**
  58522. * Gets the xyz component (output)
  58523. */
  58524. readonly xyzOut: NodeMaterialConnectionPoint;
  58525. /**
  58526. * Gets the xy component (output)
  58527. */
  58528. readonly xyOut: NodeMaterialConnectionPoint;
  58529. /**
  58530. * Gets the x component (output)
  58531. */
  58532. readonly x: NodeMaterialConnectionPoint;
  58533. /**
  58534. * Gets the y component (output)
  58535. */
  58536. readonly y: NodeMaterialConnectionPoint;
  58537. /**
  58538. * Gets the z component (output)
  58539. */
  58540. readonly z: NodeMaterialConnectionPoint;
  58541. /**
  58542. * Gets the w component (output)
  58543. */
  58544. readonly w: NodeMaterialConnectionPoint;
  58545. protected _inputRename(name: string): string;
  58546. protected _outputRename(name: string): string;
  58547. protected _buildBlock(state: NodeMaterialBuildState): this;
  58548. }
  58549. }
  58550. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  58551. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58552. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58553. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58554. /**
  58555. * Block used to lerp between 2 values
  58556. */
  58557. export class LerpBlock extends NodeMaterialBlock {
  58558. /**
  58559. * Creates a new LerpBlock
  58560. * @param name defines the block name
  58561. */
  58562. constructor(name: string);
  58563. /**
  58564. * Gets the current class name
  58565. * @returns the class name
  58566. */
  58567. getClassName(): string;
  58568. /**
  58569. * Gets the left operand input component
  58570. */
  58571. readonly left: NodeMaterialConnectionPoint;
  58572. /**
  58573. * Gets the right operand input component
  58574. */
  58575. readonly right: NodeMaterialConnectionPoint;
  58576. /**
  58577. * Gets the gradient operand input component
  58578. */
  58579. readonly gradient: NodeMaterialConnectionPoint;
  58580. /**
  58581. * Gets the output component
  58582. */
  58583. readonly output: NodeMaterialConnectionPoint;
  58584. protected _buildBlock(state: NodeMaterialBuildState): this;
  58585. }
  58586. }
  58587. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  58588. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58589. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58590. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58591. /**
  58592. * Block used to divide 2 vectors
  58593. */
  58594. export class DivideBlock extends NodeMaterialBlock {
  58595. /**
  58596. * Creates a new DivideBlock
  58597. * @param name defines the block name
  58598. */
  58599. constructor(name: string);
  58600. /**
  58601. * Gets the current class name
  58602. * @returns the class name
  58603. */
  58604. getClassName(): string;
  58605. /**
  58606. * Gets the left operand input component
  58607. */
  58608. readonly left: NodeMaterialConnectionPoint;
  58609. /**
  58610. * Gets the right operand input component
  58611. */
  58612. readonly right: NodeMaterialConnectionPoint;
  58613. /**
  58614. * Gets the output component
  58615. */
  58616. readonly output: NodeMaterialConnectionPoint;
  58617. protected _buildBlock(state: NodeMaterialBuildState): this;
  58618. }
  58619. }
  58620. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58621. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58622. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58623. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58624. /**
  58625. * Block used to subtract 2 vectors
  58626. */
  58627. export class SubtractBlock extends NodeMaterialBlock {
  58628. /**
  58629. * Creates a new SubtractBlock
  58630. * @param name defines the block name
  58631. */
  58632. constructor(name: string);
  58633. /**
  58634. * Gets the current class name
  58635. * @returns the class name
  58636. */
  58637. getClassName(): string;
  58638. /**
  58639. * Gets the left operand input component
  58640. */
  58641. readonly left: NodeMaterialConnectionPoint;
  58642. /**
  58643. * Gets the right operand input component
  58644. */
  58645. readonly right: NodeMaterialConnectionPoint;
  58646. /**
  58647. * Gets the output component
  58648. */
  58649. readonly output: NodeMaterialConnectionPoint;
  58650. protected _buildBlock(state: NodeMaterialBuildState): this;
  58651. }
  58652. }
  58653. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58654. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58655. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58656. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58657. /**
  58658. * Block used to step a value
  58659. */
  58660. export class StepBlock extends NodeMaterialBlock {
  58661. /**
  58662. * Creates a new StepBlock
  58663. * @param name defines the block name
  58664. */
  58665. constructor(name: string);
  58666. /**
  58667. * Gets the current class name
  58668. * @returns the class name
  58669. */
  58670. getClassName(): string;
  58671. /**
  58672. * Gets the value operand input component
  58673. */
  58674. readonly value: NodeMaterialConnectionPoint;
  58675. /**
  58676. * Gets the edge operand input component
  58677. */
  58678. readonly edge: NodeMaterialConnectionPoint;
  58679. /**
  58680. * Gets the output component
  58681. */
  58682. readonly output: NodeMaterialConnectionPoint;
  58683. protected _buildBlock(state: NodeMaterialBuildState): this;
  58684. }
  58685. }
  58686. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58687. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58688. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58689. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58690. /**
  58691. * Block used to get the opposite (1 - x) of a value
  58692. */
  58693. export class OneMinusBlock extends NodeMaterialBlock {
  58694. /**
  58695. * Creates a new OneMinusBlock
  58696. * @param name defines the block name
  58697. */
  58698. constructor(name: string);
  58699. /**
  58700. * Gets the current class name
  58701. * @returns the class name
  58702. */
  58703. getClassName(): string;
  58704. /**
  58705. * Gets the input component
  58706. */
  58707. readonly input: NodeMaterialConnectionPoint;
  58708. /**
  58709. * Gets the output component
  58710. */
  58711. readonly output: NodeMaterialConnectionPoint;
  58712. protected _buildBlock(state: NodeMaterialBuildState): this;
  58713. }
  58714. }
  58715. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58716. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58717. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58718. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58719. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58720. /**
  58721. * Block used to get the view direction
  58722. */
  58723. export class ViewDirectionBlock extends NodeMaterialBlock {
  58724. /**
  58725. * Creates a new ViewDirectionBlock
  58726. * @param name defines the block name
  58727. */
  58728. constructor(name: string);
  58729. /**
  58730. * Gets the current class name
  58731. * @returns the class name
  58732. */
  58733. getClassName(): string;
  58734. /**
  58735. * Gets the world position component
  58736. */
  58737. readonly worldPosition: NodeMaterialConnectionPoint;
  58738. /**
  58739. * Gets the camera position component
  58740. */
  58741. readonly cameraPosition: NodeMaterialConnectionPoint;
  58742. /**
  58743. * Gets the output component
  58744. */
  58745. readonly output: NodeMaterialConnectionPoint;
  58746. autoConfigure(material: NodeMaterial): void;
  58747. protected _buildBlock(state: NodeMaterialBuildState): this;
  58748. }
  58749. }
  58750. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58751. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58752. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58753. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58754. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58755. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58756. /**
  58757. * Block used to compute fresnel value
  58758. */
  58759. export class FresnelBlock extends NodeMaterialBlock {
  58760. /**
  58761. * Create a new FresnelBlock
  58762. * @param name defines the block name
  58763. */
  58764. constructor(name: string);
  58765. /**
  58766. * Gets the current class name
  58767. * @returns the class name
  58768. */
  58769. getClassName(): string;
  58770. /**
  58771. * Gets the world normal input component
  58772. */
  58773. readonly worldNormal: NodeMaterialConnectionPoint;
  58774. /**
  58775. * Gets the view direction input component
  58776. */
  58777. readonly viewDirection: NodeMaterialConnectionPoint;
  58778. /**
  58779. * Gets the bias input component
  58780. */
  58781. readonly bias: NodeMaterialConnectionPoint;
  58782. /**
  58783. * Gets the camera (or eye) position component
  58784. */
  58785. readonly power: NodeMaterialConnectionPoint;
  58786. /**
  58787. * Gets the fresnel output component
  58788. */
  58789. readonly fresnel: NodeMaterialConnectionPoint;
  58790. autoConfigure(material: NodeMaterial): void;
  58791. protected _buildBlock(state: NodeMaterialBuildState): this;
  58792. }
  58793. }
  58794. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58795. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58796. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58797. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58798. /**
  58799. * Block used to get the max of 2 values
  58800. */
  58801. export class MaxBlock extends NodeMaterialBlock {
  58802. /**
  58803. * Creates a new MaxBlock
  58804. * @param name defines the block name
  58805. */
  58806. constructor(name: string);
  58807. /**
  58808. * Gets the current class name
  58809. * @returns the class name
  58810. */
  58811. getClassName(): string;
  58812. /**
  58813. * Gets the left operand input component
  58814. */
  58815. readonly left: NodeMaterialConnectionPoint;
  58816. /**
  58817. * Gets the right operand input component
  58818. */
  58819. readonly right: NodeMaterialConnectionPoint;
  58820. /**
  58821. * Gets the output component
  58822. */
  58823. readonly output: NodeMaterialConnectionPoint;
  58824. protected _buildBlock(state: NodeMaterialBuildState): this;
  58825. }
  58826. }
  58827. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58828. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58829. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58830. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58831. /**
  58832. * Block used to get the min of 2 values
  58833. */
  58834. export class MinBlock extends NodeMaterialBlock {
  58835. /**
  58836. * Creates a new MinBlock
  58837. * @param name defines the block name
  58838. */
  58839. constructor(name: string);
  58840. /**
  58841. * Gets the current class name
  58842. * @returns the class name
  58843. */
  58844. getClassName(): string;
  58845. /**
  58846. * Gets the left operand input component
  58847. */
  58848. readonly left: NodeMaterialConnectionPoint;
  58849. /**
  58850. * Gets the right operand input component
  58851. */
  58852. readonly right: NodeMaterialConnectionPoint;
  58853. /**
  58854. * Gets the output component
  58855. */
  58856. readonly output: NodeMaterialConnectionPoint;
  58857. protected _buildBlock(state: NodeMaterialBuildState): this;
  58858. }
  58859. }
  58860. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58861. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58862. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58863. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58864. /**
  58865. * Block used to get the distance between 2 values
  58866. */
  58867. export class DistanceBlock extends NodeMaterialBlock {
  58868. /**
  58869. * Creates a new DistanceBlock
  58870. * @param name defines the block name
  58871. */
  58872. constructor(name: string);
  58873. /**
  58874. * Gets the current class name
  58875. * @returns the class name
  58876. */
  58877. getClassName(): string;
  58878. /**
  58879. * Gets the left operand input component
  58880. */
  58881. readonly left: NodeMaterialConnectionPoint;
  58882. /**
  58883. * Gets the right operand input component
  58884. */
  58885. readonly right: NodeMaterialConnectionPoint;
  58886. /**
  58887. * Gets the output component
  58888. */
  58889. readonly output: NodeMaterialConnectionPoint;
  58890. protected _buildBlock(state: NodeMaterialBuildState): this;
  58891. }
  58892. }
  58893. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58894. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58895. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58896. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58897. /**
  58898. * Block used to get the length of a vector
  58899. */
  58900. export class LengthBlock extends NodeMaterialBlock {
  58901. /**
  58902. * Creates a new LengthBlock
  58903. * @param name defines the block name
  58904. */
  58905. constructor(name: string);
  58906. /**
  58907. * Gets the current class name
  58908. * @returns the class name
  58909. */
  58910. getClassName(): string;
  58911. /**
  58912. * Gets the value input component
  58913. */
  58914. readonly value: NodeMaterialConnectionPoint;
  58915. /**
  58916. * Gets the output component
  58917. */
  58918. readonly output: NodeMaterialConnectionPoint;
  58919. protected _buildBlock(state: NodeMaterialBuildState): this;
  58920. }
  58921. }
  58922. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58923. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58924. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58925. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58926. /**
  58927. * Block used to get negative version of a value (i.e. x * -1)
  58928. */
  58929. export class NegateBlock extends NodeMaterialBlock {
  58930. /**
  58931. * Creates a new NegateBlock
  58932. * @param name defines the block name
  58933. */
  58934. constructor(name: string);
  58935. /**
  58936. * Gets the current class name
  58937. * @returns the class name
  58938. */
  58939. getClassName(): string;
  58940. /**
  58941. * Gets the value input component
  58942. */
  58943. readonly value: NodeMaterialConnectionPoint;
  58944. /**
  58945. * Gets the output component
  58946. */
  58947. readonly output: NodeMaterialConnectionPoint;
  58948. protected _buildBlock(state: NodeMaterialBuildState): this;
  58949. }
  58950. }
  58951. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58952. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58953. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58954. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58955. /**
  58956. * Block used to get the value of the first parameter raised to the power of the second
  58957. */
  58958. export class PowBlock extends NodeMaterialBlock {
  58959. /**
  58960. * Creates a new PowBlock
  58961. * @param name defines the block name
  58962. */
  58963. constructor(name: string);
  58964. /**
  58965. * Gets the current class name
  58966. * @returns the class name
  58967. */
  58968. getClassName(): string;
  58969. /**
  58970. * Gets the value operand input component
  58971. */
  58972. readonly value: NodeMaterialConnectionPoint;
  58973. /**
  58974. * Gets the power operand input component
  58975. */
  58976. readonly power: NodeMaterialConnectionPoint;
  58977. /**
  58978. * Gets the output component
  58979. */
  58980. readonly output: NodeMaterialConnectionPoint;
  58981. protected _buildBlock(state: NodeMaterialBuildState): this;
  58982. }
  58983. }
  58984. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58985. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58986. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58987. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58988. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58989. /**
  58990. * Block used to get a random number
  58991. */
  58992. export class RandomNumberBlock extends NodeMaterialBlock {
  58993. /**
  58994. * Creates a new RandomNumberBlock
  58995. * @param name defines the block name
  58996. */
  58997. constructor(name: string);
  58998. /**
  58999. * Gets the current class name
  59000. * @returns the class name
  59001. */
  59002. getClassName(): string;
  59003. /**
  59004. * Gets the seed input component
  59005. */
  59006. readonly seed: NodeMaterialConnectionPoint;
  59007. /**
  59008. * Gets the output component
  59009. */
  59010. readonly output: NodeMaterialConnectionPoint;
  59011. protected _buildBlock(state: NodeMaterialBuildState): this;
  59012. }
  59013. }
  59014. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  59015. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59016. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59017. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59018. /**
  59019. * Block used to compute arc tangent of 2 values
  59020. */
  59021. export class ArcTan2Block extends NodeMaterialBlock {
  59022. /**
  59023. * Creates a new ArcTan2Block
  59024. * @param name defines the block name
  59025. */
  59026. constructor(name: string);
  59027. /**
  59028. * Gets the current class name
  59029. * @returns the class name
  59030. */
  59031. getClassName(): string;
  59032. /**
  59033. * Gets the x operand input component
  59034. */
  59035. readonly x: NodeMaterialConnectionPoint;
  59036. /**
  59037. * Gets the y operand input component
  59038. */
  59039. readonly y: NodeMaterialConnectionPoint;
  59040. /**
  59041. * Gets the output component
  59042. */
  59043. readonly output: NodeMaterialConnectionPoint;
  59044. protected _buildBlock(state: NodeMaterialBuildState): this;
  59045. }
  59046. }
  59047. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  59048. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59049. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59050. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59051. /**
  59052. * Block used to smooth step a value
  59053. */
  59054. export class SmoothStepBlock extends NodeMaterialBlock {
  59055. /**
  59056. * Creates a new SmoothStepBlock
  59057. * @param name defines the block name
  59058. */
  59059. constructor(name: string);
  59060. /**
  59061. * Gets the current class name
  59062. * @returns the class name
  59063. */
  59064. getClassName(): string;
  59065. /**
  59066. * Gets the value operand input component
  59067. */
  59068. readonly value: NodeMaterialConnectionPoint;
  59069. /**
  59070. * Gets the first edge operand input component
  59071. */
  59072. readonly edge0: NodeMaterialConnectionPoint;
  59073. /**
  59074. * Gets the second edge operand input component
  59075. */
  59076. readonly edge1: NodeMaterialConnectionPoint;
  59077. /**
  59078. * Gets the output component
  59079. */
  59080. readonly output: NodeMaterialConnectionPoint;
  59081. protected _buildBlock(state: NodeMaterialBuildState): this;
  59082. }
  59083. }
  59084. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  59085. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59086. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59087. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59088. /**
  59089. * Block used to get the reciprocal (1 / x) of a value
  59090. */
  59091. export class ReciprocalBlock extends NodeMaterialBlock {
  59092. /**
  59093. * Creates a new ReciprocalBlock
  59094. * @param name defines the block name
  59095. */
  59096. constructor(name: string);
  59097. /**
  59098. * Gets the current class name
  59099. * @returns the class name
  59100. */
  59101. getClassName(): string;
  59102. /**
  59103. * Gets the input component
  59104. */
  59105. readonly input: NodeMaterialConnectionPoint;
  59106. /**
  59107. * Gets the output component
  59108. */
  59109. readonly output: NodeMaterialConnectionPoint;
  59110. protected _buildBlock(state: NodeMaterialBuildState): this;
  59111. }
  59112. }
  59113. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  59114. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59115. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59116. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59117. /**
  59118. * Block used to replace a color by another one
  59119. */
  59120. export class ReplaceColorBlock extends NodeMaterialBlock {
  59121. /**
  59122. * Creates a new ReplaceColorBlock
  59123. * @param name defines the block name
  59124. */
  59125. constructor(name: string);
  59126. /**
  59127. * Gets the current class name
  59128. * @returns the class name
  59129. */
  59130. getClassName(): string;
  59131. /**
  59132. * Gets the value input component
  59133. */
  59134. readonly value: NodeMaterialConnectionPoint;
  59135. /**
  59136. * Gets the reference input component
  59137. */
  59138. readonly reference: NodeMaterialConnectionPoint;
  59139. /**
  59140. * Gets the distance input component
  59141. */
  59142. readonly distance: NodeMaterialConnectionPoint;
  59143. /**
  59144. * Gets the replacement input component
  59145. */
  59146. readonly replacement: NodeMaterialConnectionPoint;
  59147. /**
  59148. * Gets the output component
  59149. */
  59150. readonly output: NodeMaterialConnectionPoint;
  59151. protected _buildBlock(state: NodeMaterialBuildState): this;
  59152. }
  59153. }
  59154. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  59155. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59156. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59157. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59158. /**
  59159. * Block used to posterize a value
  59160. * @see https://en.wikipedia.org/wiki/Posterization
  59161. */
  59162. export class PosterizeBlock extends NodeMaterialBlock {
  59163. /**
  59164. * Creates a new PosterizeBlock
  59165. * @param name defines the block name
  59166. */
  59167. constructor(name: string);
  59168. /**
  59169. * Gets the current class name
  59170. * @returns the class name
  59171. */
  59172. getClassName(): string;
  59173. /**
  59174. * Gets the value input component
  59175. */
  59176. readonly value: NodeMaterialConnectionPoint;
  59177. /**
  59178. * Gets the steps input component
  59179. */
  59180. readonly steps: NodeMaterialConnectionPoint;
  59181. /**
  59182. * Gets the output component
  59183. */
  59184. readonly output: NodeMaterialConnectionPoint;
  59185. protected _buildBlock(state: NodeMaterialBuildState): this;
  59186. }
  59187. }
  59188. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  59189. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59190. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59191. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59192. import { Scene } from "babylonjs/scene";
  59193. /**
  59194. * Operations supported by the Wave block
  59195. */
  59196. export enum WaveBlockKind {
  59197. /** SawTooth */
  59198. SawTooth = 0,
  59199. /** Square */
  59200. Square = 1,
  59201. /** Triangle */
  59202. Triangle = 2
  59203. }
  59204. /**
  59205. * Block used to apply wave operation to floats
  59206. */
  59207. export class WaveBlock extends NodeMaterialBlock {
  59208. /**
  59209. * Gets or sets the kibnd of wave to be applied by the block
  59210. */
  59211. kind: WaveBlockKind;
  59212. /**
  59213. * Creates a new WaveBlock
  59214. * @param name defines the block name
  59215. */
  59216. constructor(name: string);
  59217. /**
  59218. * Gets the current class name
  59219. * @returns the class name
  59220. */
  59221. getClassName(): string;
  59222. /**
  59223. * Gets the input component
  59224. */
  59225. readonly input: NodeMaterialConnectionPoint;
  59226. /**
  59227. * Gets the output component
  59228. */
  59229. readonly output: NodeMaterialConnectionPoint;
  59230. protected _buildBlock(state: NodeMaterialBuildState): this;
  59231. serialize(): any;
  59232. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59233. }
  59234. }
  59235. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  59236. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59237. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59238. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59239. import { Color3 } from "babylonjs/Maths/math.color";
  59240. import { Scene } from "babylonjs/scene";
  59241. /**
  59242. * Class used to store a color step for the GradientBlock
  59243. */
  59244. export class GradientBlockColorStep {
  59245. /**
  59246. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59247. */
  59248. step: number;
  59249. /**
  59250. * Gets or sets the color associated with this step
  59251. */
  59252. color: Color3;
  59253. /**
  59254. * Creates a new GradientBlockColorStep
  59255. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  59256. * @param color defines the color associated with this step
  59257. */
  59258. constructor(
  59259. /**
  59260. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59261. */
  59262. step: number,
  59263. /**
  59264. * Gets or sets the color associated with this step
  59265. */
  59266. color: Color3);
  59267. }
  59268. /**
  59269. * Block used to return a color from a gradient based on an input value between 0 and 1
  59270. */
  59271. export class GradientBlock extends NodeMaterialBlock {
  59272. /**
  59273. * Gets or sets the list of color steps
  59274. */
  59275. colorSteps: GradientBlockColorStep[];
  59276. /**
  59277. * Creates a new GradientBlock
  59278. * @param name defines the block name
  59279. */
  59280. constructor(name: string);
  59281. /**
  59282. * Gets the current class name
  59283. * @returns the class name
  59284. */
  59285. getClassName(): string;
  59286. /**
  59287. * Gets the gradient input component
  59288. */
  59289. readonly gradient: NodeMaterialConnectionPoint;
  59290. /**
  59291. * Gets the output component
  59292. */
  59293. readonly output: NodeMaterialConnectionPoint;
  59294. private _writeColorConstant;
  59295. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59296. serialize(): any;
  59297. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59298. protected _dumpPropertiesCode(): string;
  59299. }
  59300. }
  59301. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  59302. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59303. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59304. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59305. /**
  59306. * Block used to normalize lerp between 2 values
  59307. */
  59308. export class NLerpBlock extends NodeMaterialBlock {
  59309. /**
  59310. * Creates a new NLerpBlock
  59311. * @param name defines the block name
  59312. */
  59313. constructor(name: string);
  59314. /**
  59315. * Gets the current class name
  59316. * @returns the class name
  59317. */
  59318. getClassName(): string;
  59319. /**
  59320. * Gets the left operand input component
  59321. */
  59322. readonly left: NodeMaterialConnectionPoint;
  59323. /**
  59324. * Gets the right operand input component
  59325. */
  59326. readonly right: NodeMaterialConnectionPoint;
  59327. /**
  59328. * Gets the gradient operand input component
  59329. */
  59330. readonly gradient: NodeMaterialConnectionPoint;
  59331. /**
  59332. * Gets the output component
  59333. */
  59334. readonly output: NodeMaterialConnectionPoint;
  59335. protected _buildBlock(state: NodeMaterialBuildState): this;
  59336. }
  59337. }
  59338. declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
  59339. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59340. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59341. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59342. import { Scene } from "babylonjs/scene";
  59343. /**
  59344. * block used to Generate a Worley Noise 3D Noise Pattern
  59345. */
  59346. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  59347. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  59348. manhattanDistance: boolean;
  59349. /**
  59350. * Creates a new WorleyNoise3DBlock
  59351. * @param name defines the block name
  59352. */
  59353. constructor(name: string);
  59354. /**
  59355. * Gets the current class name
  59356. * @returns the class name
  59357. */
  59358. getClassName(): string;
  59359. /**
  59360. * Gets the seed input component
  59361. */
  59362. readonly seed: NodeMaterialConnectionPoint;
  59363. /**
  59364. * Gets the jitter input component
  59365. */
  59366. readonly jitter: NodeMaterialConnectionPoint;
  59367. /**
  59368. * Gets the output component
  59369. */
  59370. readonly output: NodeMaterialConnectionPoint;
  59371. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59372. /**
  59373. * Exposes the properties to the UI?
  59374. */
  59375. protected _dumpPropertiesCode(): string;
  59376. /**
  59377. * Exposes the properties to the Seralize?
  59378. */
  59379. serialize(): any;
  59380. /**
  59381. * Exposes the properties to the deseralize?
  59382. */
  59383. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59384. }
  59385. }
  59386. declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
  59387. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59388. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59389. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59390. /**
  59391. * block used to Generate a Simplex Perlin 3d Noise Pattern
  59392. */
  59393. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  59394. /**
  59395. * Creates a new SimplexPerlin3DBlock
  59396. * @param name defines the block name
  59397. */
  59398. constructor(name: string);
  59399. /**
  59400. * Gets the current class name
  59401. * @returns the class name
  59402. */
  59403. getClassName(): string;
  59404. /**
  59405. * Gets the seed operand input component
  59406. */
  59407. readonly seed: NodeMaterialConnectionPoint;
  59408. /**
  59409. * Gets the output component
  59410. */
  59411. readonly output: NodeMaterialConnectionPoint;
  59412. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59413. }
  59414. }
  59415. declare module "babylonjs/Materials/Node/Blocks/normalBlendBlock" {
  59416. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59417. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59418. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59419. /**
  59420. * Block used to blend normals
  59421. */
  59422. export class NormalBlendBlock extends NodeMaterialBlock {
  59423. /**
  59424. * Creates a new NormalBlendBlock
  59425. * @param name defines the block name
  59426. */
  59427. constructor(name: string);
  59428. /**
  59429. * Gets the current class name
  59430. * @returns the class name
  59431. */
  59432. getClassName(): string;
  59433. /**
  59434. * Gets the first input component
  59435. */
  59436. readonly input0: NodeMaterialConnectionPoint;
  59437. /**
  59438. * Gets the second input component
  59439. */
  59440. readonly input1: NodeMaterialConnectionPoint;
  59441. /**
  59442. * Gets the output component
  59443. */
  59444. readonly output: NodeMaterialConnectionPoint;
  59445. protected _buildBlock(state: NodeMaterialBuildState): this;
  59446. }
  59447. }
  59448. declare module "babylonjs/Materials/Node/Blocks/rotate2dBlock" {
  59449. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59450. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59451. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59452. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  59453. /**
  59454. * Block used to rotate a 2d vector by a given angle
  59455. */
  59456. export class Rotate2dBlock extends NodeMaterialBlock {
  59457. /**
  59458. * Creates a new Rotate2dBlock
  59459. * @param name defines the block name
  59460. */
  59461. constructor(name: string);
  59462. /**
  59463. * Gets the current class name
  59464. * @returns the class name
  59465. */
  59466. getClassName(): string;
  59467. /**
  59468. * Gets the input vector
  59469. */
  59470. readonly input: NodeMaterialConnectionPoint;
  59471. /**
  59472. * Gets the input angle
  59473. */
  59474. readonly angle: NodeMaterialConnectionPoint;
  59475. /**
  59476. * Gets the output component
  59477. */
  59478. readonly output: NodeMaterialConnectionPoint;
  59479. autoConfigure(material: NodeMaterial): void;
  59480. protected _buildBlock(state: NodeMaterialBuildState): this;
  59481. }
  59482. }
  59483. declare module "babylonjs/Materials/Node/Blocks/reflectBlock" {
  59484. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59485. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59486. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59487. /**
  59488. * Block used to get the reflected vector from a direction and a normal
  59489. */
  59490. export class ReflectBlock extends NodeMaterialBlock {
  59491. /**
  59492. * Creates a new ReflectBlock
  59493. * @param name defines the block name
  59494. */
  59495. constructor(name: string);
  59496. /**
  59497. * Gets the current class name
  59498. * @returns the class name
  59499. */
  59500. getClassName(): string;
  59501. /**
  59502. * Gets the incident component
  59503. */
  59504. readonly incident: NodeMaterialConnectionPoint;
  59505. /**
  59506. * Gets the normal component
  59507. */
  59508. readonly normal: NodeMaterialConnectionPoint;
  59509. /**
  59510. * Gets the output component
  59511. */
  59512. readonly output: NodeMaterialConnectionPoint;
  59513. protected _buildBlock(state: NodeMaterialBuildState): this;
  59514. }
  59515. }
  59516. declare module "babylonjs/Materials/Node/Blocks/refractBlock" {
  59517. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59518. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59519. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59520. /**
  59521. * Block used to get the refracted vector from a direction and a normal
  59522. */
  59523. export class RefractBlock extends NodeMaterialBlock {
  59524. /**
  59525. * Creates a new RefractBlock
  59526. * @param name defines the block name
  59527. */
  59528. constructor(name: string);
  59529. /**
  59530. * Gets the current class name
  59531. * @returns the class name
  59532. */
  59533. getClassName(): string;
  59534. /**
  59535. * Gets the incident component
  59536. */
  59537. readonly incident: NodeMaterialConnectionPoint;
  59538. /**
  59539. * Gets the normal component
  59540. */
  59541. readonly normal: NodeMaterialConnectionPoint;
  59542. /**
  59543. * Gets the index of refraction component
  59544. */
  59545. readonly ior: NodeMaterialConnectionPoint;
  59546. /**
  59547. * Gets the output component
  59548. */
  59549. readonly output: NodeMaterialConnectionPoint;
  59550. protected _buildBlock(state: NodeMaterialBuildState): this;
  59551. }
  59552. }
  59553. declare module "babylonjs/Materials/Node/Blocks/index" {
  59554. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  59555. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  59556. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  59557. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  59558. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  59559. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  59560. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  59561. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  59562. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  59563. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  59564. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  59565. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  59566. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  59567. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  59568. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  59569. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  59570. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  59571. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  59572. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  59573. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  59574. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  59575. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  59576. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  59577. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  59578. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  59579. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  59580. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  59581. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  59582. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  59583. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  59584. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  59585. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  59586. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  59587. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  59588. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  59589. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  59590. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  59591. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  59592. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  59593. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  59594. export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
  59595. export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
  59596. export * from "babylonjs/Materials/Node/Blocks/normalBlendBlock";
  59597. export * from "babylonjs/Materials/Node/Blocks/rotate2dBlock";
  59598. export * from "babylonjs/Materials/Node/Blocks/reflectBlock";
  59599. export * from "babylonjs/Materials/Node/Blocks/refractBlock";
  59600. }
  59601. declare module "babylonjs/Materials/Node/Optimizers/index" {
  59602. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59603. }
  59604. declare module "babylonjs/Materials/Node/index" {
  59605. export * from "babylonjs/Materials/Node/Enums/index";
  59606. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59607. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  59608. export * from "babylonjs/Materials/Node/nodeMaterial";
  59609. export * from "babylonjs/Materials/Node/Blocks/index";
  59610. export * from "babylonjs/Materials/Node/Optimizers/index";
  59611. }
  59612. declare module "babylonjs/Materials/effectRenderer" {
  59613. import { Nullable } from "babylonjs/types";
  59614. import { Texture } from "babylonjs/Materials/Textures/texture";
  59615. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59616. import { Viewport } from "babylonjs/Maths/math.viewport";
  59617. import { Observable } from "babylonjs/Misc/observable";
  59618. import { Effect } from "babylonjs/Materials/effect";
  59619. import "babylonjs/Engines/Extensions/engine.renderTarget";
  59620. import "babylonjs/Shaders/postprocess.vertex";
  59621. /**
  59622. * Effect Render Options
  59623. */
  59624. export interface IEffectRendererOptions {
  59625. /**
  59626. * Defines the vertices positions.
  59627. */
  59628. positions?: number[];
  59629. /**
  59630. * Defines the indices.
  59631. */
  59632. indices?: number[];
  59633. }
  59634. /**
  59635. * Helper class to render one or more effects
  59636. */
  59637. export class EffectRenderer {
  59638. private engine;
  59639. private static _DefaultOptions;
  59640. private _vertexBuffers;
  59641. private _indexBuffer;
  59642. private _ringBufferIndex;
  59643. private _ringScreenBuffer;
  59644. private _fullscreenViewport;
  59645. private _getNextFrameBuffer;
  59646. /**
  59647. * Creates an effect renderer
  59648. * @param engine the engine to use for rendering
  59649. * @param options defines the options of the effect renderer
  59650. */
  59651. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  59652. /**
  59653. * Sets the current viewport in normalized coordinates 0-1
  59654. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  59655. */
  59656. setViewport(viewport?: Viewport): void;
  59657. /**
  59658. * Binds the embedded attributes buffer to the effect.
  59659. * @param effect Defines the effect to bind the attributes for
  59660. */
  59661. bindBuffers(effect: Effect): void;
  59662. /**
  59663. * Sets the current effect wrapper to use during draw.
  59664. * The effect needs to be ready before calling this api.
  59665. * This also sets the default full screen position attribute.
  59666. * @param effectWrapper Defines the effect to draw with
  59667. */
  59668. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  59669. /**
  59670. * Draws a full screen quad.
  59671. */
  59672. draw(): void;
  59673. /**
  59674. * renders one or more effects to a specified texture
  59675. * @param effectWrappers list of effects to renderer
  59676. * @param outputTexture texture to draw to, if null it will render to the screen
  59677. */
  59678. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  59679. /**
  59680. * Disposes of the effect renderer
  59681. */
  59682. dispose(): void;
  59683. }
  59684. /**
  59685. * Options to create an EffectWrapper
  59686. */
  59687. interface EffectWrapperCreationOptions {
  59688. /**
  59689. * Engine to use to create the effect
  59690. */
  59691. engine: ThinEngine;
  59692. /**
  59693. * Fragment shader for the effect
  59694. */
  59695. fragmentShader: string;
  59696. /**
  59697. * Vertex shader for the effect
  59698. */
  59699. vertexShader?: string;
  59700. /**
  59701. * Attributes to use in the shader
  59702. */
  59703. attributeNames?: Array<string>;
  59704. /**
  59705. * Uniforms to use in the shader
  59706. */
  59707. uniformNames?: Array<string>;
  59708. /**
  59709. * Texture sampler names to use in the shader
  59710. */
  59711. samplerNames?: Array<string>;
  59712. /**
  59713. * The friendly name of the effect displayed in Spector.
  59714. */
  59715. name?: string;
  59716. }
  59717. /**
  59718. * Wraps an effect to be used for rendering
  59719. */
  59720. export class EffectWrapper {
  59721. /**
  59722. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  59723. */
  59724. onApplyObservable: Observable<{}>;
  59725. /**
  59726. * The underlying effect
  59727. */
  59728. effect: Effect;
  59729. /**
  59730. * Creates an effect to be renderer
  59731. * @param creationOptions options to create the effect
  59732. */
  59733. constructor(creationOptions: EffectWrapperCreationOptions);
  59734. /**
  59735. * Disposes of the effect wrapper
  59736. */
  59737. dispose(): void;
  59738. }
  59739. }
  59740. declare module "babylonjs/Materials/index" {
  59741. export * from "babylonjs/Materials/Background/index";
  59742. export * from "babylonjs/Materials/colorCurves";
  59743. export * from "babylonjs/Materials/iEffectFallbacks";
  59744. export * from "babylonjs/Materials/effectFallbacks";
  59745. export * from "babylonjs/Materials/effect";
  59746. export * from "babylonjs/Materials/fresnelParameters";
  59747. export * from "babylonjs/Materials/imageProcessingConfiguration";
  59748. export * from "babylonjs/Materials/material";
  59749. export * from "babylonjs/Materials/materialDefines";
  59750. export * from "babylonjs/Materials/materialHelper";
  59751. export * from "babylonjs/Materials/multiMaterial";
  59752. export * from "babylonjs/Materials/PBR/index";
  59753. export * from "babylonjs/Materials/pushMaterial";
  59754. export * from "babylonjs/Materials/shaderMaterial";
  59755. export * from "babylonjs/Materials/standardMaterial";
  59756. export * from "babylonjs/Materials/Textures/index";
  59757. export * from "babylonjs/Materials/uniformBuffer";
  59758. export * from "babylonjs/Materials/materialFlags";
  59759. export * from "babylonjs/Materials/Node/index";
  59760. export * from "babylonjs/Materials/effectRenderer";
  59761. }
  59762. declare module "babylonjs/Maths/index" {
  59763. export * from "babylonjs/Maths/math.scalar";
  59764. export * from "babylonjs/Maths/math";
  59765. export * from "babylonjs/Maths/sphericalPolynomial";
  59766. }
  59767. declare module "babylonjs/Misc/workerPool" {
  59768. import { IDisposable } from "babylonjs/scene";
  59769. /**
  59770. * Helper class to push actions to a pool of workers.
  59771. */
  59772. export class WorkerPool implements IDisposable {
  59773. private _workerInfos;
  59774. private _pendingActions;
  59775. /**
  59776. * Constructor
  59777. * @param workers Array of workers to use for actions
  59778. */
  59779. constructor(workers: Array<Worker>);
  59780. /**
  59781. * Terminates all workers and clears any pending actions.
  59782. */
  59783. dispose(): void;
  59784. /**
  59785. * Pushes an action to the worker pool. If all the workers are active, the action will be
  59786. * pended until a worker has completed its action.
  59787. * @param action The action to perform. Call onComplete when the action is complete.
  59788. */
  59789. push(action: (worker: Worker, onComplete: () => void) => void): void;
  59790. private _execute;
  59791. }
  59792. }
  59793. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  59794. import { IDisposable } from "babylonjs/scene";
  59795. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59796. /**
  59797. * Configuration for Draco compression
  59798. */
  59799. export interface IDracoCompressionConfiguration {
  59800. /**
  59801. * Configuration for the decoder.
  59802. */
  59803. decoder: {
  59804. /**
  59805. * The url to the WebAssembly module.
  59806. */
  59807. wasmUrl?: string;
  59808. /**
  59809. * The url to the WebAssembly binary.
  59810. */
  59811. wasmBinaryUrl?: string;
  59812. /**
  59813. * The url to the fallback JavaScript module.
  59814. */
  59815. fallbackUrl?: string;
  59816. };
  59817. }
  59818. /**
  59819. * Draco compression (https://google.github.io/draco/)
  59820. *
  59821. * This class wraps the Draco module.
  59822. *
  59823. * **Encoder**
  59824. *
  59825. * The encoder is not currently implemented.
  59826. *
  59827. * **Decoder**
  59828. *
  59829. * 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.
  59830. *
  59831. * To update the configuration, use the following code:
  59832. * ```javascript
  59833. * DracoCompression.Configuration = {
  59834. * decoder: {
  59835. * wasmUrl: "<url to the WebAssembly library>",
  59836. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59837. * fallbackUrl: "<url to the fallback JavaScript library>",
  59838. * }
  59839. * };
  59840. * ```
  59841. *
  59842. * 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.
  59843. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59844. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59845. *
  59846. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59847. * ```javascript
  59848. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59849. * ```
  59850. *
  59851. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59852. */
  59853. export class DracoCompression implements IDisposable {
  59854. private _workerPoolPromise?;
  59855. private _decoderModulePromise?;
  59856. /**
  59857. * The configuration. Defaults to the following urls:
  59858. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59859. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59860. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59861. */
  59862. static Configuration: IDracoCompressionConfiguration;
  59863. /**
  59864. * Returns true if the decoder configuration is available.
  59865. */
  59866. static readonly DecoderAvailable: boolean;
  59867. /**
  59868. * Default number of workers to create when creating the draco compression object.
  59869. */
  59870. static DefaultNumWorkers: number;
  59871. private static GetDefaultNumWorkers;
  59872. private static _Default;
  59873. /**
  59874. * Default instance for the draco compression object.
  59875. */
  59876. static readonly Default: DracoCompression;
  59877. /**
  59878. * Constructor
  59879. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59880. */
  59881. constructor(numWorkers?: number);
  59882. /**
  59883. * Stop all async operations and release resources.
  59884. */
  59885. dispose(): void;
  59886. /**
  59887. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59888. * @returns a promise that resolves when ready
  59889. */
  59890. whenReadyAsync(): Promise<void>;
  59891. /**
  59892. * Decode Draco compressed mesh data to vertex data.
  59893. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59894. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59895. * @returns A promise that resolves with the decoded vertex data
  59896. */
  59897. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59898. [kind: string]: number;
  59899. }): Promise<VertexData>;
  59900. }
  59901. }
  59902. declare module "babylonjs/Meshes/Compression/index" {
  59903. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59904. }
  59905. declare module "babylonjs/Meshes/csg" {
  59906. import { Nullable } from "babylonjs/types";
  59907. import { Scene } from "babylonjs/scene";
  59908. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59909. import { Mesh } from "babylonjs/Meshes/mesh";
  59910. import { Material } from "babylonjs/Materials/material";
  59911. /**
  59912. * Class for building Constructive Solid Geometry
  59913. */
  59914. export class CSG {
  59915. private polygons;
  59916. /**
  59917. * The world matrix
  59918. */
  59919. matrix: Matrix;
  59920. /**
  59921. * Stores the position
  59922. */
  59923. position: Vector3;
  59924. /**
  59925. * Stores the rotation
  59926. */
  59927. rotation: Vector3;
  59928. /**
  59929. * Stores the rotation quaternion
  59930. */
  59931. rotationQuaternion: Nullable<Quaternion>;
  59932. /**
  59933. * Stores the scaling vector
  59934. */
  59935. scaling: Vector3;
  59936. /**
  59937. * Convert the Mesh to CSG
  59938. * @param mesh The Mesh to convert to CSG
  59939. * @returns A new CSG from the Mesh
  59940. */
  59941. static FromMesh(mesh: Mesh): CSG;
  59942. /**
  59943. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59944. * @param polygons Polygons used to construct a CSG solid
  59945. */
  59946. private static FromPolygons;
  59947. /**
  59948. * Clones, or makes a deep copy, of the CSG
  59949. * @returns A new CSG
  59950. */
  59951. clone(): CSG;
  59952. /**
  59953. * Unions this CSG with another CSG
  59954. * @param csg The CSG to union against this CSG
  59955. * @returns The unioned CSG
  59956. */
  59957. union(csg: CSG): CSG;
  59958. /**
  59959. * Unions this CSG with another CSG in place
  59960. * @param csg The CSG to union against this CSG
  59961. */
  59962. unionInPlace(csg: CSG): void;
  59963. /**
  59964. * Subtracts this CSG with another CSG
  59965. * @param csg The CSG to subtract against this CSG
  59966. * @returns A new CSG
  59967. */
  59968. subtract(csg: CSG): CSG;
  59969. /**
  59970. * Subtracts this CSG with another CSG in place
  59971. * @param csg The CSG to subtact against this CSG
  59972. */
  59973. subtractInPlace(csg: CSG): void;
  59974. /**
  59975. * Intersect this CSG with another CSG
  59976. * @param csg The CSG to intersect against this CSG
  59977. * @returns A new CSG
  59978. */
  59979. intersect(csg: CSG): CSG;
  59980. /**
  59981. * Intersects this CSG with another CSG in place
  59982. * @param csg The CSG to intersect against this CSG
  59983. */
  59984. intersectInPlace(csg: CSG): void;
  59985. /**
  59986. * Return a new CSG solid with solid and empty space switched. This solid is
  59987. * not modified.
  59988. * @returns A new CSG solid with solid and empty space switched
  59989. */
  59990. inverse(): CSG;
  59991. /**
  59992. * Inverses the CSG in place
  59993. */
  59994. inverseInPlace(): void;
  59995. /**
  59996. * This is used to keep meshes transformations so they can be restored
  59997. * when we build back a Babylon Mesh
  59998. * NB : All CSG operations are performed in world coordinates
  59999. * @param csg The CSG to copy the transform attributes from
  60000. * @returns This CSG
  60001. */
  60002. copyTransformAttributes(csg: CSG): CSG;
  60003. /**
  60004. * Build Raw mesh from CSG
  60005. * Coordinates here are in world space
  60006. * @param name The name of the mesh geometry
  60007. * @param scene The Scene
  60008. * @param keepSubMeshes Specifies if the submeshes should be kept
  60009. * @returns A new Mesh
  60010. */
  60011. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  60012. /**
  60013. * Build Mesh from CSG taking material and transforms into account
  60014. * @param name The name of the Mesh
  60015. * @param material The material of the Mesh
  60016. * @param scene The Scene
  60017. * @param keepSubMeshes Specifies if submeshes should be kept
  60018. * @returns The new Mesh
  60019. */
  60020. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  60021. }
  60022. }
  60023. declare module "babylonjs/Meshes/trailMesh" {
  60024. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60025. import { Mesh } from "babylonjs/Meshes/mesh";
  60026. import { Scene } from "babylonjs/scene";
  60027. /**
  60028. * Class used to create a trail following a mesh
  60029. */
  60030. export class TrailMesh extends Mesh {
  60031. private _generator;
  60032. private _autoStart;
  60033. private _running;
  60034. private _diameter;
  60035. private _length;
  60036. private _sectionPolygonPointsCount;
  60037. private _sectionVectors;
  60038. private _sectionNormalVectors;
  60039. private _beforeRenderObserver;
  60040. /**
  60041. * @constructor
  60042. * @param name The value used by scene.getMeshByName() to do a lookup.
  60043. * @param generator The mesh to generate a trail.
  60044. * @param scene The scene to add this mesh to.
  60045. * @param diameter Diameter of trailing mesh. Default is 1.
  60046. * @param length Length of trailing mesh. Default is 60.
  60047. * @param autoStart Automatically start trailing mesh. Default true.
  60048. */
  60049. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  60050. /**
  60051. * "TrailMesh"
  60052. * @returns "TrailMesh"
  60053. */
  60054. getClassName(): string;
  60055. private _createMesh;
  60056. /**
  60057. * Start trailing mesh.
  60058. */
  60059. start(): void;
  60060. /**
  60061. * Stop trailing mesh.
  60062. */
  60063. stop(): void;
  60064. /**
  60065. * Update trailing mesh geometry.
  60066. */
  60067. update(): void;
  60068. /**
  60069. * Returns a new TrailMesh object.
  60070. * @param name is a string, the name given to the new mesh
  60071. * @param newGenerator use new generator object for cloned trail mesh
  60072. * @returns a new mesh
  60073. */
  60074. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  60075. /**
  60076. * Serializes this trail mesh
  60077. * @param serializationObject object to write serialization to
  60078. */
  60079. serialize(serializationObject: any): void;
  60080. /**
  60081. * Parses a serialized trail mesh
  60082. * @param parsedMesh the serialized mesh
  60083. * @param scene the scene to create the trail mesh in
  60084. * @returns the created trail mesh
  60085. */
  60086. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  60087. }
  60088. }
  60089. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  60090. import { Nullable } from "babylonjs/types";
  60091. import { Scene } from "babylonjs/scene";
  60092. import { Vector4 } from "babylonjs/Maths/math.vector";
  60093. import { Color4 } from "babylonjs/Maths/math.color";
  60094. import { Mesh } from "babylonjs/Meshes/mesh";
  60095. /**
  60096. * Class containing static functions to help procedurally build meshes
  60097. */
  60098. export class TiledBoxBuilder {
  60099. /**
  60100. * Creates a box mesh
  60101. * 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)
  60102. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60103. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60104. * * 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
  60105. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60106. * @param name defines the name of the mesh
  60107. * @param options defines the options used to create the mesh
  60108. * @param scene defines the hosting scene
  60109. * @returns the box mesh
  60110. */
  60111. static CreateTiledBox(name: string, options: {
  60112. pattern?: number;
  60113. width?: number;
  60114. height?: number;
  60115. depth?: number;
  60116. tileSize?: number;
  60117. tileWidth?: number;
  60118. tileHeight?: number;
  60119. alignHorizontal?: number;
  60120. alignVertical?: number;
  60121. faceUV?: Vector4[];
  60122. faceColors?: Color4[];
  60123. sideOrientation?: number;
  60124. updatable?: boolean;
  60125. }, scene?: Nullable<Scene>): Mesh;
  60126. }
  60127. }
  60128. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  60129. import { Vector4 } from "babylonjs/Maths/math.vector";
  60130. import { Mesh } from "babylonjs/Meshes/mesh";
  60131. /**
  60132. * Class containing static functions to help procedurally build meshes
  60133. */
  60134. export class TorusKnotBuilder {
  60135. /**
  60136. * Creates a torus knot mesh
  60137. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60138. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60139. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60140. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60141. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60142. * * 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
  60143. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60144. * @param name defines the name of the mesh
  60145. * @param options defines the options used to create the mesh
  60146. * @param scene defines the hosting scene
  60147. * @returns the torus knot mesh
  60148. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60149. */
  60150. static CreateTorusKnot(name: string, options: {
  60151. radius?: number;
  60152. tube?: number;
  60153. radialSegments?: number;
  60154. tubularSegments?: number;
  60155. p?: number;
  60156. q?: number;
  60157. updatable?: boolean;
  60158. sideOrientation?: number;
  60159. frontUVs?: Vector4;
  60160. backUVs?: Vector4;
  60161. }, scene: any): Mesh;
  60162. }
  60163. }
  60164. declare module "babylonjs/Meshes/polygonMesh" {
  60165. import { Scene } from "babylonjs/scene";
  60166. import { Vector2 } from "babylonjs/Maths/math.vector";
  60167. import { Mesh } from "babylonjs/Meshes/mesh";
  60168. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  60169. import { Path2 } from "babylonjs/Maths/math.path";
  60170. /**
  60171. * Polygon
  60172. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  60173. */
  60174. export class Polygon {
  60175. /**
  60176. * Creates a rectangle
  60177. * @param xmin bottom X coord
  60178. * @param ymin bottom Y coord
  60179. * @param xmax top X coord
  60180. * @param ymax top Y coord
  60181. * @returns points that make the resulting rectation
  60182. */
  60183. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  60184. /**
  60185. * Creates a circle
  60186. * @param radius radius of circle
  60187. * @param cx scale in x
  60188. * @param cy scale in y
  60189. * @param numberOfSides number of sides that make up the circle
  60190. * @returns points that make the resulting circle
  60191. */
  60192. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  60193. /**
  60194. * Creates a polygon from input string
  60195. * @param input Input polygon data
  60196. * @returns the parsed points
  60197. */
  60198. static Parse(input: string): Vector2[];
  60199. /**
  60200. * Starts building a polygon from x and y coordinates
  60201. * @param x x coordinate
  60202. * @param y y coordinate
  60203. * @returns the started path2
  60204. */
  60205. static StartingAt(x: number, y: number): Path2;
  60206. }
  60207. /**
  60208. * Builds a polygon
  60209. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  60210. */
  60211. export class PolygonMeshBuilder {
  60212. private _points;
  60213. private _outlinepoints;
  60214. private _holes;
  60215. private _name;
  60216. private _scene;
  60217. private _epoints;
  60218. private _eholes;
  60219. private _addToepoint;
  60220. /**
  60221. * Babylon reference to the earcut plugin.
  60222. */
  60223. bjsEarcut: any;
  60224. /**
  60225. * Creates a PolygonMeshBuilder
  60226. * @param name name of the builder
  60227. * @param contours Path of the polygon
  60228. * @param scene scene to add to when creating the mesh
  60229. * @param earcutInjection can be used to inject your own earcut reference
  60230. */
  60231. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  60232. /**
  60233. * Adds a whole within the polygon
  60234. * @param hole Array of points defining the hole
  60235. * @returns this
  60236. */
  60237. addHole(hole: Vector2[]): PolygonMeshBuilder;
  60238. /**
  60239. * Creates the polygon
  60240. * @param updatable If the mesh should be updatable
  60241. * @param depth The depth of the mesh created
  60242. * @returns the created mesh
  60243. */
  60244. build(updatable?: boolean, depth?: number): Mesh;
  60245. /**
  60246. * Creates the polygon
  60247. * @param depth The depth of the mesh created
  60248. * @returns the created VertexData
  60249. */
  60250. buildVertexData(depth?: number): VertexData;
  60251. /**
  60252. * Adds a side to the polygon
  60253. * @param positions points that make the polygon
  60254. * @param normals normals of the polygon
  60255. * @param uvs uvs of the polygon
  60256. * @param indices indices of the polygon
  60257. * @param bounds bounds of the polygon
  60258. * @param points points of the polygon
  60259. * @param depth depth of the polygon
  60260. * @param flip flip of the polygon
  60261. */
  60262. private addSide;
  60263. }
  60264. }
  60265. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  60266. import { Scene } from "babylonjs/scene";
  60267. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60268. import { Color4 } from "babylonjs/Maths/math.color";
  60269. import { Mesh } from "babylonjs/Meshes/mesh";
  60270. import { Nullable } from "babylonjs/types";
  60271. /**
  60272. * Class containing static functions to help procedurally build meshes
  60273. */
  60274. export class PolygonBuilder {
  60275. /**
  60276. * Creates a polygon mesh
  60277. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60278. * * 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
  60279. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60281. * * 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)
  60282. * * Remember you can only change the shape positions, not their number when updating a polygon
  60283. * @param name defines the name of the mesh
  60284. * @param options defines the options used to create the mesh
  60285. * @param scene defines the hosting scene
  60286. * @param earcutInjection can be used to inject your own earcut reference
  60287. * @returns the polygon mesh
  60288. */
  60289. static CreatePolygon(name: string, options: {
  60290. shape: Vector3[];
  60291. holes?: Vector3[][];
  60292. depth?: number;
  60293. faceUV?: Vector4[];
  60294. faceColors?: Color4[];
  60295. updatable?: boolean;
  60296. sideOrientation?: number;
  60297. frontUVs?: Vector4;
  60298. backUVs?: Vector4;
  60299. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60300. /**
  60301. * Creates an extruded polygon mesh, with depth in the Y direction.
  60302. * * 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)
  60303. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60304. * @param name defines the name of the mesh
  60305. * @param options defines the options used to create the mesh
  60306. * @param scene defines the hosting scene
  60307. * @param earcutInjection can be used to inject your own earcut reference
  60308. * @returns the polygon mesh
  60309. */
  60310. static ExtrudePolygon(name: string, options: {
  60311. shape: Vector3[];
  60312. holes?: Vector3[][];
  60313. depth?: number;
  60314. faceUV?: Vector4[];
  60315. faceColors?: Color4[];
  60316. updatable?: boolean;
  60317. sideOrientation?: number;
  60318. frontUVs?: Vector4;
  60319. backUVs?: Vector4;
  60320. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60321. }
  60322. }
  60323. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  60324. import { Scene } from "babylonjs/scene";
  60325. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60326. import { Mesh } from "babylonjs/Meshes/mesh";
  60327. import { Nullable } from "babylonjs/types";
  60328. /**
  60329. * Class containing static functions to help procedurally build meshes
  60330. */
  60331. export class LatheBuilder {
  60332. /**
  60333. * Creates lathe mesh.
  60334. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60335. * * 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
  60336. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60337. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60338. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60339. * * 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
  60340. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60341. * * 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
  60342. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60343. * * 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
  60344. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60345. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60346. * @param name defines the name of the mesh
  60347. * @param options defines the options used to create the mesh
  60348. * @param scene defines the hosting scene
  60349. * @returns the lathe mesh
  60350. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60351. */
  60352. static CreateLathe(name: string, options: {
  60353. shape: Vector3[];
  60354. radius?: number;
  60355. tessellation?: number;
  60356. clip?: number;
  60357. arc?: number;
  60358. closed?: boolean;
  60359. updatable?: boolean;
  60360. sideOrientation?: number;
  60361. frontUVs?: Vector4;
  60362. backUVs?: Vector4;
  60363. cap?: number;
  60364. invertUV?: boolean;
  60365. }, scene?: Nullable<Scene>): Mesh;
  60366. }
  60367. }
  60368. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  60369. import { Nullable } from "babylonjs/types";
  60370. import { Scene } from "babylonjs/scene";
  60371. import { Vector4 } from "babylonjs/Maths/math.vector";
  60372. import { Mesh } from "babylonjs/Meshes/mesh";
  60373. /**
  60374. * Class containing static functions to help procedurally build meshes
  60375. */
  60376. export class TiledPlaneBuilder {
  60377. /**
  60378. * Creates a tiled plane mesh
  60379. * * The parameter `pattern` will, depending on value, do nothing or
  60380. * * * flip (reflect about central vertical) alternate tiles across and up
  60381. * * * flip every tile on alternate rows
  60382. * * * rotate (180 degs) alternate tiles across and up
  60383. * * * rotate every tile on alternate rows
  60384. * * * flip and rotate alternate tiles across and up
  60385. * * * flip and rotate every tile on alternate rows
  60386. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  60387. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  60388. * * 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
  60389. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60390. * * 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)
  60391. * * 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)
  60392. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60393. * @param name defines the name of the mesh
  60394. * @param options defines the options used to create the mesh
  60395. * @param scene defines the hosting scene
  60396. * @returns the box mesh
  60397. */
  60398. static CreateTiledPlane(name: string, options: {
  60399. pattern?: number;
  60400. tileSize?: number;
  60401. tileWidth?: number;
  60402. tileHeight?: number;
  60403. size?: number;
  60404. width?: number;
  60405. height?: number;
  60406. alignHorizontal?: number;
  60407. alignVertical?: number;
  60408. sideOrientation?: number;
  60409. frontUVs?: Vector4;
  60410. backUVs?: Vector4;
  60411. updatable?: boolean;
  60412. }, scene?: Nullable<Scene>): Mesh;
  60413. }
  60414. }
  60415. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  60416. import { Nullable } from "babylonjs/types";
  60417. import { Scene } from "babylonjs/scene";
  60418. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60419. import { Mesh } from "babylonjs/Meshes/mesh";
  60420. /**
  60421. * Class containing static functions to help procedurally build meshes
  60422. */
  60423. export class TubeBuilder {
  60424. /**
  60425. * Creates a tube mesh.
  60426. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60427. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60428. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60429. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60430. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60431. * * 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)
  60432. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60433. * * 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
  60434. * * 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
  60435. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60436. * * 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
  60437. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60438. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60439. * @param name defines the name of the mesh
  60440. * @param options defines the options used to create the mesh
  60441. * @param scene defines the hosting scene
  60442. * @returns the tube mesh
  60443. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60444. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60445. */
  60446. static CreateTube(name: string, options: {
  60447. path: Vector3[];
  60448. radius?: number;
  60449. tessellation?: number;
  60450. radiusFunction?: {
  60451. (i: number, distance: number): number;
  60452. };
  60453. cap?: number;
  60454. arc?: number;
  60455. updatable?: boolean;
  60456. sideOrientation?: number;
  60457. frontUVs?: Vector4;
  60458. backUVs?: Vector4;
  60459. instance?: Mesh;
  60460. invertUV?: boolean;
  60461. }, scene?: Nullable<Scene>): Mesh;
  60462. }
  60463. }
  60464. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  60465. import { Scene } from "babylonjs/scene";
  60466. import { Vector4 } from "babylonjs/Maths/math.vector";
  60467. import { Mesh } from "babylonjs/Meshes/mesh";
  60468. import { Nullable } from "babylonjs/types";
  60469. /**
  60470. * Class containing static functions to help procedurally build meshes
  60471. */
  60472. export class IcoSphereBuilder {
  60473. /**
  60474. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60475. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60476. * * 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`)
  60477. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60478. * * 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
  60479. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60480. * * 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
  60481. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60482. * @param name defines the name of the mesh
  60483. * @param options defines the options used to create the mesh
  60484. * @param scene defines the hosting scene
  60485. * @returns the icosahedron mesh
  60486. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60487. */
  60488. static CreateIcoSphere(name: string, options: {
  60489. radius?: number;
  60490. radiusX?: number;
  60491. radiusY?: number;
  60492. radiusZ?: number;
  60493. flat?: boolean;
  60494. subdivisions?: number;
  60495. sideOrientation?: number;
  60496. frontUVs?: Vector4;
  60497. backUVs?: Vector4;
  60498. updatable?: boolean;
  60499. }, scene?: Nullable<Scene>): Mesh;
  60500. }
  60501. }
  60502. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  60503. import { Vector3 } from "babylonjs/Maths/math.vector";
  60504. import { Mesh } from "babylonjs/Meshes/mesh";
  60505. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60506. /**
  60507. * Class containing static functions to help procedurally build meshes
  60508. */
  60509. export class DecalBuilder {
  60510. /**
  60511. * Creates a decal mesh.
  60512. * 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
  60513. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60514. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60515. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60516. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60517. * @param name defines the name of the mesh
  60518. * @param sourceMesh defines the mesh where the decal must be applied
  60519. * @param options defines the options used to create the mesh
  60520. * @param scene defines the hosting scene
  60521. * @returns the decal mesh
  60522. * @see https://doc.babylonjs.com/how_to/decals
  60523. */
  60524. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60525. position?: Vector3;
  60526. normal?: Vector3;
  60527. size?: Vector3;
  60528. angle?: number;
  60529. }): Mesh;
  60530. }
  60531. }
  60532. declare module "babylonjs/Meshes/meshBuilder" {
  60533. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  60534. import { Nullable } from "babylonjs/types";
  60535. import { Scene } from "babylonjs/scene";
  60536. import { Mesh } from "babylonjs/Meshes/mesh";
  60537. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  60538. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  60539. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60540. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  60541. import { Plane } from "babylonjs/Maths/math.plane";
  60542. /**
  60543. * Class containing static functions to help procedurally build meshes
  60544. */
  60545. export class MeshBuilder {
  60546. /**
  60547. * Creates a box mesh
  60548. * * The parameter `size` sets the size (float) of each box side (default 1)
  60549. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  60550. * * 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)
  60551. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60552. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60553. * * 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
  60554. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60555. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60556. * @param name defines the name of the mesh
  60557. * @param options defines the options used to create the mesh
  60558. * @param scene defines the hosting scene
  60559. * @returns the box mesh
  60560. */
  60561. static CreateBox(name: string, options: {
  60562. size?: number;
  60563. width?: number;
  60564. height?: number;
  60565. depth?: number;
  60566. faceUV?: Vector4[];
  60567. faceColors?: Color4[];
  60568. sideOrientation?: number;
  60569. frontUVs?: Vector4;
  60570. backUVs?: Vector4;
  60571. updatable?: boolean;
  60572. }, scene?: Nullable<Scene>): Mesh;
  60573. /**
  60574. * Creates a tiled box mesh
  60575. * * faceTiles sets the pattern, tile size and number of tiles for a face
  60576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60577. * @param name defines the name of the mesh
  60578. * @param options defines the options used to create the mesh
  60579. * @param scene defines the hosting scene
  60580. * @returns the tiled box mesh
  60581. */
  60582. static CreateTiledBox(name: string, options: {
  60583. pattern?: number;
  60584. size?: number;
  60585. width?: number;
  60586. height?: number;
  60587. depth: number;
  60588. tileSize?: number;
  60589. tileWidth?: number;
  60590. tileHeight?: number;
  60591. faceUV?: Vector4[];
  60592. faceColors?: Color4[];
  60593. alignHorizontal?: number;
  60594. alignVertical?: number;
  60595. sideOrientation?: number;
  60596. updatable?: boolean;
  60597. }, scene?: Nullable<Scene>): Mesh;
  60598. /**
  60599. * Creates a sphere mesh
  60600. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60601. * * 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`)
  60602. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60603. * * 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
  60604. * * 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)
  60605. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60606. * * 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
  60607. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60608. * @param name defines the name of the mesh
  60609. * @param options defines the options used to create the mesh
  60610. * @param scene defines the hosting scene
  60611. * @returns the sphere mesh
  60612. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  60613. */
  60614. static CreateSphere(name: string, options: {
  60615. segments?: number;
  60616. diameter?: number;
  60617. diameterX?: number;
  60618. diameterY?: number;
  60619. diameterZ?: number;
  60620. arc?: number;
  60621. slice?: number;
  60622. sideOrientation?: number;
  60623. frontUVs?: Vector4;
  60624. backUVs?: Vector4;
  60625. updatable?: boolean;
  60626. }, scene?: Nullable<Scene>): Mesh;
  60627. /**
  60628. * Creates a plane polygonal mesh. By default, this is a disc
  60629. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60630. * * 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
  60631. * * 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
  60632. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60633. * * 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
  60634. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60635. * @param name defines the name of the mesh
  60636. * @param options defines the options used to create the mesh
  60637. * @param scene defines the hosting scene
  60638. * @returns the plane polygonal mesh
  60639. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  60640. */
  60641. static CreateDisc(name: string, options: {
  60642. radius?: number;
  60643. tessellation?: number;
  60644. arc?: number;
  60645. updatable?: boolean;
  60646. sideOrientation?: number;
  60647. frontUVs?: Vector4;
  60648. backUVs?: Vector4;
  60649. }, scene?: Nullable<Scene>): Mesh;
  60650. /**
  60651. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60652. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60653. * * 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`)
  60654. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60655. * * 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
  60656. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60657. * * 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
  60658. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60659. * @param name defines the name of the mesh
  60660. * @param options defines the options used to create the mesh
  60661. * @param scene defines the hosting scene
  60662. * @returns the icosahedron mesh
  60663. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60664. */
  60665. static CreateIcoSphere(name: string, options: {
  60666. radius?: number;
  60667. radiusX?: number;
  60668. radiusY?: number;
  60669. radiusZ?: number;
  60670. flat?: boolean;
  60671. subdivisions?: number;
  60672. sideOrientation?: number;
  60673. frontUVs?: Vector4;
  60674. backUVs?: Vector4;
  60675. updatable?: boolean;
  60676. }, scene?: Nullable<Scene>): Mesh;
  60677. /**
  60678. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60679. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60680. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60681. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60682. * * 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
  60683. * * 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
  60684. * * 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
  60685. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60686. * * 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
  60687. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60688. * * 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
  60689. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60690. * * 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
  60691. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60692. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60693. * @param name defines the name of the mesh
  60694. * @param options defines the options used to create the mesh
  60695. * @param scene defines the hosting scene
  60696. * @returns the ribbon mesh
  60697. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  60698. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60699. */
  60700. static CreateRibbon(name: string, options: {
  60701. pathArray: Vector3[][];
  60702. closeArray?: boolean;
  60703. closePath?: boolean;
  60704. offset?: number;
  60705. updatable?: boolean;
  60706. sideOrientation?: number;
  60707. frontUVs?: Vector4;
  60708. backUVs?: Vector4;
  60709. instance?: Mesh;
  60710. invertUV?: boolean;
  60711. uvs?: Vector2[];
  60712. colors?: Color4[];
  60713. }, scene?: Nullable<Scene>): Mesh;
  60714. /**
  60715. * Creates a cylinder or a cone mesh
  60716. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60717. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60718. * * 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.
  60719. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60720. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60721. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60722. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60723. * * 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).
  60724. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60725. * * 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).
  60726. * * 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
  60727. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60728. * * 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
  60729. * * 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.
  60730. * * If `enclose` is false, a ring surface is one element.
  60731. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60732. * * 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
  60733. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60734. * * 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
  60735. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60736. * @param name defines the name of the mesh
  60737. * @param options defines the options used to create the mesh
  60738. * @param scene defines the hosting scene
  60739. * @returns the cylinder mesh
  60740. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  60741. */
  60742. static CreateCylinder(name: string, options: {
  60743. height?: number;
  60744. diameterTop?: number;
  60745. diameterBottom?: number;
  60746. diameter?: number;
  60747. tessellation?: number;
  60748. subdivisions?: number;
  60749. arc?: number;
  60750. faceColors?: Color4[];
  60751. faceUV?: Vector4[];
  60752. updatable?: boolean;
  60753. hasRings?: boolean;
  60754. enclose?: boolean;
  60755. cap?: number;
  60756. sideOrientation?: number;
  60757. frontUVs?: Vector4;
  60758. backUVs?: Vector4;
  60759. }, scene?: Nullable<Scene>): Mesh;
  60760. /**
  60761. * Creates a torus mesh
  60762. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60763. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60764. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60765. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60766. * * 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
  60767. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60768. * @param name defines the name of the mesh
  60769. * @param options defines the options used to create the mesh
  60770. * @param scene defines the hosting scene
  60771. * @returns the torus mesh
  60772. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  60773. */
  60774. static CreateTorus(name: string, options: {
  60775. diameter?: number;
  60776. thickness?: number;
  60777. tessellation?: number;
  60778. updatable?: boolean;
  60779. sideOrientation?: number;
  60780. frontUVs?: Vector4;
  60781. backUVs?: Vector4;
  60782. }, scene?: Nullable<Scene>): Mesh;
  60783. /**
  60784. * Creates a torus knot mesh
  60785. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60786. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60787. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60788. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60789. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60790. * * 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
  60791. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60792. * @param name defines the name of the mesh
  60793. * @param options defines the options used to create the mesh
  60794. * @param scene defines the hosting scene
  60795. * @returns the torus knot mesh
  60796. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60797. */
  60798. static CreateTorusKnot(name: string, options: {
  60799. radius?: number;
  60800. tube?: number;
  60801. radialSegments?: number;
  60802. tubularSegments?: number;
  60803. p?: number;
  60804. q?: number;
  60805. updatable?: boolean;
  60806. sideOrientation?: number;
  60807. frontUVs?: Vector4;
  60808. backUVs?: Vector4;
  60809. }, scene?: Nullable<Scene>): Mesh;
  60810. /**
  60811. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60812. * * 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
  60813. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60814. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60815. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60816. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60817. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60818. * * 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
  60819. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60820. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60821. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60822. * @param name defines the name of the new line system
  60823. * @param options defines the options used to create the line system
  60824. * @param scene defines the hosting scene
  60825. * @returns a new line system mesh
  60826. */
  60827. static CreateLineSystem(name: string, options: {
  60828. lines: Vector3[][];
  60829. updatable?: boolean;
  60830. instance?: Nullable<LinesMesh>;
  60831. colors?: Nullable<Color4[][]>;
  60832. useVertexAlpha?: boolean;
  60833. }, scene: Nullable<Scene>): LinesMesh;
  60834. /**
  60835. * Creates a line mesh
  60836. * 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
  60837. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60838. * * The parameter `points` is an array successive Vector3
  60839. * * 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
  60840. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60841. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60842. * * When updating an instance, remember that only point positions can change, not the number of points
  60843. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60844. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60845. * @param name defines the name of the new line system
  60846. * @param options defines the options used to create the line system
  60847. * @param scene defines the hosting scene
  60848. * @returns a new line mesh
  60849. */
  60850. static CreateLines(name: string, options: {
  60851. points: Vector3[];
  60852. updatable?: boolean;
  60853. instance?: Nullable<LinesMesh>;
  60854. colors?: Color4[];
  60855. useVertexAlpha?: boolean;
  60856. }, scene?: Nullable<Scene>): LinesMesh;
  60857. /**
  60858. * Creates a dashed line mesh
  60859. * * 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
  60860. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60861. * * The parameter `points` is an array successive Vector3
  60862. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60863. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60864. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60865. * * 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
  60866. * * When updating an instance, remember that only point positions can change, not the number of points
  60867. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60868. * @param name defines the name of the mesh
  60869. * @param options defines the options used to create the mesh
  60870. * @param scene defines the hosting scene
  60871. * @returns the dashed line mesh
  60872. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60873. */
  60874. static CreateDashedLines(name: string, options: {
  60875. points: Vector3[];
  60876. dashSize?: number;
  60877. gapSize?: number;
  60878. dashNb?: number;
  60879. updatable?: boolean;
  60880. instance?: LinesMesh;
  60881. }, scene?: Nullable<Scene>): LinesMesh;
  60882. /**
  60883. * 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.
  60884. * * 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.
  60885. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60886. * * 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.
  60887. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60888. * * 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
  60889. * * 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
  60890. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60891. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60892. * * 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
  60893. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60894. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60895. * @param name defines the name of the mesh
  60896. * @param options defines the options used to create the mesh
  60897. * @param scene defines the hosting scene
  60898. * @returns the extruded shape mesh
  60899. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60900. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60901. */
  60902. static ExtrudeShape(name: string, options: {
  60903. shape: Vector3[];
  60904. path: Vector3[];
  60905. scale?: number;
  60906. rotation?: number;
  60907. cap?: number;
  60908. updatable?: boolean;
  60909. sideOrientation?: number;
  60910. frontUVs?: Vector4;
  60911. backUVs?: Vector4;
  60912. instance?: Mesh;
  60913. invertUV?: boolean;
  60914. }, scene?: Nullable<Scene>): Mesh;
  60915. /**
  60916. * Creates an custom extruded shape mesh.
  60917. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60918. * * 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.
  60919. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60920. * * 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
  60921. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60922. * * 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
  60923. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60924. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60925. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60926. * * 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
  60927. * * 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
  60928. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60929. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60930. * * 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
  60931. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60932. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60933. * @param name defines the name of the mesh
  60934. * @param options defines the options used to create the mesh
  60935. * @param scene defines the hosting scene
  60936. * @returns the custom extruded shape mesh
  60937. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60938. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60939. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60940. */
  60941. static ExtrudeShapeCustom(name: string, options: {
  60942. shape: Vector3[];
  60943. path: Vector3[];
  60944. scaleFunction?: any;
  60945. rotationFunction?: any;
  60946. ribbonCloseArray?: boolean;
  60947. ribbonClosePath?: boolean;
  60948. cap?: number;
  60949. updatable?: boolean;
  60950. sideOrientation?: number;
  60951. frontUVs?: Vector4;
  60952. backUVs?: Vector4;
  60953. instance?: Mesh;
  60954. invertUV?: boolean;
  60955. }, scene?: Nullable<Scene>): Mesh;
  60956. /**
  60957. * Creates lathe mesh.
  60958. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60959. * * 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
  60960. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60961. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60962. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60963. * * 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
  60964. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60965. * * 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
  60966. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60967. * * 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
  60968. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60969. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60970. * @param name defines the name of the mesh
  60971. * @param options defines the options used to create the mesh
  60972. * @param scene defines the hosting scene
  60973. * @returns the lathe mesh
  60974. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60975. */
  60976. static CreateLathe(name: string, options: {
  60977. shape: Vector3[];
  60978. radius?: number;
  60979. tessellation?: number;
  60980. clip?: number;
  60981. arc?: number;
  60982. closed?: boolean;
  60983. updatable?: boolean;
  60984. sideOrientation?: number;
  60985. frontUVs?: Vector4;
  60986. backUVs?: Vector4;
  60987. cap?: number;
  60988. invertUV?: boolean;
  60989. }, scene?: Nullable<Scene>): Mesh;
  60990. /**
  60991. * Creates a tiled plane mesh
  60992. * * You can set a limited pattern arrangement with the tiles
  60993. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60994. * * 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
  60995. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60996. * @param name defines the name of the mesh
  60997. * @param options defines the options used to create the mesh
  60998. * @param scene defines the hosting scene
  60999. * @returns the plane mesh
  61000. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  61001. */
  61002. static CreateTiledPlane(name: string, options: {
  61003. pattern?: number;
  61004. tileSize?: number;
  61005. tileWidth?: number;
  61006. tileHeight?: number;
  61007. size?: number;
  61008. width?: number;
  61009. height?: number;
  61010. alignHorizontal?: number;
  61011. alignVertical?: number;
  61012. sideOrientation?: number;
  61013. frontUVs?: Vector4;
  61014. backUVs?: Vector4;
  61015. updatable?: boolean;
  61016. }, scene?: Nullable<Scene>): Mesh;
  61017. /**
  61018. * Creates a plane mesh
  61019. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  61020. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  61021. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  61022. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61023. * * 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
  61024. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61025. * @param name defines the name of the mesh
  61026. * @param options defines the options used to create the mesh
  61027. * @param scene defines the hosting scene
  61028. * @returns the plane mesh
  61029. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  61030. */
  61031. static CreatePlane(name: string, options: {
  61032. size?: number;
  61033. width?: number;
  61034. height?: number;
  61035. sideOrientation?: number;
  61036. frontUVs?: Vector4;
  61037. backUVs?: Vector4;
  61038. updatable?: boolean;
  61039. sourcePlane?: Plane;
  61040. }, scene?: Nullable<Scene>): Mesh;
  61041. /**
  61042. * Creates a ground mesh
  61043. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  61044. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  61045. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61046. * @param name defines the name of the mesh
  61047. * @param options defines the options used to create the mesh
  61048. * @param scene defines the hosting scene
  61049. * @returns the ground mesh
  61050. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  61051. */
  61052. static CreateGround(name: string, options: {
  61053. width?: number;
  61054. height?: number;
  61055. subdivisions?: number;
  61056. subdivisionsX?: number;
  61057. subdivisionsY?: number;
  61058. updatable?: boolean;
  61059. }, scene?: Nullable<Scene>): Mesh;
  61060. /**
  61061. * Creates a tiled ground mesh
  61062. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  61063. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  61064. * * 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
  61065. * * 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
  61066. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  61067. * @param name defines the name of the mesh
  61068. * @param options defines the options used to create the mesh
  61069. * @param scene defines the hosting scene
  61070. * @returns the tiled ground mesh
  61071. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  61072. */
  61073. static CreateTiledGround(name: string, options: {
  61074. xmin: number;
  61075. zmin: number;
  61076. xmax: number;
  61077. zmax: number;
  61078. subdivisions?: {
  61079. w: number;
  61080. h: number;
  61081. };
  61082. precision?: {
  61083. w: number;
  61084. h: number;
  61085. };
  61086. updatable?: boolean;
  61087. }, scene?: Nullable<Scene>): Mesh;
  61088. /**
  61089. * Creates a ground mesh from a height map
  61090. * * The parameter `url` sets the URL of the height map image resource.
  61091. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  61092. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  61093. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  61094. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  61095. * * 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.
  61096. * * 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).
  61097. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  61098. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  61099. * @param name defines the name of the mesh
  61100. * @param url defines the url to the height map
  61101. * @param options defines the options used to create the mesh
  61102. * @param scene defines the hosting scene
  61103. * @returns the ground mesh
  61104. * @see https://doc.babylonjs.com/babylon101/height_map
  61105. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  61106. */
  61107. static CreateGroundFromHeightMap(name: string, url: string, options: {
  61108. width?: number;
  61109. height?: number;
  61110. subdivisions?: number;
  61111. minHeight?: number;
  61112. maxHeight?: number;
  61113. colorFilter?: Color3;
  61114. alphaFilter?: number;
  61115. updatable?: boolean;
  61116. onReady?: (mesh: GroundMesh) => void;
  61117. }, scene?: Nullable<Scene>): GroundMesh;
  61118. /**
  61119. * Creates a polygon mesh
  61120. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  61121. * * 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
  61122. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  61123. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61124. * * 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)
  61125. * * Remember you can only change the shape positions, not their number when updating a polygon
  61126. * @param name defines the name of the mesh
  61127. * @param options defines the options used to create the mesh
  61128. * @param scene defines the hosting scene
  61129. * @param earcutInjection can be used to inject your own earcut reference
  61130. * @returns the polygon mesh
  61131. */
  61132. static CreatePolygon(name: string, options: {
  61133. shape: Vector3[];
  61134. holes?: Vector3[][];
  61135. depth?: number;
  61136. faceUV?: Vector4[];
  61137. faceColors?: Color4[];
  61138. updatable?: boolean;
  61139. sideOrientation?: number;
  61140. frontUVs?: Vector4;
  61141. backUVs?: Vector4;
  61142. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  61143. /**
  61144. * Creates an extruded polygon mesh, with depth in the Y direction.
  61145. * * 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)
  61146. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  61147. * @param name defines the name of the mesh
  61148. * @param options defines the options used to create the mesh
  61149. * @param scene defines the hosting scene
  61150. * @param earcutInjection can be used to inject your own earcut reference
  61151. * @returns the polygon mesh
  61152. */
  61153. static ExtrudePolygon(name: string, options: {
  61154. shape: Vector3[];
  61155. holes?: Vector3[][];
  61156. depth?: number;
  61157. faceUV?: Vector4[];
  61158. faceColors?: Color4[];
  61159. updatable?: boolean;
  61160. sideOrientation?: number;
  61161. frontUVs?: Vector4;
  61162. backUVs?: Vector4;
  61163. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  61164. /**
  61165. * Creates a tube mesh.
  61166. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  61167. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  61168. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  61169. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  61170. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  61171. * * 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)
  61172. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  61173. * * 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
  61174. * * 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
  61175. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61176. * * 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
  61177. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  61178. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61179. * @param name defines the name of the mesh
  61180. * @param options defines the options used to create the mesh
  61181. * @param scene defines the hosting scene
  61182. * @returns the tube mesh
  61183. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  61184. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  61185. */
  61186. static CreateTube(name: string, options: {
  61187. path: Vector3[];
  61188. radius?: number;
  61189. tessellation?: number;
  61190. radiusFunction?: {
  61191. (i: number, distance: number): number;
  61192. };
  61193. cap?: number;
  61194. arc?: number;
  61195. updatable?: boolean;
  61196. sideOrientation?: number;
  61197. frontUVs?: Vector4;
  61198. backUVs?: Vector4;
  61199. instance?: Mesh;
  61200. invertUV?: boolean;
  61201. }, scene?: Nullable<Scene>): Mesh;
  61202. /**
  61203. * Creates a polyhedron mesh
  61204. * * 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
  61205. * * The parameter `size` (positive float, default 1) sets the polygon size
  61206. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  61207. * * 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`
  61208. * * 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
  61209. * * 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)`)
  61210. * * 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
  61211. * * 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
  61212. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61213. * * 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
  61214. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61215. * @param name defines the name of the mesh
  61216. * @param options defines the options used to create the mesh
  61217. * @param scene defines the hosting scene
  61218. * @returns the polyhedron mesh
  61219. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  61220. */
  61221. static CreatePolyhedron(name: string, options: {
  61222. type?: number;
  61223. size?: number;
  61224. sizeX?: number;
  61225. sizeY?: number;
  61226. sizeZ?: number;
  61227. custom?: any;
  61228. faceUV?: Vector4[];
  61229. faceColors?: Color4[];
  61230. flat?: boolean;
  61231. updatable?: boolean;
  61232. sideOrientation?: number;
  61233. frontUVs?: Vector4;
  61234. backUVs?: Vector4;
  61235. }, scene?: Nullable<Scene>): Mesh;
  61236. /**
  61237. * Creates a decal mesh.
  61238. * 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
  61239. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  61240. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  61241. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  61242. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  61243. * @param name defines the name of the mesh
  61244. * @param sourceMesh defines the mesh where the decal must be applied
  61245. * @param options defines the options used to create the mesh
  61246. * @param scene defines the hosting scene
  61247. * @returns the decal mesh
  61248. * @see https://doc.babylonjs.com/how_to/decals
  61249. */
  61250. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  61251. position?: Vector3;
  61252. normal?: Vector3;
  61253. size?: Vector3;
  61254. angle?: number;
  61255. }): Mesh;
  61256. }
  61257. }
  61258. declare module "babylonjs/Meshes/meshSimplification" {
  61259. import { Mesh } from "babylonjs/Meshes/mesh";
  61260. /**
  61261. * A simplifier interface for future simplification implementations
  61262. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61263. */
  61264. export interface ISimplifier {
  61265. /**
  61266. * Simplification of a given mesh according to the given settings.
  61267. * Since this requires computation, it is assumed that the function runs async.
  61268. * @param settings The settings of the simplification, including quality and distance
  61269. * @param successCallback A callback that will be called after the mesh was simplified.
  61270. * @param errorCallback in case of an error, this callback will be called. optional.
  61271. */
  61272. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  61273. }
  61274. /**
  61275. * Expected simplification settings.
  61276. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  61277. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61278. */
  61279. export interface ISimplificationSettings {
  61280. /**
  61281. * Gets or sets the expected quality
  61282. */
  61283. quality: number;
  61284. /**
  61285. * Gets or sets the distance when this optimized version should be used
  61286. */
  61287. distance: number;
  61288. /**
  61289. * Gets an already optimized mesh
  61290. */
  61291. optimizeMesh?: boolean;
  61292. }
  61293. /**
  61294. * Class used to specify simplification options
  61295. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61296. */
  61297. export class SimplificationSettings implements ISimplificationSettings {
  61298. /** expected quality */
  61299. quality: number;
  61300. /** distance when this optimized version should be used */
  61301. distance: number;
  61302. /** already optimized mesh */
  61303. optimizeMesh?: boolean | undefined;
  61304. /**
  61305. * Creates a SimplificationSettings
  61306. * @param quality expected quality
  61307. * @param distance distance when this optimized version should be used
  61308. * @param optimizeMesh already optimized mesh
  61309. */
  61310. constructor(
  61311. /** expected quality */
  61312. quality: number,
  61313. /** distance when this optimized version should be used */
  61314. distance: number,
  61315. /** already optimized mesh */
  61316. optimizeMesh?: boolean | undefined);
  61317. }
  61318. /**
  61319. * Interface used to define a simplification task
  61320. */
  61321. export interface ISimplificationTask {
  61322. /**
  61323. * Array of settings
  61324. */
  61325. settings: Array<ISimplificationSettings>;
  61326. /**
  61327. * Simplification type
  61328. */
  61329. simplificationType: SimplificationType;
  61330. /**
  61331. * Mesh to simplify
  61332. */
  61333. mesh: Mesh;
  61334. /**
  61335. * Callback called on success
  61336. */
  61337. successCallback?: () => void;
  61338. /**
  61339. * Defines if parallel processing can be used
  61340. */
  61341. parallelProcessing: boolean;
  61342. }
  61343. /**
  61344. * Queue used to order the simplification tasks
  61345. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61346. */
  61347. export class SimplificationQueue {
  61348. private _simplificationArray;
  61349. /**
  61350. * Gets a boolean indicating that the process is still running
  61351. */
  61352. running: boolean;
  61353. /**
  61354. * Creates a new queue
  61355. */
  61356. constructor();
  61357. /**
  61358. * Adds a new simplification task
  61359. * @param task defines a task to add
  61360. */
  61361. addTask(task: ISimplificationTask): void;
  61362. /**
  61363. * Execute next task
  61364. */
  61365. executeNext(): void;
  61366. /**
  61367. * Execute a simplification task
  61368. * @param task defines the task to run
  61369. */
  61370. runSimplification(task: ISimplificationTask): void;
  61371. private getSimplifier;
  61372. }
  61373. /**
  61374. * The implemented types of simplification
  61375. * At the moment only Quadratic Error Decimation is implemented
  61376. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61377. */
  61378. export enum SimplificationType {
  61379. /** Quadratic error decimation */
  61380. QUADRATIC = 0
  61381. }
  61382. }
  61383. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  61384. import { Scene } from "babylonjs/scene";
  61385. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  61386. import { ISceneComponent } from "babylonjs/sceneComponent";
  61387. module "babylonjs/scene" {
  61388. interface Scene {
  61389. /** @hidden (Backing field) */
  61390. _simplificationQueue: SimplificationQueue;
  61391. /**
  61392. * Gets or sets the simplification queue attached to the scene
  61393. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61394. */
  61395. simplificationQueue: SimplificationQueue;
  61396. }
  61397. }
  61398. module "babylonjs/Meshes/mesh" {
  61399. interface Mesh {
  61400. /**
  61401. * Simplify the mesh according to the given array of settings.
  61402. * Function will return immediately and will simplify async
  61403. * @param settings a collection of simplification settings
  61404. * @param parallelProcessing should all levels calculate parallel or one after the other
  61405. * @param simplificationType the type of simplification to run
  61406. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  61407. * @returns the current mesh
  61408. */
  61409. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  61410. }
  61411. }
  61412. /**
  61413. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  61414. * created in a scene
  61415. */
  61416. export class SimplicationQueueSceneComponent implements ISceneComponent {
  61417. /**
  61418. * The component name helpfull to identify the component in the list of scene components.
  61419. */
  61420. readonly name: string;
  61421. /**
  61422. * The scene the component belongs to.
  61423. */
  61424. scene: Scene;
  61425. /**
  61426. * Creates a new instance of the component for the given scene
  61427. * @param scene Defines the scene to register the component in
  61428. */
  61429. constructor(scene: Scene);
  61430. /**
  61431. * Registers the component in a given scene
  61432. */
  61433. register(): void;
  61434. /**
  61435. * Rebuilds the elements related to this component in case of
  61436. * context lost for instance.
  61437. */
  61438. rebuild(): void;
  61439. /**
  61440. * Disposes the component and the associated ressources
  61441. */
  61442. dispose(): void;
  61443. private _beforeCameraUpdate;
  61444. }
  61445. }
  61446. declare module "babylonjs/Meshes/Builders/index" {
  61447. export * from "babylonjs/Meshes/Builders/boxBuilder";
  61448. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  61449. export * from "babylonjs/Meshes/Builders/discBuilder";
  61450. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  61451. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  61452. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  61453. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  61454. export * from "babylonjs/Meshes/Builders/torusBuilder";
  61455. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  61456. export * from "babylonjs/Meshes/Builders/linesBuilder";
  61457. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  61458. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  61459. export * from "babylonjs/Meshes/Builders/latheBuilder";
  61460. export * from "babylonjs/Meshes/Builders/planeBuilder";
  61461. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  61462. export * from "babylonjs/Meshes/Builders/groundBuilder";
  61463. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  61464. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  61465. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  61466. export * from "babylonjs/Meshes/Builders/decalBuilder";
  61467. }
  61468. declare module "babylonjs/Meshes/index" {
  61469. export * from "babylonjs/Meshes/abstractMesh";
  61470. export * from "babylonjs/Meshes/buffer";
  61471. export * from "babylonjs/Meshes/Compression/index";
  61472. export * from "babylonjs/Meshes/csg";
  61473. export * from "babylonjs/Meshes/geometry";
  61474. export * from "babylonjs/Meshes/groundMesh";
  61475. export * from "babylonjs/Meshes/trailMesh";
  61476. export * from "babylonjs/Meshes/instancedMesh";
  61477. export * from "babylonjs/Meshes/linesMesh";
  61478. export * from "babylonjs/Meshes/mesh";
  61479. export * from "babylonjs/Meshes/mesh.vertexData";
  61480. export * from "babylonjs/Meshes/meshBuilder";
  61481. export * from "babylonjs/Meshes/meshSimplification";
  61482. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  61483. export * from "babylonjs/Meshes/polygonMesh";
  61484. export * from "babylonjs/Meshes/subMesh";
  61485. export * from "babylonjs/Meshes/meshLODLevel";
  61486. export * from "babylonjs/Meshes/transformNode";
  61487. export * from "babylonjs/Meshes/Builders/index";
  61488. export * from "babylonjs/Meshes/dataBuffer";
  61489. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  61490. }
  61491. declare module "babylonjs/Morph/index" {
  61492. export * from "babylonjs/Morph/morphTarget";
  61493. export * from "babylonjs/Morph/morphTargetManager";
  61494. }
  61495. declare module "babylonjs/Navigation/INavigationEngine" {
  61496. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61497. import { Vector3 } from "babylonjs/Maths/math";
  61498. import { Mesh } from "babylonjs/Meshes/mesh";
  61499. import { Scene } from "babylonjs/scene";
  61500. /**
  61501. * Navigation plugin interface to add navigation constrained by a navigation mesh
  61502. */
  61503. export interface INavigationEnginePlugin {
  61504. /**
  61505. * plugin name
  61506. */
  61507. name: string;
  61508. /**
  61509. * Creates a navigation mesh
  61510. * @param meshes array of all the geometry used to compute the navigatio mesh
  61511. * @param parameters bunch of parameters used to filter geometry
  61512. */
  61513. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61514. /**
  61515. * Create a navigation mesh debug mesh
  61516. * @param scene is where the mesh will be added
  61517. * @returns debug display mesh
  61518. */
  61519. createDebugNavMesh(scene: Scene): Mesh;
  61520. /**
  61521. * Get a navigation mesh constrained position, closest to the parameter position
  61522. * @param position world position
  61523. * @returns the closest point to position constrained by the navigation mesh
  61524. */
  61525. getClosestPoint(position: Vector3): Vector3;
  61526. /**
  61527. * Get a navigation mesh constrained position, within a particular radius
  61528. * @param position world position
  61529. * @param maxRadius the maximum distance to the constrained world position
  61530. * @returns the closest point to position constrained by the navigation mesh
  61531. */
  61532. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61533. /**
  61534. * Compute the final position from a segment made of destination-position
  61535. * @param position world position
  61536. * @param destination world position
  61537. * @returns the resulting point along the navmesh
  61538. */
  61539. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61540. /**
  61541. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61542. * @param start world position
  61543. * @param end world position
  61544. * @returns array containing world position composing the path
  61545. */
  61546. computePath(start: Vector3, end: Vector3): Vector3[];
  61547. /**
  61548. * If this plugin is supported
  61549. * @returns true if plugin is supported
  61550. */
  61551. isSupported(): boolean;
  61552. /**
  61553. * Create a new Crowd so you can add agents
  61554. * @param maxAgents the maximum agent count in the crowd
  61555. * @param maxAgentRadius the maximum radius an agent can have
  61556. * @param scene to attach the crowd to
  61557. * @returns the crowd you can add agents to
  61558. */
  61559. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61560. /**
  61561. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61562. * The queries will try to find a solution within those bounds
  61563. * default is (1,1,1)
  61564. * @param extent x,y,z value that define the extent around the queries point of reference
  61565. */
  61566. setDefaultQueryExtent(extent: Vector3): void;
  61567. /**
  61568. * Get the Bounding box extent specified by setDefaultQueryExtent
  61569. * @returns the box extent values
  61570. */
  61571. getDefaultQueryExtent(): Vector3;
  61572. /**
  61573. * Release all resources
  61574. */
  61575. dispose(): void;
  61576. }
  61577. /**
  61578. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  61579. */
  61580. export interface ICrowd {
  61581. /**
  61582. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61583. * You can attach anything to that node. The node position is updated in the scene update tick.
  61584. * @param pos world position that will be constrained by the navigation mesh
  61585. * @param parameters agent parameters
  61586. * @param transform hooked to the agent that will be update by the scene
  61587. * @returns agent index
  61588. */
  61589. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61590. /**
  61591. * Returns the agent position in world space
  61592. * @param index agent index returned by addAgent
  61593. * @returns world space position
  61594. */
  61595. getAgentPosition(index: number): Vector3;
  61596. /**
  61597. * Gets the agent velocity in world space
  61598. * @param index agent index returned by addAgent
  61599. * @returns world space velocity
  61600. */
  61601. getAgentVelocity(index: number): Vector3;
  61602. /**
  61603. * remove a particular agent previously created
  61604. * @param index agent index returned by addAgent
  61605. */
  61606. removeAgent(index: number): void;
  61607. /**
  61608. * get the list of all agents attached to this crowd
  61609. * @returns list of agent indices
  61610. */
  61611. getAgents(): number[];
  61612. /**
  61613. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61614. * @param deltaTime in seconds
  61615. */
  61616. update(deltaTime: number): void;
  61617. /**
  61618. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61619. * @param index agent index returned by addAgent
  61620. * @param destination targeted world position
  61621. */
  61622. agentGoto(index: number, destination: Vector3): void;
  61623. /**
  61624. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61625. * The queries will try to find a solution within those bounds
  61626. * default is (1,1,1)
  61627. * @param extent x,y,z value that define the extent around the queries point of reference
  61628. */
  61629. setDefaultQueryExtent(extent: Vector3): void;
  61630. /**
  61631. * Get the Bounding box extent specified by setDefaultQueryExtent
  61632. * @returns the box extent values
  61633. */
  61634. getDefaultQueryExtent(): Vector3;
  61635. /**
  61636. * Release all resources
  61637. */
  61638. dispose(): void;
  61639. }
  61640. /**
  61641. * Configures an agent
  61642. */
  61643. export interface IAgentParameters {
  61644. /**
  61645. * Agent radius. [Limit: >= 0]
  61646. */
  61647. radius: number;
  61648. /**
  61649. * Agent height. [Limit: > 0]
  61650. */
  61651. height: number;
  61652. /**
  61653. * Maximum allowed acceleration. [Limit: >= 0]
  61654. */
  61655. maxAcceleration: number;
  61656. /**
  61657. * Maximum allowed speed. [Limit: >= 0]
  61658. */
  61659. maxSpeed: number;
  61660. /**
  61661. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  61662. */
  61663. collisionQueryRange: number;
  61664. /**
  61665. * The path visibility optimization range. [Limit: > 0]
  61666. */
  61667. pathOptimizationRange: number;
  61668. /**
  61669. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  61670. */
  61671. separationWeight: number;
  61672. }
  61673. /**
  61674. * Configures the navigation mesh creation
  61675. */
  61676. export interface INavMeshParameters {
  61677. /**
  61678. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  61679. */
  61680. cs: number;
  61681. /**
  61682. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  61683. */
  61684. ch: number;
  61685. /**
  61686. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  61687. */
  61688. walkableSlopeAngle: number;
  61689. /**
  61690. * Minimum floor to 'ceiling' height that will still allow the floor area to
  61691. * be considered walkable. [Limit: >= 3] [Units: vx]
  61692. */
  61693. walkableHeight: number;
  61694. /**
  61695. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  61696. */
  61697. walkableClimb: number;
  61698. /**
  61699. * The distance to erode/shrink the walkable area of the heightfield away from
  61700. * obstructions. [Limit: >=0] [Units: vx]
  61701. */
  61702. walkableRadius: number;
  61703. /**
  61704. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  61705. */
  61706. maxEdgeLen: number;
  61707. /**
  61708. * The maximum distance a simplfied contour's border edges should deviate
  61709. * the original raw contour. [Limit: >=0] [Units: vx]
  61710. */
  61711. maxSimplificationError: number;
  61712. /**
  61713. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  61714. */
  61715. minRegionArea: number;
  61716. /**
  61717. * Any regions with a span count smaller than this value will, if possible,
  61718. * be merged with larger regions. [Limit: >=0] [Units: vx]
  61719. */
  61720. mergeRegionArea: number;
  61721. /**
  61722. * The maximum number of vertices allowed for polygons generated during the
  61723. * contour to polygon conversion process. [Limit: >= 3]
  61724. */
  61725. maxVertsPerPoly: number;
  61726. /**
  61727. * Sets the sampling distance to use when generating the detail mesh.
  61728. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  61729. */
  61730. detailSampleDist: number;
  61731. /**
  61732. * The maximum distance the detail mesh surface should deviate from heightfield
  61733. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  61734. */
  61735. detailSampleMaxError: number;
  61736. }
  61737. }
  61738. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  61739. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  61740. import { Mesh } from "babylonjs/Meshes/mesh";
  61741. import { Scene } from "babylonjs/scene";
  61742. import { Vector3 } from "babylonjs/Maths/math";
  61743. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61744. /**
  61745. * RecastJS navigation plugin
  61746. */
  61747. export class RecastJSPlugin implements INavigationEnginePlugin {
  61748. /**
  61749. * Reference to the Recast library
  61750. */
  61751. bjsRECAST: any;
  61752. /**
  61753. * plugin name
  61754. */
  61755. name: string;
  61756. /**
  61757. * the first navmesh created. We might extend this to support multiple navmeshes
  61758. */
  61759. navMesh: any;
  61760. /**
  61761. * Initializes the recastJS plugin
  61762. * @param recastInjection can be used to inject your own recast reference
  61763. */
  61764. constructor(recastInjection?: any);
  61765. /**
  61766. * Creates a navigation mesh
  61767. * @param meshes array of all the geometry used to compute the navigatio mesh
  61768. * @param parameters bunch of parameters used to filter geometry
  61769. */
  61770. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61771. /**
  61772. * Create a navigation mesh debug mesh
  61773. * @param scene is where the mesh will be added
  61774. * @returns debug display mesh
  61775. */
  61776. createDebugNavMesh(scene: Scene): Mesh;
  61777. /**
  61778. * Get a navigation mesh constrained position, closest to the parameter position
  61779. * @param position world position
  61780. * @returns the closest point to position constrained by the navigation mesh
  61781. */
  61782. getClosestPoint(position: Vector3): Vector3;
  61783. /**
  61784. * Get a navigation mesh constrained position, within a particular radius
  61785. * @param position world position
  61786. * @param maxRadius the maximum distance to the constrained world position
  61787. * @returns the closest point to position constrained by the navigation mesh
  61788. */
  61789. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61790. /**
  61791. * Compute the final position from a segment made of destination-position
  61792. * @param position world position
  61793. * @param destination world position
  61794. * @returns the resulting point along the navmesh
  61795. */
  61796. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61797. /**
  61798. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61799. * @param start world position
  61800. * @param end world position
  61801. * @returns array containing world position composing the path
  61802. */
  61803. computePath(start: Vector3, end: Vector3): Vector3[];
  61804. /**
  61805. * Create a new Crowd so you can add agents
  61806. * @param maxAgents the maximum agent count in the crowd
  61807. * @param maxAgentRadius the maximum radius an agent can have
  61808. * @param scene to attach the crowd to
  61809. * @returns the crowd you can add agents to
  61810. */
  61811. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61812. /**
  61813. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61814. * The queries will try to find a solution within those bounds
  61815. * default is (1,1,1)
  61816. * @param extent x,y,z value that define the extent around the queries point of reference
  61817. */
  61818. setDefaultQueryExtent(extent: Vector3): void;
  61819. /**
  61820. * Get the Bounding box extent specified by setDefaultQueryExtent
  61821. * @returns the box extent values
  61822. */
  61823. getDefaultQueryExtent(): Vector3;
  61824. /**
  61825. * Disposes
  61826. */
  61827. dispose(): void;
  61828. /**
  61829. * If this plugin is supported
  61830. * @returns true if plugin is supported
  61831. */
  61832. isSupported(): boolean;
  61833. }
  61834. /**
  61835. * Recast detour crowd implementation
  61836. */
  61837. export class RecastJSCrowd implements ICrowd {
  61838. /**
  61839. * Recast/detour plugin
  61840. */
  61841. bjsRECASTPlugin: RecastJSPlugin;
  61842. /**
  61843. * Link to the detour crowd
  61844. */
  61845. recastCrowd: any;
  61846. /**
  61847. * One transform per agent
  61848. */
  61849. transforms: TransformNode[];
  61850. /**
  61851. * All agents created
  61852. */
  61853. agents: number[];
  61854. /**
  61855. * Link to the scene is kept to unregister the crowd from the scene
  61856. */
  61857. private _scene;
  61858. /**
  61859. * Observer for crowd updates
  61860. */
  61861. private _onBeforeAnimationsObserver;
  61862. /**
  61863. * Constructor
  61864. * @param plugin recastJS plugin
  61865. * @param maxAgents the maximum agent count in the crowd
  61866. * @param maxAgentRadius the maximum radius an agent can have
  61867. * @param scene to attach the crowd to
  61868. * @returns the crowd you can add agents to
  61869. */
  61870. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61871. /**
  61872. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61873. * You can attach anything to that node. The node position is updated in the scene update tick.
  61874. * @param pos world position that will be constrained by the navigation mesh
  61875. * @param parameters agent parameters
  61876. * @param transform hooked to the agent that will be update by the scene
  61877. * @returns agent index
  61878. */
  61879. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61880. /**
  61881. * Returns the agent position in world space
  61882. * @param index agent index returned by addAgent
  61883. * @returns world space position
  61884. */
  61885. getAgentPosition(index: number): Vector3;
  61886. /**
  61887. * Returns the agent velocity in world space
  61888. * @param index agent index returned by addAgent
  61889. * @returns world space velocity
  61890. */
  61891. getAgentVelocity(index: number): Vector3;
  61892. /**
  61893. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61894. * @param index agent index returned by addAgent
  61895. * @param destination targeted world position
  61896. */
  61897. agentGoto(index: number, destination: Vector3): void;
  61898. /**
  61899. * remove a particular agent previously created
  61900. * @param index agent index returned by addAgent
  61901. */
  61902. removeAgent(index: number): void;
  61903. /**
  61904. * get the list of all agents attached to this crowd
  61905. * @returns list of agent indices
  61906. */
  61907. getAgents(): number[];
  61908. /**
  61909. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61910. * @param deltaTime in seconds
  61911. */
  61912. update(deltaTime: number): void;
  61913. /**
  61914. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61915. * The queries will try to find a solution within those bounds
  61916. * default is (1,1,1)
  61917. * @param extent x,y,z value that define the extent around the queries point of reference
  61918. */
  61919. setDefaultQueryExtent(extent: Vector3): void;
  61920. /**
  61921. * Get the Bounding box extent specified by setDefaultQueryExtent
  61922. * @returns the box extent values
  61923. */
  61924. getDefaultQueryExtent(): Vector3;
  61925. /**
  61926. * Release all resources
  61927. */
  61928. dispose(): void;
  61929. }
  61930. }
  61931. declare module "babylonjs/Navigation/Plugins/index" {
  61932. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61933. }
  61934. declare module "babylonjs/Navigation/index" {
  61935. export * from "babylonjs/Navigation/INavigationEngine";
  61936. export * from "babylonjs/Navigation/Plugins/index";
  61937. }
  61938. declare module "babylonjs/Offline/database" {
  61939. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61940. /**
  61941. * Class used to enable access to IndexedDB
  61942. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61943. */
  61944. export class Database implements IOfflineProvider {
  61945. private _callbackManifestChecked;
  61946. private _currentSceneUrl;
  61947. private _db;
  61948. private _enableSceneOffline;
  61949. private _enableTexturesOffline;
  61950. private _manifestVersionFound;
  61951. private _mustUpdateRessources;
  61952. private _hasReachedQuota;
  61953. private _isSupported;
  61954. private _idbFactory;
  61955. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61956. private static IsUASupportingBlobStorage;
  61957. /**
  61958. * Gets a boolean indicating if Database storate is enabled (off by default)
  61959. */
  61960. static IDBStorageEnabled: boolean;
  61961. /**
  61962. * Gets a boolean indicating if scene must be saved in the database
  61963. */
  61964. readonly enableSceneOffline: boolean;
  61965. /**
  61966. * Gets a boolean indicating if textures must be saved in the database
  61967. */
  61968. readonly enableTexturesOffline: boolean;
  61969. /**
  61970. * Creates a new Database
  61971. * @param urlToScene defines the url to load the scene
  61972. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61973. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61974. */
  61975. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61976. private static _ParseURL;
  61977. private static _ReturnFullUrlLocation;
  61978. private _checkManifestFile;
  61979. /**
  61980. * Open the database and make it available
  61981. * @param successCallback defines the callback to call on success
  61982. * @param errorCallback defines the callback to call on error
  61983. */
  61984. open(successCallback: () => void, errorCallback: () => void): void;
  61985. /**
  61986. * Loads an image from the database
  61987. * @param url defines the url to load from
  61988. * @param image defines the target DOM image
  61989. */
  61990. loadImage(url: string, image: HTMLImageElement): void;
  61991. private _loadImageFromDBAsync;
  61992. private _saveImageIntoDBAsync;
  61993. private _checkVersionFromDB;
  61994. private _loadVersionFromDBAsync;
  61995. private _saveVersionIntoDBAsync;
  61996. /**
  61997. * Loads a file from database
  61998. * @param url defines the URL to load from
  61999. * @param sceneLoaded defines a callback to call on success
  62000. * @param progressCallBack defines a callback to call when progress changed
  62001. * @param errorCallback defines a callback to call on error
  62002. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  62003. */
  62004. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  62005. private _loadFileAsync;
  62006. private _saveFileAsync;
  62007. /**
  62008. * Validates if xhr data is correct
  62009. * @param xhr defines the request to validate
  62010. * @param dataType defines the expected data type
  62011. * @returns true if data is correct
  62012. */
  62013. private static _ValidateXHRData;
  62014. }
  62015. }
  62016. declare module "babylonjs/Offline/index" {
  62017. export * from "babylonjs/Offline/database";
  62018. export * from "babylonjs/Offline/IOfflineProvider";
  62019. }
  62020. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  62021. /** @hidden */
  62022. export var gpuUpdateParticlesPixelShader: {
  62023. name: string;
  62024. shader: string;
  62025. };
  62026. }
  62027. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  62028. /** @hidden */
  62029. export var gpuUpdateParticlesVertexShader: {
  62030. name: string;
  62031. shader: string;
  62032. };
  62033. }
  62034. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  62035. /** @hidden */
  62036. export var clipPlaneFragmentDeclaration2: {
  62037. name: string;
  62038. shader: string;
  62039. };
  62040. }
  62041. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  62042. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  62043. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  62044. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62045. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  62046. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  62047. /** @hidden */
  62048. export var gpuRenderParticlesPixelShader: {
  62049. name: string;
  62050. shader: string;
  62051. };
  62052. }
  62053. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  62054. /** @hidden */
  62055. export var clipPlaneVertexDeclaration2: {
  62056. name: string;
  62057. shader: string;
  62058. };
  62059. }
  62060. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  62061. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  62062. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  62063. /** @hidden */
  62064. export var gpuRenderParticlesVertexShader: {
  62065. name: string;
  62066. shader: string;
  62067. };
  62068. }
  62069. declare module "babylonjs/Particles/gpuParticleSystem" {
  62070. import { Nullable } from "babylonjs/types";
  62071. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  62072. import { Observable } from "babylonjs/Misc/observable";
  62073. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  62074. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62075. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  62076. import { Scene, IDisposable } from "babylonjs/scene";
  62077. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  62078. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62079. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  62080. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  62081. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  62082. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  62083. /**
  62084. * This represents a GPU particle system in Babylon
  62085. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  62086. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  62087. */
  62088. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  62089. /**
  62090. * The layer mask we are rendering the particles through.
  62091. */
  62092. layerMask: number;
  62093. private _capacity;
  62094. private _activeCount;
  62095. private _currentActiveCount;
  62096. private _accumulatedCount;
  62097. private _renderEffect;
  62098. private _updateEffect;
  62099. private _buffer0;
  62100. private _buffer1;
  62101. private _spriteBuffer;
  62102. private _updateVAO;
  62103. private _renderVAO;
  62104. private _targetIndex;
  62105. private _sourceBuffer;
  62106. private _targetBuffer;
  62107. private _engine;
  62108. private _currentRenderId;
  62109. private _started;
  62110. private _stopped;
  62111. private _timeDelta;
  62112. private _randomTexture;
  62113. private _randomTexture2;
  62114. private _attributesStrideSize;
  62115. private _updateEffectOptions;
  62116. private _randomTextureSize;
  62117. private _actualFrame;
  62118. private readonly _rawTextureWidth;
  62119. /**
  62120. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  62121. */
  62122. static readonly IsSupported: boolean;
  62123. /**
  62124. * An event triggered when the system is disposed.
  62125. */
  62126. onDisposeObservable: Observable<GPUParticleSystem>;
  62127. /**
  62128. * Gets the maximum number of particles active at the same time.
  62129. * @returns The max number of active particles.
  62130. */
  62131. getCapacity(): number;
  62132. /**
  62133. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  62134. * to override the particles.
  62135. */
  62136. forceDepthWrite: boolean;
  62137. /**
  62138. * Gets or set the number of active particles
  62139. */
  62140. activeParticleCount: number;
  62141. private _preWarmDone;
  62142. /**
  62143. * Is this system ready to be used/rendered
  62144. * @return true if the system is ready
  62145. */
  62146. isReady(): boolean;
  62147. /**
  62148. * Gets if the system has been started. (Note: this will still be true after stop is called)
  62149. * @returns True if it has been started, otherwise false.
  62150. */
  62151. isStarted(): boolean;
  62152. /**
  62153. * Starts the particle system and begins to emit
  62154. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  62155. */
  62156. start(delay?: number): void;
  62157. /**
  62158. * Stops the particle system.
  62159. */
  62160. stop(): void;
  62161. /**
  62162. * Remove all active particles
  62163. */
  62164. reset(): void;
  62165. /**
  62166. * Returns the string "GPUParticleSystem"
  62167. * @returns a string containing the class name
  62168. */
  62169. getClassName(): string;
  62170. private _colorGradientsTexture;
  62171. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  62172. /**
  62173. * Adds a new color gradient
  62174. * @param gradient defines the gradient to use (between 0 and 1)
  62175. * @param color1 defines the color to affect to the specified gradient
  62176. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  62177. * @returns the current particle system
  62178. */
  62179. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  62180. /**
  62181. * Remove a specific color gradient
  62182. * @param gradient defines the gradient to remove
  62183. * @returns the current particle system
  62184. */
  62185. removeColorGradient(gradient: number): GPUParticleSystem;
  62186. private _angularSpeedGradientsTexture;
  62187. private _sizeGradientsTexture;
  62188. private _velocityGradientsTexture;
  62189. private _limitVelocityGradientsTexture;
  62190. private _dragGradientsTexture;
  62191. private _addFactorGradient;
  62192. /**
  62193. * Adds a new size gradient
  62194. * @param gradient defines the gradient to use (between 0 and 1)
  62195. * @param factor defines the size factor to affect to the specified gradient
  62196. * @returns the current particle system
  62197. */
  62198. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  62199. /**
  62200. * Remove a specific size gradient
  62201. * @param gradient defines the gradient to remove
  62202. * @returns the current particle system
  62203. */
  62204. removeSizeGradient(gradient: number): GPUParticleSystem;
  62205. /**
  62206. * Adds a new angular speed gradient
  62207. * @param gradient defines the gradient to use (between 0 and 1)
  62208. * @param factor defines the angular speed to affect to the specified gradient
  62209. * @returns the current particle system
  62210. */
  62211. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  62212. /**
  62213. * Remove a specific angular speed gradient
  62214. * @param gradient defines the gradient to remove
  62215. * @returns the current particle system
  62216. */
  62217. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  62218. /**
  62219. * Adds a new velocity gradient
  62220. * @param gradient defines the gradient to use (between 0 and 1)
  62221. * @param factor defines the velocity to affect to the specified gradient
  62222. * @returns the current particle system
  62223. */
  62224. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62225. /**
  62226. * Remove a specific velocity gradient
  62227. * @param gradient defines the gradient to remove
  62228. * @returns the current particle system
  62229. */
  62230. removeVelocityGradient(gradient: number): GPUParticleSystem;
  62231. /**
  62232. * Adds a new limit velocity gradient
  62233. * @param gradient defines the gradient to use (between 0 and 1)
  62234. * @param factor defines the limit velocity value to affect to the specified gradient
  62235. * @returns the current particle system
  62236. */
  62237. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62238. /**
  62239. * Remove a specific limit velocity gradient
  62240. * @param gradient defines the gradient to remove
  62241. * @returns the current particle system
  62242. */
  62243. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  62244. /**
  62245. * Adds a new drag gradient
  62246. * @param gradient defines the gradient to use (between 0 and 1)
  62247. * @param factor defines the drag value to affect to the specified gradient
  62248. * @returns the current particle system
  62249. */
  62250. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  62251. /**
  62252. * Remove a specific drag gradient
  62253. * @param gradient defines the gradient to remove
  62254. * @returns the current particle system
  62255. */
  62256. removeDragGradient(gradient: number): GPUParticleSystem;
  62257. /**
  62258. * Not supported by GPUParticleSystem
  62259. * @param gradient defines the gradient to use (between 0 and 1)
  62260. * @param factor defines the emit rate value to affect to the specified gradient
  62261. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62262. * @returns the current particle system
  62263. */
  62264. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62265. /**
  62266. * Not supported by GPUParticleSystem
  62267. * @param gradient defines the gradient to remove
  62268. * @returns the current particle system
  62269. */
  62270. removeEmitRateGradient(gradient: number): IParticleSystem;
  62271. /**
  62272. * Not supported by GPUParticleSystem
  62273. * @param gradient defines the gradient to use (between 0 and 1)
  62274. * @param factor defines the start size value to affect to the specified gradient
  62275. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62276. * @returns the current particle system
  62277. */
  62278. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62279. /**
  62280. * Not supported by GPUParticleSystem
  62281. * @param gradient defines the gradient to remove
  62282. * @returns the current particle system
  62283. */
  62284. removeStartSizeGradient(gradient: number): IParticleSystem;
  62285. /**
  62286. * Not supported by GPUParticleSystem
  62287. * @param gradient defines the gradient to use (between 0 and 1)
  62288. * @param min defines the color remap minimal range
  62289. * @param max defines the color remap maximal range
  62290. * @returns the current particle system
  62291. */
  62292. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62293. /**
  62294. * Not supported by GPUParticleSystem
  62295. * @param gradient defines the gradient to remove
  62296. * @returns the current particle system
  62297. */
  62298. removeColorRemapGradient(): IParticleSystem;
  62299. /**
  62300. * Not supported by GPUParticleSystem
  62301. * @param gradient defines the gradient to use (between 0 and 1)
  62302. * @param min defines the alpha remap minimal range
  62303. * @param max defines the alpha remap maximal range
  62304. * @returns the current particle system
  62305. */
  62306. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62307. /**
  62308. * Not supported by GPUParticleSystem
  62309. * @param gradient defines the gradient to remove
  62310. * @returns the current particle system
  62311. */
  62312. removeAlphaRemapGradient(): IParticleSystem;
  62313. /**
  62314. * Not supported by GPUParticleSystem
  62315. * @param gradient defines the gradient to use (between 0 and 1)
  62316. * @param color defines the color to affect to the specified gradient
  62317. * @returns the current particle system
  62318. */
  62319. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  62320. /**
  62321. * Not supported by GPUParticleSystem
  62322. * @param gradient defines the gradient to remove
  62323. * @returns the current particle system
  62324. */
  62325. removeRampGradient(): IParticleSystem;
  62326. /**
  62327. * Not supported by GPUParticleSystem
  62328. * @returns the list of ramp gradients
  62329. */
  62330. getRampGradients(): Nullable<Array<Color3Gradient>>;
  62331. /**
  62332. * Not supported by GPUParticleSystem
  62333. * Gets or sets a boolean indicating that ramp gradients must be used
  62334. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  62335. */
  62336. useRampGradients: boolean;
  62337. /**
  62338. * Not supported by GPUParticleSystem
  62339. * @param gradient defines the gradient to use (between 0 and 1)
  62340. * @param factor defines the life time factor to affect to the specified gradient
  62341. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62342. * @returns the current particle system
  62343. */
  62344. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62345. /**
  62346. * Not supported by GPUParticleSystem
  62347. * @param gradient defines the gradient to remove
  62348. * @returns the current particle system
  62349. */
  62350. removeLifeTimeGradient(gradient: number): IParticleSystem;
  62351. /**
  62352. * Instantiates a GPU particle system.
  62353. * 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.
  62354. * @param name The name of the particle system
  62355. * @param options The options used to create the system
  62356. * @param scene The scene the particle system belongs to
  62357. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  62358. */
  62359. constructor(name: string, options: Partial<{
  62360. capacity: number;
  62361. randomTextureSize: number;
  62362. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  62363. protected _reset(): void;
  62364. private _createUpdateVAO;
  62365. private _createRenderVAO;
  62366. private _initialize;
  62367. /** @hidden */
  62368. _recreateUpdateEffect(): void;
  62369. /** @hidden */
  62370. _recreateRenderEffect(): void;
  62371. /**
  62372. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62373. * @param preWarm defines if we are in the pre-warmimg phase
  62374. */
  62375. animate(preWarm?: boolean): void;
  62376. private _createFactorGradientTexture;
  62377. private _createSizeGradientTexture;
  62378. private _createAngularSpeedGradientTexture;
  62379. private _createVelocityGradientTexture;
  62380. private _createLimitVelocityGradientTexture;
  62381. private _createDragGradientTexture;
  62382. private _createColorGradientTexture;
  62383. /**
  62384. * Renders the particle system in its current state
  62385. * @param preWarm defines if the system should only update the particles but not render them
  62386. * @returns the current number of particles
  62387. */
  62388. render(preWarm?: boolean): number;
  62389. /**
  62390. * Rebuilds the particle system
  62391. */
  62392. rebuild(): void;
  62393. private _releaseBuffers;
  62394. private _releaseVAOs;
  62395. /**
  62396. * Disposes the particle system and free the associated resources
  62397. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62398. */
  62399. dispose(disposeTexture?: boolean): void;
  62400. /**
  62401. * Clones the particle system.
  62402. * @param name The name of the cloned object
  62403. * @param newEmitter The new emitter to use
  62404. * @returns the cloned particle system
  62405. */
  62406. clone(name: string, newEmitter: any): GPUParticleSystem;
  62407. /**
  62408. * Serializes the particle system to a JSON object.
  62409. * @returns the JSON object
  62410. */
  62411. serialize(): any;
  62412. /**
  62413. * Parses a JSON object to create a GPU particle system.
  62414. * @param parsedParticleSystem The JSON object to parse
  62415. * @param scene The scene to create the particle system in
  62416. * @param rootUrl The root url to use to load external dependencies like texture
  62417. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62418. * @returns the parsed GPU particle system
  62419. */
  62420. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  62421. }
  62422. }
  62423. declare module "babylonjs/Particles/particleSystemSet" {
  62424. import { Nullable } from "babylonjs/types";
  62425. import { Color3 } from "babylonjs/Maths/math.color";
  62426. import { TransformNode } from "babylonjs/Meshes/transformNode";
  62427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62428. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62429. import { Scene, IDisposable } from "babylonjs/scene";
  62430. /**
  62431. * Represents a set of particle systems working together to create a specific effect
  62432. */
  62433. export class ParticleSystemSet implements IDisposable {
  62434. /**
  62435. * Gets or sets base Assets URL
  62436. */
  62437. static BaseAssetsUrl: string;
  62438. private _emitterCreationOptions;
  62439. private _emitterNode;
  62440. /**
  62441. * Gets the particle system list
  62442. */
  62443. systems: IParticleSystem[];
  62444. /**
  62445. * Gets the emitter node used with this set
  62446. */
  62447. readonly emitterNode: Nullable<TransformNode>;
  62448. /**
  62449. * Creates a new emitter mesh as a sphere
  62450. * @param options defines the options used to create the sphere
  62451. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  62452. * @param scene defines the hosting scene
  62453. */
  62454. setEmitterAsSphere(options: {
  62455. diameter: number;
  62456. segments: number;
  62457. color: Color3;
  62458. }, renderingGroupId: number, scene: Scene): void;
  62459. /**
  62460. * Starts all particle systems of the set
  62461. * @param emitter defines an optional mesh to use as emitter for the particle systems
  62462. */
  62463. start(emitter?: AbstractMesh): void;
  62464. /**
  62465. * Release all associated resources
  62466. */
  62467. dispose(): void;
  62468. /**
  62469. * Serialize the set into a JSON compatible object
  62470. * @returns a JSON compatible representation of the set
  62471. */
  62472. serialize(): any;
  62473. /**
  62474. * Parse a new ParticleSystemSet from a serialized source
  62475. * @param data defines a JSON compatible representation of the set
  62476. * @param scene defines the hosting scene
  62477. * @param gpu defines if we want GPU particles or CPU particles
  62478. * @returns a new ParticleSystemSet
  62479. */
  62480. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  62481. }
  62482. }
  62483. declare module "babylonjs/Particles/particleHelper" {
  62484. import { Nullable } from "babylonjs/types";
  62485. import { Scene } from "babylonjs/scene";
  62486. import { Vector3 } from "babylonjs/Maths/math.vector";
  62487. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62488. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62489. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  62490. /**
  62491. * This class is made for on one-liner static method to help creating particle system set.
  62492. */
  62493. export class ParticleHelper {
  62494. /**
  62495. * Gets or sets base Assets URL
  62496. */
  62497. static BaseAssetsUrl: string;
  62498. /**
  62499. * Create a default particle system that you can tweak
  62500. * @param emitter defines the emitter to use
  62501. * @param capacity defines the system capacity (default is 500 particles)
  62502. * @param scene defines the hosting scene
  62503. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  62504. * @returns the new Particle system
  62505. */
  62506. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  62507. /**
  62508. * This is the main static method (one-liner) of this helper to create different particle systems
  62509. * @param type This string represents the type to the particle system to create
  62510. * @param scene The scene where the particle system should live
  62511. * @param gpu If the system will use gpu
  62512. * @returns the ParticleSystemSet created
  62513. */
  62514. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  62515. /**
  62516. * Static function used to export a particle system to a ParticleSystemSet variable.
  62517. * Please note that the emitter shape is not exported
  62518. * @param systems defines the particle systems to export
  62519. * @returns the created particle system set
  62520. */
  62521. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  62522. }
  62523. }
  62524. declare module "babylonjs/Particles/particleSystemComponent" {
  62525. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62526. import { Effect } from "babylonjs/Materials/effect";
  62527. import "babylonjs/Shaders/particles.vertex";
  62528. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  62529. module "babylonjs/Engines/engine" {
  62530. interface Engine {
  62531. /**
  62532. * Create an effect to use with particle systems.
  62533. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  62534. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  62535. * @param uniformsNames defines a list of attribute names
  62536. * @param samplers defines an array of string used to represent textures
  62537. * @param defines defines the string containing the defines to use to compile the shaders
  62538. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  62539. * @param onCompiled defines a function to call when the effect creation is successful
  62540. * @param onError defines a function to call when the effect creation has failed
  62541. * @returns the new Effect
  62542. */
  62543. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  62544. }
  62545. }
  62546. module "babylonjs/Meshes/mesh" {
  62547. interface Mesh {
  62548. /**
  62549. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  62550. * @returns an array of IParticleSystem
  62551. */
  62552. getEmittedParticleSystems(): IParticleSystem[];
  62553. /**
  62554. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  62555. * @returns an array of IParticleSystem
  62556. */
  62557. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  62558. }
  62559. }
  62560. /**
  62561. * @hidden
  62562. */
  62563. export var _IDoNeedToBeInTheBuild: number;
  62564. }
  62565. declare module "babylonjs/Particles/pointsCloudSystem" {
  62566. import { Color4 } from "babylonjs/Maths/math";
  62567. import { Mesh } from "babylonjs/Meshes/mesh";
  62568. import { Scene, IDisposable } from "babylonjs/scene";
  62569. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  62570. /** Defines the 4 color options */
  62571. export enum PointColor {
  62572. /** color value */
  62573. Color = 2,
  62574. /** uv value */
  62575. UV = 1,
  62576. /** random value */
  62577. Random = 0,
  62578. /** stated value */
  62579. Stated = 3
  62580. }
  62581. /**
  62582. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  62583. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  62584. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  62585. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  62586. *
  62587. * Full documentation here : TO BE ENTERED
  62588. */
  62589. export class PointsCloudSystem implements IDisposable {
  62590. /**
  62591. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  62592. * Example : var p = SPS.particles[i];
  62593. */
  62594. particles: CloudPoint[];
  62595. /**
  62596. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  62597. */
  62598. nbParticles: number;
  62599. /**
  62600. * This a counter for your own usage. It's not set by any SPS functions.
  62601. */
  62602. counter: number;
  62603. /**
  62604. * The PCS name. This name is also given to the underlying mesh.
  62605. */
  62606. name: string;
  62607. /**
  62608. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  62609. */
  62610. mesh: Mesh;
  62611. /**
  62612. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  62613. * Please read :
  62614. */
  62615. vars: any;
  62616. /**
  62617. * @hidden
  62618. */
  62619. _size: number;
  62620. private _scene;
  62621. private _promises;
  62622. private _positions;
  62623. private _indices;
  62624. private _normals;
  62625. private _colors;
  62626. private _uvs;
  62627. private _indices32;
  62628. private _positions32;
  62629. private _colors32;
  62630. private _uvs32;
  62631. private _updatable;
  62632. private _isVisibilityBoxLocked;
  62633. private _alwaysVisible;
  62634. private _groups;
  62635. private _groupCounter;
  62636. private _computeParticleColor;
  62637. private _computeParticleTexture;
  62638. private _computeParticleRotation;
  62639. private _computeBoundingBox;
  62640. private _isReady;
  62641. /**
  62642. * Creates a PCS (Points Cloud System) object
  62643. * @param name (String) is the PCS name, this will be the underlying mesh name
  62644. * @param pointSize (number) is the size for each point
  62645. * @param scene (Scene) is the scene in which the PCS is added
  62646. * @param options defines the options of the PCS e.g.
  62647. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  62648. */
  62649. constructor(name: string, pointSize: number, scene: Scene, options?: {
  62650. updatable?: boolean;
  62651. });
  62652. /**
  62653. * Builds the PCS underlying mesh. Returns a standard Mesh.
  62654. * If no points were added to the PCS, the returned mesh is just a single point.
  62655. * @returns a promise for the created mesh
  62656. */
  62657. buildMeshAsync(): Promise<Mesh>;
  62658. /**
  62659. * @hidden
  62660. */
  62661. private _buildMesh;
  62662. private _addParticle;
  62663. private _randomUnitVector;
  62664. private _getColorIndicesForCoord;
  62665. private _setPointsColorOrUV;
  62666. private _colorFromTexture;
  62667. private _calculateDensity;
  62668. /**
  62669. * Adds points to the PCS in random positions within a unit sphere
  62670. * @param nb (positive integer) the number of particles to be created from this model
  62671. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  62672. * @returns the number of groups in the system
  62673. */
  62674. addPoints(nb: number, pointFunction?: any): number;
  62675. /**
  62676. * Adds points to the PCS from the surface of the model shape
  62677. * @param mesh is any Mesh object that will be used as a surface model for the points
  62678. * @param nb (positive integer) the number of particles to be created from this model
  62679. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62680. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62681. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62682. * @returns the number of groups in the system
  62683. */
  62684. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62685. /**
  62686. * Adds points to the PCS inside the model shape
  62687. * @param mesh is any Mesh object that will be used as a surface model for the points
  62688. * @param nb (positive integer) the number of particles to be created from this model
  62689. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62690. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62691. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62692. * @returns the number of groups in the system
  62693. */
  62694. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62695. /**
  62696. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  62697. * This method calls `updateParticle()` for each particle of the SPS.
  62698. * For an animated SPS, it is usually called within the render loop.
  62699. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  62700. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  62701. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  62702. * @returns the PCS.
  62703. */
  62704. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  62705. /**
  62706. * Disposes the PCS.
  62707. */
  62708. dispose(): void;
  62709. /**
  62710. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  62711. * doc :
  62712. * @returns the PCS.
  62713. */
  62714. refreshVisibleSize(): PointsCloudSystem;
  62715. /**
  62716. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  62717. * @param size the size (float) of the visibility box
  62718. * note : this doesn't lock the PCS mesh bounding box.
  62719. * doc :
  62720. */
  62721. setVisibilityBox(size: number): void;
  62722. /**
  62723. * Gets whether the PCS is always visible or not
  62724. * doc :
  62725. */
  62726. /**
  62727. * Sets the PCS as always visible or not
  62728. * doc :
  62729. */
  62730. isAlwaysVisible: boolean;
  62731. /**
  62732. * Tells to `setParticles()` to compute the particle rotations or not
  62733. * Default value : false. The PCS is faster when it's set to false
  62734. * Note : particle rotations are only applied to parent particles
  62735. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  62736. */
  62737. computeParticleRotation: boolean;
  62738. /**
  62739. * Tells to `setParticles()` to compute the particle colors or not.
  62740. * Default value : true. The PCS is faster when it's set to false.
  62741. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62742. */
  62743. /**
  62744. * Gets if `setParticles()` computes the particle colors or not.
  62745. * Default value : false. The PCS is faster when it's set to false.
  62746. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62747. */
  62748. computeParticleColor: boolean;
  62749. /**
  62750. * Gets if `setParticles()` computes the particle textures or not.
  62751. * Default value : false. The PCS is faster when it's set to false.
  62752. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  62753. */
  62754. computeParticleTexture: boolean;
  62755. /**
  62756. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  62757. */
  62758. /**
  62759. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  62760. */
  62761. computeBoundingBox: boolean;
  62762. /**
  62763. * This function does nothing. It may be overwritten to set all the particle first values.
  62764. * The PCS doesn't call this function, you may have to call it by your own.
  62765. * doc :
  62766. */
  62767. initParticles(): void;
  62768. /**
  62769. * This function does nothing. It may be overwritten to recycle a particle
  62770. * The PCS doesn't call this function, you can to call it
  62771. * doc :
  62772. * @param particle The particle to recycle
  62773. * @returns the recycled particle
  62774. */
  62775. recycleParticle(particle: CloudPoint): CloudPoint;
  62776. /**
  62777. * Updates a particle : this function should be overwritten by the user.
  62778. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  62779. * doc :
  62780. * @example : just set a particle position or velocity and recycle conditions
  62781. * @param particle The particle to update
  62782. * @returns the updated particle
  62783. */
  62784. updateParticle(particle: CloudPoint): CloudPoint;
  62785. /**
  62786. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  62787. * This does nothing and may be overwritten by the user.
  62788. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62789. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62790. * @param update the boolean update value actually passed to setParticles()
  62791. */
  62792. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62793. /**
  62794. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  62795. * This will be passed three parameters.
  62796. * This does nothing and may be overwritten by the user.
  62797. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62798. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62799. * @param update the boolean update value actually passed to setParticles()
  62800. */
  62801. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62802. }
  62803. }
  62804. declare module "babylonjs/Particles/cloudPoint" {
  62805. import { Nullable } from "babylonjs/types";
  62806. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62807. import { Mesh } from "babylonjs/Meshes/mesh";
  62808. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62809. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62810. /**
  62811. * Represents one particle of a points cloud system.
  62812. */
  62813. export class CloudPoint {
  62814. /**
  62815. * particle global index
  62816. */
  62817. idx: number;
  62818. /**
  62819. * The color of the particle
  62820. */
  62821. color: Nullable<Color4>;
  62822. /**
  62823. * The world space position of the particle.
  62824. */
  62825. position: Vector3;
  62826. /**
  62827. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62828. */
  62829. rotation: Vector3;
  62830. /**
  62831. * The world space rotation quaternion of the particle.
  62832. */
  62833. rotationQuaternion: Nullable<Quaternion>;
  62834. /**
  62835. * The uv of the particle.
  62836. */
  62837. uv: Nullable<Vector2>;
  62838. /**
  62839. * The current speed of the particle.
  62840. */
  62841. velocity: Vector3;
  62842. /**
  62843. * The pivot point in the particle local space.
  62844. */
  62845. pivot: Vector3;
  62846. /**
  62847. * Must the particle be translated from its pivot point in its local space ?
  62848. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62849. * Default : false
  62850. */
  62851. translateFromPivot: boolean;
  62852. /**
  62853. * Index of this particle in the global "positions" array (Internal use)
  62854. * @hidden
  62855. */
  62856. _pos: number;
  62857. /**
  62858. * @hidden Index of this particle in the global "indices" array (Internal use)
  62859. */
  62860. _ind: number;
  62861. /**
  62862. * Group this particle belongs to
  62863. */
  62864. _group: PointsGroup;
  62865. /**
  62866. * Group id of this particle
  62867. */
  62868. groupId: number;
  62869. /**
  62870. * Index of the particle in its group id (Internal use)
  62871. */
  62872. idxInGroup: number;
  62873. /**
  62874. * @hidden Particle BoundingInfo object (Internal use)
  62875. */
  62876. _boundingInfo: BoundingInfo;
  62877. /**
  62878. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62879. */
  62880. _pcs: PointsCloudSystem;
  62881. /**
  62882. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62883. */
  62884. _stillInvisible: boolean;
  62885. /**
  62886. * @hidden Last computed particle rotation matrix
  62887. */
  62888. _rotationMatrix: number[];
  62889. /**
  62890. * Parent particle Id, if any.
  62891. * Default null.
  62892. */
  62893. parentId: Nullable<number>;
  62894. /**
  62895. * @hidden Internal global position in the PCS.
  62896. */
  62897. _globalPosition: Vector3;
  62898. /**
  62899. * Creates a Point Cloud object.
  62900. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62901. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62902. * @param group (PointsGroup) is the group the particle belongs to
  62903. * @param groupId (integer) is the group identifier in the PCS.
  62904. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62905. * @param pcs defines the PCS it is associated to
  62906. */
  62907. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62908. /**
  62909. * get point size
  62910. */
  62911. /**
  62912. * Set point size
  62913. */
  62914. size: Vector3;
  62915. /**
  62916. * Legacy support, changed quaternion to rotationQuaternion
  62917. */
  62918. /**
  62919. * Legacy support, changed quaternion to rotationQuaternion
  62920. */
  62921. quaternion: Nullable<Quaternion>;
  62922. /**
  62923. * Returns a boolean. True if the particle intersects a mesh, else false
  62924. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62925. * @param target is the object (point or mesh) what the intersection is computed against
  62926. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62927. * @returns true if it intersects
  62928. */
  62929. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62930. /**
  62931. * get the rotation matrix of the particle
  62932. * @hidden
  62933. */
  62934. getRotationMatrix(m: Matrix): void;
  62935. }
  62936. /**
  62937. * Represents a group of points in a points cloud system
  62938. * * PCS internal tool, don't use it manually.
  62939. */
  62940. export class PointsGroup {
  62941. /**
  62942. * The group id
  62943. * @hidden
  62944. */
  62945. groupID: number;
  62946. /**
  62947. * image data for group (internal use)
  62948. * @hidden
  62949. */
  62950. _groupImageData: Nullable<ArrayBufferView>;
  62951. /**
  62952. * Image Width (internal use)
  62953. * @hidden
  62954. */
  62955. _groupImgWidth: number;
  62956. /**
  62957. * Image Height (internal use)
  62958. * @hidden
  62959. */
  62960. _groupImgHeight: number;
  62961. /**
  62962. * Custom position function (internal use)
  62963. * @hidden
  62964. */
  62965. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62966. /**
  62967. * density per facet for surface points
  62968. * @hidden
  62969. */
  62970. _groupDensity: number[];
  62971. /**
  62972. * Only when points are colored by texture carries pointer to texture list array
  62973. * @hidden
  62974. */
  62975. _textureNb: number;
  62976. /**
  62977. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62978. * PCS internal tool, don't use it manually.
  62979. * @hidden
  62980. */
  62981. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62982. }
  62983. }
  62984. declare module "babylonjs/Particles/index" {
  62985. export * from "babylonjs/Particles/baseParticleSystem";
  62986. export * from "babylonjs/Particles/EmitterTypes/index";
  62987. export * from "babylonjs/Particles/gpuParticleSystem";
  62988. export * from "babylonjs/Particles/IParticleSystem";
  62989. export * from "babylonjs/Particles/particle";
  62990. export * from "babylonjs/Particles/particleHelper";
  62991. export * from "babylonjs/Particles/particleSystem";
  62992. export * from "babylonjs/Particles/particleSystemComponent";
  62993. export * from "babylonjs/Particles/particleSystemSet";
  62994. export * from "babylonjs/Particles/solidParticle";
  62995. export * from "babylonjs/Particles/solidParticleSystem";
  62996. export * from "babylonjs/Particles/cloudPoint";
  62997. export * from "babylonjs/Particles/pointsCloudSystem";
  62998. export * from "babylonjs/Particles/subEmitter";
  62999. }
  63000. declare module "babylonjs/Physics/physicsEngineComponent" {
  63001. import { Nullable } from "babylonjs/types";
  63002. import { Observable, Observer } from "babylonjs/Misc/observable";
  63003. import { Vector3 } from "babylonjs/Maths/math.vector";
  63004. import { Mesh } from "babylonjs/Meshes/mesh";
  63005. import { ISceneComponent } from "babylonjs/sceneComponent";
  63006. import { Scene } from "babylonjs/scene";
  63007. import { Node } from "babylonjs/node";
  63008. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  63009. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  63010. module "babylonjs/scene" {
  63011. interface Scene {
  63012. /** @hidden (Backing field) */
  63013. _physicsEngine: Nullable<IPhysicsEngine>;
  63014. /**
  63015. * Gets the current physics engine
  63016. * @returns a IPhysicsEngine or null if none attached
  63017. */
  63018. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  63019. /**
  63020. * Enables physics to the current scene
  63021. * @param gravity defines the scene's gravity for the physics engine
  63022. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  63023. * @return a boolean indicating if the physics engine was initialized
  63024. */
  63025. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  63026. /**
  63027. * Disables and disposes the physics engine associated with the scene
  63028. */
  63029. disablePhysicsEngine(): void;
  63030. /**
  63031. * Gets a boolean indicating if there is an active physics engine
  63032. * @returns a boolean indicating if there is an active physics engine
  63033. */
  63034. isPhysicsEnabled(): boolean;
  63035. /**
  63036. * Deletes a physics compound impostor
  63037. * @param compound defines the compound to delete
  63038. */
  63039. deleteCompoundImpostor(compound: any): void;
  63040. /**
  63041. * An event triggered when physic simulation is about to be run
  63042. */
  63043. onBeforePhysicsObservable: Observable<Scene>;
  63044. /**
  63045. * An event triggered when physic simulation has been done
  63046. */
  63047. onAfterPhysicsObservable: Observable<Scene>;
  63048. }
  63049. }
  63050. module "babylonjs/Meshes/abstractMesh" {
  63051. interface AbstractMesh {
  63052. /** @hidden */
  63053. _physicsImpostor: Nullable<PhysicsImpostor>;
  63054. /**
  63055. * Gets or sets impostor used for physic simulation
  63056. * @see http://doc.babylonjs.com/features/physics_engine
  63057. */
  63058. physicsImpostor: Nullable<PhysicsImpostor>;
  63059. /**
  63060. * Gets the current physics impostor
  63061. * @see http://doc.babylonjs.com/features/physics_engine
  63062. * @returns a physics impostor or null
  63063. */
  63064. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  63065. /** Apply a physic impulse to the mesh
  63066. * @param force defines the force to apply
  63067. * @param contactPoint defines where to apply the force
  63068. * @returns the current mesh
  63069. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  63070. */
  63071. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  63072. /**
  63073. * Creates a physic joint between two meshes
  63074. * @param otherMesh defines the other mesh to use
  63075. * @param pivot1 defines the pivot to use on this mesh
  63076. * @param pivot2 defines the pivot to use on the other mesh
  63077. * @param options defines additional options (can be plugin dependent)
  63078. * @returns the current mesh
  63079. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  63080. */
  63081. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  63082. /** @hidden */
  63083. _disposePhysicsObserver: Nullable<Observer<Node>>;
  63084. }
  63085. }
  63086. /**
  63087. * Defines the physics engine scene component responsible to manage a physics engine
  63088. */
  63089. export class PhysicsEngineSceneComponent implements ISceneComponent {
  63090. /**
  63091. * The component name helpful to identify the component in the list of scene components.
  63092. */
  63093. readonly name: string;
  63094. /**
  63095. * The scene the component belongs to.
  63096. */
  63097. scene: Scene;
  63098. /**
  63099. * Creates a new instance of the component for the given scene
  63100. * @param scene Defines the scene to register the component in
  63101. */
  63102. constructor(scene: Scene);
  63103. /**
  63104. * Registers the component in a given scene
  63105. */
  63106. register(): void;
  63107. /**
  63108. * Rebuilds the elements related to this component in case of
  63109. * context lost for instance.
  63110. */
  63111. rebuild(): void;
  63112. /**
  63113. * Disposes the component and the associated ressources
  63114. */
  63115. dispose(): void;
  63116. }
  63117. }
  63118. declare module "babylonjs/Physics/physicsHelper" {
  63119. import { Nullable } from "babylonjs/types";
  63120. import { Vector3 } from "babylonjs/Maths/math.vector";
  63121. import { Mesh } from "babylonjs/Meshes/mesh";
  63122. import { Scene } from "babylonjs/scene";
  63123. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  63124. /**
  63125. * A helper for physics simulations
  63126. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63127. */
  63128. export class PhysicsHelper {
  63129. private _scene;
  63130. private _physicsEngine;
  63131. /**
  63132. * Initializes the Physics helper
  63133. * @param scene Babylon.js scene
  63134. */
  63135. constructor(scene: Scene);
  63136. /**
  63137. * Applies a radial explosion impulse
  63138. * @param origin the origin of the explosion
  63139. * @param radiusOrEventOptions the radius or the options of radial explosion
  63140. * @param strength the explosion strength
  63141. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63142. * @returns A physics radial explosion event, or null
  63143. */
  63144. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  63145. /**
  63146. * Applies a radial explosion force
  63147. * @param origin the origin of the explosion
  63148. * @param radiusOrEventOptions the radius or the options of radial explosion
  63149. * @param strength the explosion strength
  63150. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63151. * @returns A physics radial explosion event, or null
  63152. */
  63153. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  63154. /**
  63155. * Creates a gravitational field
  63156. * @param origin the origin of the explosion
  63157. * @param radiusOrEventOptions the radius or the options of radial explosion
  63158. * @param strength the explosion strength
  63159. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63160. * @returns A physics gravitational field event, or null
  63161. */
  63162. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  63163. /**
  63164. * Creates a physics updraft event
  63165. * @param origin the origin of the updraft
  63166. * @param radiusOrEventOptions the radius or the options of the updraft
  63167. * @param strength the strength of the updraft
  63168. * @param height the height of the updraft
  63169. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  63170. * @returns A physics updraft event, or null
  63171. */
  63172. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  63173. /**
  63174. * Creates a physics vortex event
  63175. * @param origin the of the vortex
  63176. * @param radiusOrEventOptions the radius or the options of the vortex
  63177. * @param strength the strength of the vortex
  63178. * @param height the height of the vortex
  63179. * @returns a Physics vortex event, or null
  63180. * A physics vortex event or null
  63181. */
  63182. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  63183. }
  63184. /**
  63185. * Represents a physics radial explosion event
  63186. */
  63187. class PhysicsRadialExplosionEvent {
  63188. private _scene;
  63189. private _options;
  63190. private _sphere;
  63191. private _dataFetched;
  63192. /**
  63193. * Initializes a radial explosioin event
  63194. * @param _scene BabylonJS scene
  63195. * @param _options The options for the vortex event
  63196. */
  63197. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  63198. /**
  63199. * Returns the data related to the radial explosion event (sphere).
  63200. * @returns The radial explosion event data
  63201. */
  63202. getData(): PhysicsRadialExplosionEventData;
  63203. /**
  63204. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  63205. * @param impostor A physics imposter
  63206. * @param origin the origin of the explosion
  63207. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  63208. */
  63209. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  63210. /**
  63211. * Triggers affecterd impostors callbacks
  63212. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  63213. */
  63214. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  63215. /**
  63216. * Disposes the sphere.
  63217. * @param force Specifies if the sphere should be disposed by force
  63218. */
  63219. dispose(force?: boolean): void;
  63220. /*** Helpers ***/
  63221. private _prepareSphere;
  63222. private _intersectsWithSphere;
  63223. }
  63224. /**
  63225. * Represents a gravitational field event
  63226. */
  63227. class PhysicsGravitationalFieldEvent {
  63228. private _physicsHelper;
  63229. private _scene;
  63230. private _origin;
  63231. private _options;
  63232. private _tickCallback;
  63233. private _sphere;
  63234. private _dataFetched;
  63235. /**
  63236. * Initializes the physics gravitational field event
  63237. * @param _physicsHelper A physics helper
  63238. * @param _scene BabylonJS scene
  63239. * @param _origin The origin position of the gravitational field event
  63240. * @param _options The options for the vortex event
  63241. */
  63242. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  63243. /**
  63244. * Returns the data related to the gravitational field event (sphere).
  63245. * @returns A gravitational field event
  63246. */
  63247. getData(): PhysicsGravitationalFieldEventData;
  63248. /**
  63249. * Enables the gravitational field.
  63250. */
  63251. enable(): void;
  63252. /**
  63253. * Disables the gravitational field.
  63254. */
  63255. disable(): void;
  63256. /**
  63257. * Disposes the sphere.
  63258. * @param force The force to dispose from the gravitational field event
  63259. */
  63260. dispose(force?: boolean): void;
  63261. private _tick;
  63262. }
  63263. /**
  63264. * Represents a physics updraft event
  63265. */
  63266. class PhysicsUpdraftEvent {
  63267. private _scene;
  63268. private _origin;
  63269. private _options;
  63270. private _physicsEngine;
  63271. private _originTop;
  63272. private _originDirection;
  63273. private _tickCallback;
  63274. private _cylinder;
  63275. private _cylinderPosition;
  63276. private _dataFetched;
  63277. /**
  63278. * Initializes the physics updraft event
  63279. * @param _scene BabylonJS scene
  63280. * @param _origin The origin position of the updraft
  63281. * @param _options The options for the updraft event
  63282. */
  63283. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  63284. /**
  63285. * Returns the data related to the updraft event (cylinder).
  63286. * @returns A physics updraft event
  63287. */
  63288. getData(): PhysicsUpdraftEventData;
  63289. /**
  63290. * Enables the updraft.
  63291. */
  63292. enable(): void;
  63293. /**
  63294. * Disables the updraft.
  63295. */
  63296. disable(): void;
  63297. /**
  63298. * Disposes the cylinder.
  63299. * @param force Specifies if the updraft should be disposed by force
  63300. */
  63301. dispose(force?: boolean): void;
  63302. private getImpostorHitData;
  63303. private _tick;
  63304. /*** Helpers ***/
  63305. private _prepareCylinder;
  63306. private _intersectsWithCylinder;
  63307. }
  63308. /**
  63309. * Represents a physics vortex event
  63310. */
  63311. class PhysicsVortexEvent {
  63312. private _scene;
  63313. private _origin;
  63314. private _options;
  63315. private _physicsEngine;
  63316. private _originTop;
  63317. private _tickCallback;
  63318. private _cylinder;
  63319. private _cylinderPosition;
  63320. private _dataFetched;
  63321. /**
  63322. * Initializes the physics vortex event
  63323. * @param _scene The BabylonJS scene
  63324. * @param _origin The origin position of the vortex
  63325. * @param _options The options for the vortex event
  63326. */
  63327. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  63328. /**
  63329. * Returns the data related to the vortex event (cylinder).
  63330. * @returns The physics vortex event data
  63331. */
  63332. getData(): PhysicsVortexEventData;
  63333. /**
  63334. * Enables the vortex.
  63335. */
  63336. enable(): void;
  63337. /**
  63338. * Disables the cortex.
  63339. */
  63340. disable(): void;
  63341. /**
  63342. * Disposes the sphere.
  63343. * @param force
  63344. */
  63345. dispose(force?: boolean): void;
  63346. private getImpostorHitData;
  63347. private _tick;
  63348. /*** Helpers ***/
  63349. private _prepareCylinder;
  63350. private _intersectsWithCylinder;
  63351. }
  63352. /**
  63353. * Options fot the radial explosion event
  63354. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63355. */
  63356. export class PhysicsRadialExplosionEventOptions {
  63357. /**
  63358. * The radius of the sphere for the radial explosion.
  63359. */
  63360. radius: number;
  63361. /**
  63362. * The strenth of the explosion.
  63363. */
  63364. strength: number;
  63365. /**
  63366. * The strenght of the force in correspondence to the distance of the affected object
  63367. */
  63368. falloff: PhysicsRadialImpulseFalloff;
  63369. /**
  63370. * Sphere options for the radial explosion.
  63371. */
  63372. sphere: {
  63373. segments: number;
  63374. diameter: number;
  63375. };
  63376. /**
  63377. * Sphere options for the radial explosion.
  63378. */
  63379. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  63380. }
  63381. /**
  63382. * Options fot the updraft event
  63383. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63384. */
  63385. export class PhysicsUpdraftEventOptions {
  63386. /**
  63387. * The radius of the cylinder for the vortex
  63388. */
  63389. radius: number;
  63390. /**
  63391. * The strenth of the updraft.
  63392. */
  63393. strength: number;
  63394. /**
  63395. * The height of the cylinder for the updraft.
  63396. */
  63397. height: number;
  63398. /**
  63399. * The mode for the the updraft.
  63400. */
  63401. updraftMode: PhysicsUpdraftMode;
  63402. }
  63403. /**
  63404. * Options fot the vortex event
  63405. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63406. */
  63407. export class PhysicsVortexEventOptions {
  63408. /**
  63409. * The radius of the cylinder for the vortex
  63410. */
  63411. radius: number;
  63412. /**
  63413. * The strenth of the vortex.
  63414. */
  63415. strength: number;
  63416. /**
  63417. * The height of the cylinder for the vortex.
  63418. */
  63419. height: number;
  63420. /**
  63421. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  63422. */
  63423. centripetalForceThreshold: number;
  63424. /**
  63425. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  63426. */
  63427. centripetalForceMultiplier: number;
  63428. /**
  63429. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  63430. */
  63431. centrifugalForceMultiplier: number;
  63432. /**
  63433. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  63434. */
  63435. updraftForceMultiplier: number;
  63436. }
  63437. /**
  63438. * The strenght of the force in correspondence to the distance of the affected object
  63439. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63440. */
  63441. export enum PhysicsRadialImpulseFalloff {
  63442. /** Defines that impulse is constant in strength across it's whole radius */
  63443. Constant = 0,
  63444. /** Defines that impulse gets weaker if it's further from the origin */
  63445. Linear = 1
  63446. }
  63447. /**
  63448. * The strength of the force in correspondence to the distance of the affected object
  63449. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63450. */
  63451. export enum PhysicsUpdraftMode {
  63452. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  63453. Center = 0,
  63454. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  63455. Perpendicular = 1
  63456. }
  63457. /**
  63458. * Interface for a physics hit data
  63459. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63460. */
  63461. export interface PhysicsHitData {
  63462. /**
  63463. * The force applied at the contact point
  63464. */
  63465. force: Vector3;
  63466. /**
  63467. * The contact point
  63468. */
  63469. contactPoint: Vector3;
  63470. /**
  63471. * The distance from the origin to the contact point
  63472. */
  63473. distanceFromOrigin: number;
  63474. }
  63475. /**
  63476. * Interface for radial explosion event data
  63477. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63478. */
  63479. export interface PhysicsRadialExplosionEventData {
  63480. /**
  63481. * A sphere used for the radial explosion event
  63482. */
  63483. sphere: Mesh;
  63484. }
  63485. /**
  63486. * Interface for gravitational field event data
  63487. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63488. */
  63489. export interface PhysicsGravitationalFieldEventData {
  63490. /**
  63491. * A sphere mesh used for the gravitational field event
  63492. */
  63493. sphere: Mesh;
  63494. }
  63495. /**
  63496. * Interface for updraft event data
  63497. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63498. */
  63499. export interface PhysicsUpdraftEventData {
  63500. /**
  63501. * A cylinder used for the updraft event
  63502. */
  63503. cylinder: Mesh;
  63504. }
  63505. /**
  63506. * Interface for vortex event data
  63507. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63508. */
  63509. export interface PhysicsVortexEventData {
  63510. /**
  63511. * A cylinder used for the vortex event
  63512. */
  63513. cylinder: Mesh;
  63514. }
  63515. /**
  63516. * Interface for an affected physics impostor
  63517. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63518. */
  63519. export interface PhysicsAffectedImpostorWithData {
  63520. /**
  63521. * The impostor affected by the effect
  63522. */
  63523. impostor: PhysicsImpostor;
  63524. /**
  63525. * The data about the hit/horce from the explosion
  63526. */
  63527. hitData: PhysicsHitData;
  63528. }
  63529. }
  63530. declare module "babylonjs/Physics/Plugins/index" {
  63531. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  63532. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  63533. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  63534. }
  63535. declare module "babylonjs/Physics/index" {
  63536. export * from "babylonjs/Physics/IPhysicsEngine";
  63537. export * from "babylonjs/Physics/physicsEngine";
  63538. export * from "babylonjs/Physics/physicsEngineComponent";
  63539. export * from "babylonjs/Physics/physicsHelper";
  63540. export * from "babylonjs/Physics/physicsImpostor";
  63541. export * from "babylonjs/Physics/physicsJoint";
  63542. export * from "babylonjs/Physics/Plugins/index";
  63543. }
  63544. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  63545. /** @hidden */
  63546. export var blackAndWhitePixelShader: {
  63547. name: string;
  63548. shader: string;
  63549. };
  63550. }
  63551. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  63552. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63553. import { Camera } from "babylonjs/Cameras/camera";
  63554. import { Engine } from "babylonjs/Engines/engine";
  63555. import "babylonjs/Shaders/blackAndWhite.fragment";
  63556. /**
  63557. * Post process used to render in black and white
  63558. */
  63559. export class BlackAndWhitePostProcess extends PostProcess {
  63560. /**
  63561. * Linear about to convert he result to black and white (default: 1)
  63562. */
  63563. degree: number;
  63564. /**
  63565. * Creates a black and white post process
  63566. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  63567. * @param name The name of the effect.
  63568. * @param options The required width/height ratio to downsize to before computing the render pass.
  63569. * @param camera The camera to apply the render pass to.
  63570. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63571. * @param engine The engine which the post process will be applied. (default: current engine)
  63572. * @param reusable If the post process can be reused on the same frame. (default: false)
  63573. */
  63574. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63575. }
  63576. }
  63577. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  63578. import { Nullable } from "babylonjs/types";
  63579. import { Camera } from "babylonjs/Cameras/camera";
  63580. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63581. import { Engine } from "babylonjs/Engines/engine";
  63582. /**
  63583. * This represents a set of one or more post processes in Babylon.
  63584. * A post process can be used to apply a shader to a texture after it is rendered.
  63585. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63586. */
  63587. export class PostProcessRenderEffect {
  63588. private _postProcesses;
  63589. private _getPostProcesses;
  63590. private _singleInstance;
  63591. private _cameras;
  63592. private _indicesForCamera;
  63593. /**
  63594. * Name of the effect
  63595. * @hidden
  63596. */
  63597. _name: string;
  63598. /**
  63599. * Instantiates a post process render effect.
  63600. * A post process can be used to apply a shader to a texture after it is rendered.
  63601. * @param engine The engine the effect is tied to
  63602. * @param name The name of the effect
  63603. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  63604. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  63605. */
  63606. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  63607. /**
  63608. * Checks if all the post processes in the effect are supported.
  63609. */
  63610. readonly isSupported: boolean;
  63611. /**
  63612. * Updates the current state of the effect
  63613. * @hidden
  63614. */
  63615. _update(): void;
  63616. /**
  63617. * Attaches the effect on cameras
  63618. * @param cameras The camera to attach to.
  63619. * @hidden
  63620. */
  63621. _attachCameras(cameras: Camera): void;
  63622. /**
  63623. * Attaches the effect on cameras
  63624. * @param cameras The camera to attach to.
  63625. * @hidden
  63626. */
  63627. _attachCameras(cameras: Camera[]): void;
  63628. /**
  63629. * Detaches the effect on cameras
  63630. * @param cameras The camera to detatch from.
  63631. * @hidden
  63632. */
  63633. _detachCameras(cameras: Camera): void;
  63634. /**
  63635. * Detatches the effect on cameras
  63636. * @param cameras The camera to detatch from.
  63637. * @hidden
  63638. */
  63639. _detachCameras(cameras: Camera[]): void;
  63640. /**
  63641. * Enables the effect on given cameras
  63642. * @param cameras The camera to enable.
  63643. * @hidden
  63644. */
  63645. _enable(cameras: Camera): void;
  63646. /**
  63647. * Enables the effect on given cameras
  63648. * @param cameras The camera to enable.
  63649. * @hidden
  63650. */
  63651. _enable(cameras: Nullable<Camera[]>): void;
  63652. /**
  63653. * Disables the effect on the given cameras
  63654. * @param cameras The camera to disable.
  63655. * @hidden
  63656. */
  63657. _disable(cameras: Camera): void;
  63658. /**
  63659. * Disables the effect on the given cameras
  63660. * @param cameras The camera to disable.
  63661. * @hidden
  63662. */
  63663. _disable(cameras: Nullable<Camera[]>): void;
  63664. /**
  63665. * Gets a list of the post processes contained in the effect.
  63666. * @param camera The camera to get the post processes on.
  63667. * @returns The list of the post processes in the effect.
  63668. */
  63669. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  63670. }
  63671. }
  63672. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  63673. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63674. /** @hidden */
  63675. export var extractHighlightsPixelShader: {
  63676. name: string;
  63677. shader: string;
  63678. };
  63679. }
  63680. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  63681. import { Nullable } from "babylonjs/types";
  63682. import { Camera } from "babylonjs/Cameras/camera";
  63683. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63684. import { Engine } from "babylonjs/Engines/engine";
  63685. import "babylonjs/Shaders/extractHighlights.fragment";
  63686. /**
  63687. * 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.
  63688. */
  63689. export class ExtractHighlightsPostProcess extends PostProcess {
  63690. /**
  63691. * The luminance threshold, pixels below this value will be set to black.
  63692. */
  63693. threshold: number;
  63694. /** @hidden */
  63695. _exposure: number;
  63696. /**
  63697. * Post process which has the input texture to be used when performing highlight extraction
  63698. * @hidden
  63699. */
  63700. _inputPostProcess: Nullable<PostProcess>;
  63701. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63702. }
  63703. }
  63704. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  63705. /** @hidden */
  63706. export var bloomMergePixelShader: {
  63707. name: string;
  63708. shader: string;
  63709. };
  63710. }
  63711. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  63712. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63713. import { Nullable } from "babylonjs/types";
  63714. import { Engine } from "babylonjs/Engines/engine";
  63715. import { Camera } from "babylonjs/Cameras/camera";
  63716. import "babylonjs/Shaders/bloomMerge.fragment";
  63717. /**
  63718. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63719. */
  63720. export class BloomMergePostProcess extends PostProcess {
  63721. /** Weight of the bloom to be added to the original input. */
  63722. weight: number;
  63723. /**
  63724. * Creates a new instance of @see BloomMergePostProcess
  63725. * @param name The name of the effect.
  63726. * @param originalFromInput Post process which's input will be used for the merge.
  63727. * @param blurred Blurred highlights post process which's output will be used.
  63728. * @param weight Weight of the bloom to be added to the original input.
  63729. * @param options The required width/height ratio to downsize to before computing the render pass.
  63730. * @param camera The camera to apply the render pass to.
  63731. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63732. * @param engine The engine which the post process will be applied. (default: current engine)
  63733. * @param reusable If the post process can be reused on the same frame. (default: false)
  63734. * @param textureType Type of textures used when performing the post process. (default: 0)
  63735. * @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)
  63736. */
  63737. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  63738. /** Weight of the bloom to be added to the original input. */
  63739. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63740. }
  63741. }
  63742. declare module "babylonjs/PostProcesses/bloomEffect" {
  63743. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63744. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63745. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63746. import { Camera } from "babylonjs/Cameras/camera";
  63747. import { Scene } from "babylonjs/scene";
  63748. /**
  63749. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  63750. */
  63751. export class BloomEffect extends PostProcessRenderEffect {
  63752. private bloomScale;
  63753. /**
  63754. * @hidden Internal
  63755. */
  63756. _effects: Array<PostProcess>;
  63757. /**
  63758. * @hidden Internal
  63759. */
  63760. _downscale: ExtractHighlightsPostProcess;
  63761. private _blurX;
  63762. private _blurY;
  63763. private _merge;
  63764. /**
  63765. * The luminance threshold to find bright areas of the image to bloom.
  63766. */
  63767. threshold: number;
  63768. /**
  63769. * The strength of the bloom.
  63770. */
  63771. weight: number;
  63772. /**
  63773. * Specifies the size of the bloom blur kernel, relative to the final output size
  63774. */
  63775. kernel: number;
  63776. /**
  63777. * Creates a new instance of @see BloomEffect
  63778. * @param scene The scene the effect belongs to.
  63779. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  63780. * @param bloomKernel The size of the kernel to be used when applying the blur.
  63781. * @param bloomWeight The the strength of bloom.
  63782. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63783. * @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)
  63784. */
  63785. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  63786. /**
  63787. * Disposes each of the internal effects for a given camera.
  63788. * @param camera The camera to dispose the effect on.
  63789. */
  63790. disposeEffects(camera: Camera): void;
  63791. /**
  63792. * @hidden Internal
  63793. */
  63794. _updateEffects(): void;
  63795. /**
  63796. * Internal
  63797. * @returns if all the contained post processes are ready.
  63798. * @hidden
  63799. */
  63800. _isReady(): boolean;
  63801. }
  63802. }
  63803. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63804. /** @hidden */
  63805. export var chromaticAberrationPixelShader: {
  63806. name: string;
  63807. shader: string;
  63808. };
  63809. }
  63810. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63811. import { Vector2 } from "babylonjs/Maths/math.vector";
  63812. import { Nullable } from "babylonjs/types";
  63813. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63814. import { Camera } from "babylonjs/Cameras/camera";
  63815. import { Engine } from "babylonjs/Engines/engine";
  63816. import "babylonjs/Shaders/chromaticAberration.fragment";
  63817. /**
  63818. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63819. */
  63820. export class ChromaticAberrationPostProcess extends PostProcess {
  63821. /**
  63822. * The amount of seperation of rgb channels (default: 30)
  63823. */
  63824. aberrationAmount: number;
  63825. /**
  63826. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63827. */
  63828. radialIntensity: number;
  63829. /**
  63830. * 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))
  63831. */
  63832. direction: Vector2;
  63833. /**
  63834. * 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))
  63835. */
  63836. centerPosition: Vector2;
  63837. /**
  63838. * Creates a new instance ChromaticAberrationPostProcess
  63839. * @param name The name of the effect.
  63840. * @param screenWidth The width of the screen to apply the effect on.
  63841. * @param screenHeight The height of the screen to apply the effect on.
  63842. * @param options The required width/height ratio to downsize to before computing the render pass.
  63843. * @param camera The camera to apply the render pass to.
  63844. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63845. * @param engine The engine which the post process will be applied. (default: current engine)
  63846. * @param reusable If the post process can be reused on the same frame. (default: false)
  63847. * @param textureType Type of textures used when performing the post process. (default: 0)
  63848. * @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)
  63849. */
  63850. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63851. }
  63852. }
  63853. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63854. /** @hidden */
  63855. export var circleOfConfusionPixelShader: {
  63856. name: string;
  63857. shader: string;
  63858. };
  63859. }
  63860. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63861. import { Nullable } from "babylonjs/types";
  63862. import { Engine } from "babylonjs/Engines/engine";
  63863. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63864. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63865. import { Camera } from "babylonjs/Cameras/camera";
  63866. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63867. /**
  63868. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63869. */
  63870. export class CircleOfConfusionPostProcess extends PostProcess {
  63871. /**
  63872. * 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.
  63873. */
  63874. lensSize: number;
  63875. /**
  63876. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63877. */
  63878. fStop: number;
  63879. /**
  63880. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63881. */
  63882. focusDistance: number;
  63883. /**
  63884. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63885. */
  63886. focalLength: number;
  63887. private _depthTexture;
  63888. /**
  63889. * Creates a new instance CircleOfConfusionPostProcess
  63890. * @param name The name of the effect.
  63891. * @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.
  63892. * @param options The required width/height ratio to downsize to before computing the render pass.
  63893. * @param camera The camera to apply the render pass to.
  63894. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63895. * @param engine The engine which the post process will be applied. (default: current engine)
  63896. * @param reusable If the post process can be reused on the same frame. (default: false)
  63897. * @param textureType Type of textures used when performing the post process. (default: 0)
  63898. * @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)
  63899. */
  63900. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63901. /**
  63902. * 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.
  63903. */
  63904. depthTexture: RenderTargetTexture;
  63905. }
  63906. }
  63907. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63908. /** @hidden */
  63909. export var colorCorrectionPixelShader: {
  63910. name: string;
  63911. shader: string;
  63912. };
  63913. }
  63914. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63915. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63916. import { Engine } from "babylonjs/Engines/engine";
  63917. import { Camera } from "babylonjs/Cameras/camera";
  63918. import "babylonjs/Shaders/colorCorrection.fragment";
  63919. /**
  63920. *
  63921. * This post-process allows the modification of rendered colors by using
  63922. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63923. *
  63924. * The object needs to be provided an url to a texture containing the color
  63925. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63926. * Use an image editing software to tweak the LUT to match your needs.
  63927. *
  63928. * For an example of a color LUT, see here:
  63929. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63930. * For explanations on color grading, see here:
  63931. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63932. *
  63933. */
  63934. export class ColorCorrectionPostProcess extends PostProcess {
  63935. private _colorTableTexture;
  63936. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63937. }
  63938. }
  63939. declare module "babylonjs/Shaders/convolution.fragment" {
  63940. /** @hidden */
  63941. export var convolutionPixelShader: {
  63942. name: string;
  63943. shader: string;
  63944. };
  63945. }
  63946. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63947. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63948. import { Nullable } from "babylonjs/types";
  63949. import { Camera } from "babylonjs/Cameras/camera";
  63950. import { Engine } from "babylonjs/Engines/engine";
  63951. import "babylonjs/Shaders/convolution.fragment";
  63952. /**
  63953. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63954. * input texture to perform effects such as edge detection or sharpening
  63955. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63956. */
  63957. export class ConvolutionPostProcess extends PostProcess {
  63958. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63959. kernel: number[];
  63960. /**
  63961. * Creates a new instance ConvolutionPostProcess
  63962. * @param name The name of the effect.
  63963. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63964. * @param options The required width/height ratio to downsize to before computing the render pass.
  63965. * @param camera The camera to apply the render pass to.
  63966. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63967. * @param engine The engine which the post process will be applied. (default: current engine)
  63968. * @param reusable If the post process can be reused on the same frame. (default: false)
  63969. * @param textureType Type of textures used when performing the post process. (default: 0)
  63970. */
  63971. constructor(name: string,
  63972. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63973. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63974. /**
  63975. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63976. */
  63977. static EdgeDetect0Kernel: number[];
  63978. /**
  63979. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63980. */
  63981. static EdgeDetect1Kernel: number[];
  63982. /**
  63983. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63984. */
  63985. static EdgeDetect2Kernel: number[];
  63986. /**
  63987. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63988. */
  63989. static SharpenKernel: number[];
  63990. /**
  63991. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63992. */
  63993. static EmbossKernel: number[];
  63994. /**
  63995. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63996. */
  63997. static GaussianKernel: number[];
  63998. }
  63999. }
  64000. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  64001. import { Nullable } from "babylonjs/types";
  64002. import { Vector2 } from "babylonjs/Maths/math.vector";
  64003. import { Camera } from "babylonjs/Cameras/camera";
  64004. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64005. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  64006. import { Engine } from "babylonjs/Engines/engine";
  64007. import { Scene } from "babylonjs/scene";
  64008. /**
  64009. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  64010. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  64011. * based on samples that have a large difference in distance than the center pixel.
  64012. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  64013. */
  64014. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  64015. direction: Vector2;
  64016. /**
  64017. * Creates a new instance CircleOfConfusionPostProcess
  64018. * @param name The name of the effect.
  64019. * @param scene The scene the effect belongs to.
  64020. * @param direction The direction the blur should be applied.
  64021. * @param kernel The size of the kernel used to blur.
  64022. * @param options The required width/height ratio to downsize to before computing the render pass.
  64023. * @param camera The camera to apply the render pass to.
  64024. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  64025. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  64026. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64027. * @param engine The engine which the post process will be applied. (default: current engine)
  64028. * @param reusable If the post process can be reused on the same frame. (default: false)
  64029. * @param textureType Type of textures used when performing the post process. (default: 0)
  64030. * @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)
  64031. */
  64032. 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);
  64033. }
  64034. }
  64035. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  64036. /** @hidden */
  64037. export var depthOfFieldMergePixelShader: {
  64038. name: string;
  64039. shader: string;
  64040. };
  64041. }
  64042. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  64043. import { Nullable } from "babylonjs/types";
  64044. import { Camera } from "babylonjs/Cameras/camera";
  64045. import { Effect } from "babylonjs/Materials/effect";
  64046. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64047. import { Engine } from "babylonjs/Engines/engine";
  64048. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  64049. /**
  64050. * Options to be set when merging outputs from the default pipeline.
  64051. */
  64052. export class DepthOfFieldMergePostProcessOptions {
  64053. /**
  64054. * The original image to merge on top of
  64055. */
  64056. originalFromInput: PostProcess;
  64057. /**
  64058. * Parameters to perform the merge of the depth of field effect
  64059. */
  64060. depthOfField?: {
  64061. circleOfConfusion: PostProcess;
  64062. blurSteps: Array<PostProcess>;
  64063. };
  64064. /**
  64065. * Parameters to perform the merge of bloom effect
  64066. */
  64067. bloom?: {
  64068. blurred: PostProcess;
  64069. weight: number;
  64070. };
  64071. }
  64072. /**
  64073. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  64074. */
  64075. export class DepthOfFieldMergePostProcess extends PostProcess {
  64076. private blurSteps;
  64077. /**
  64078. * Creates a new instance of DepthOfFieldMergePostProcess
  64079. * @param name The name of the effect.
  64080. * @param originalFromInput Post process which's input will be used for the merge.
  64081. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  64082. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  64083. * @param options The required width/height ratio to downsize to before computing the render pass.
  64084. * @param camera The camera to apply the render pass to.
  64085. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64086. * @param engine The engine which the post process will be applied. (default: current engine)
  64087. * @param reusable If the post process can be reused on the same frame. (default: false)
  64088. * @param textureType Type of textures used when performing the post process. (default: 0)
  64089. * @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)
  64090. */
  64091. 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);
  64092. /**
  64093. * Updates the effect with the current post process compile time values and recompiles the shader.
  64094. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  64095. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  64096. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  64097. * @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
  64098. * @param onCompiled Called when the shader has been compiled.
  64099. * @param onError Called if there is an error when compiling a shader.
  64100. */
  64101. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  64102. }
  64103. }
  64104. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  64105. import { Nullable } from "babylonjs/types";
  64106. import { Camera } from "babylonjs/Cameras/camera";
  64107. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  64108. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  64109. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64110. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  64111. import { Scene } from "babylonjs/scene";
  64112. /**
  64113. * Specifies the level of max blur that should be applied when using the depth of field effect
  64114. */
  64115. export enum DepthOfFieldEffectBlurLevel {
  64116. /**
  64117. * Subtle blur
  64118. */
  64119. Low = 0,
  64120. /**
  64121. * Medium blur
  64122. */
  64123. Medium = 1,
  64124. /**
  64125. * Large blur
  64126. */
  64127. High = 2
  64128. }
  64129. /**
  64130. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  64131. */
  64132. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  64133. private _circleOfConfusion;
  64134. /**
  64135. * @hidden Internal, blurs from high to low
  64136. */
  64137. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  64138. private _depthOfFieldBlurY;
  64139. private _dofMerge;
  64140. /**
  64141. * @hidden Internal post processes in depth of field effect
  64142. */
  64143. _effects: Array<PostProcess>;
  64144. /**
  64145. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  64146. */
  64147. focalLength: number;
  64148. /**
  64149. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  64150. */
  64151. fStop: number;
  64152. /**
  64153. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  64154. */
  64155. focusDistance: number;
  64156. /**
  64157. * 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.
  64158. */
  64159. lensSize: number;
  64160. /**
  64161. * Creates a new instance DepthOfFieldEffect
  64162. * @param scene The scene the effect belongs to.
  64163. * @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.
  64164. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  64165. * @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)
  64166. */
  64167. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  64168. /**
  64169. * Get the current class name of the current effet
  64170. * @returns "DepthOfFieldEffect"
  64171. */
  64172. getClassName(): string;
  64173. /**
  64174. * 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.
  64175. */
  64176. depthTexture: RenderTargetTexture;
  64177. /**
  64178. * Disposes each of the internal effects for a given camera.
  64179. * @param camera The camera to dispose the effect on.
  64180. */
  64181. disposeEffects(camera: Camera): void;
  64182. /**
  64183. * @hidden Internal
  64184. */
  64185. _updateEffects(): void;
  64186. /**
  64187. * Internal
  64188. * @returns if all the contained post processes are ready.
  64189. * @hidden
  64190. */
  64191. _isReady(): boolean;
  64192. }
  64193. }
  64194. declare module "babylonjs/Shaders/displayPass.fragment" {
  64195. /** @hidden */
  64196. export var displayPassPixelShader: {
  64197. name: string;
  64198. shader: string;
  64199. };
  64200. }
  64201. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  64202. import { Nullable } from "babylonjs/types";
  64203. import { Camera } from "babylonjs/Cameras/camera";
  64204. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64205. import { Engine } from "babylonjs/Engines/engine";
  64206. import "babylonjs/Shaders/displayPass.fragment";
  64207. /**
  64208. * DisplayPassPostProcess which produces an output the same as it's input
  64209. */
  64210. export class DisplayPassPostProcess extends PostProcess {
  64211. /**
  64212. * Creates the DisplayPassPostProcess
  64213. * @param name The name of the effect.
  64214. * @param options The required width/height ratio to downsize to before computing the render pass.
  64215. * @param camera The camera to apply the render pass to.
  64216. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64217. * @param engine The engine which the post process will be applied. (default: current engine)
  64218. * @param reusable If the post process can be reused on the same frame. (default: false)
  64219. */
  64220. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64221. }
  64222. }
  64223. declare module "babylonjs/Shaders/filter.fragment" {
  64224. /** @hidden */
  64225. export var filterPixelShader: {
  64226. name: string;
  64227. shader: string;
  64228. };
  64229. }
  64230. declare module "babylonjs/PostProcesses/filterPostProcess" {
  64231. import { Nullable } from "babylonjs/types";
  64232. import { Matrix } from "babylonjs/Maths/math.vector";
  64233. import { Camera } from "babylonjs/Cameras/camera";
  64234. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64235. import { Engine } from "babylonjs/Engines/engine";
  64236. import "babylonjs/Shaders/filter.fragment";
  64237. /**
  64238. * Applies a kernel filter to the image
  64239. */
  64240. export class FilterPostProcess extends PostProcess {
  64241. /** The matrix to be applied to the image */
  64242. kernelMatrix: Matrix;
  64243. /**
  64244. *
  64245. * @param name The name of the effect.
  64246. * @param kernelMatrix The matrix to be applied to the image
  64247. * @param options The required width/height ratio to downsize to before computing the render pass.
  64248. * @param camera The camera to apply the render pass to.
  64249. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64250. * @param engine The engine which the post process will be applied. (default: current engine)
  64251. * @param reusable If the post process can be reused on the same frame. (default: false)
  64252. */
  64253. constructor(name: string,
  64254. /** The matrix to be applied to the image */
  64255. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64256. }
  64257. }
  64258. declare module "babylonjs/Shaders/fxaa.fragment" {
  64259. /** @hidden */
  64260. export var fxaaPixelShader: {
  64261. name: string;
  64262. shader: string;
  64263. };
  64264. }
  64265. declare module "babylonjs/Shaders/fxaa.vertex" {
  64266. /** @hidden */
  64267. export var fxaaVertexShader: {
  64268. name: string;
  64269. shader: string;
  64270. };
  64271. }
  64272. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  64273. import { Nullable } from "babylonjs/types";
  64274. import { Camera } from "babylonjs/Cameras/camera";
  64275. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64276. import { Engine } from "babylonjs/Engines/engine";
  64277. import "babylonjs/Shaders/fxaa.fragment";
  64278. import "babylonjs/Shaders/fxaa.vertex";
  64279. /**
  64280. * Fxaa post process
  64281. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  64282. */
  64283. export class FxaaPostProcess extends PostProcess {
  64284. /** @hidden */
  64285. texelWidth: number;
  64286. /** @hidden */
  64287. texelHeight: number;
  64288. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64289. private _getDefines;
  64290. }
  64291. }
  64292. declare module "babylonjs/Shaders/grain.fragment" {
  64293. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  64294. /** @hidden */
  64295. export var grainPixelShader: {
  64296. name: string;
  64297. shader: string;
  64298. };
  64299. }
  64300. declare module "babylonjs/PostProcesses/grainPostProcess" {
  64301. import { Nullable } from "babylonjs/types";
  64302. import { Camera } from "babylonjs/Cameras/camera";
  64303. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64304. import { Engine } from "babylonjs/Engines/engine";
  64305. import "babylonjs/Shaders/grain.fragment";
  64306. /**
  64307. * The GrainPostProcess adds noise to the image at mid luminance levels
  64308. */
  64309. export class GrainPostProcess extends PostProcess {
  64310. /**
  64311. * The intensity of the grain added (default: 30)
  64312. */
  64313. intensity: number;
  64314. /**
  64315. * If the grain should be randomized on every frame
  64316. */
  64317. animated: boolean;
  64318. /**
  64319. * Creates a new instance of @see GrainPostProcess
  64320. * @param name The name of the effect.
  64321. * @param options The required width/height ratio to downsize to before computing the render pass.
  64322. * @param camera The camera to apply the render pass to.
  64323. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64324. * @param engine The engine which the post process will be applied. (default: current engine)
  64325. * @param reusable If the post process can be reused on the same frame. (default: false)
  64326. * @param textureType Type of textures used when performing the post process. (default: 0)
  64327. * @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)
  64328. */
  64329. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64330. }
  64331. }
  64332. declare module "babylonjs/Shaders/highlights.fragment" {
  64333. /** @hidden */
  64334. export var highlightsPixelShader: {
  64335. name: string;
  64336. shader: string;
  64337. };
  64338. }
  64339. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  64340. import { Nullable } from "babylonjs/types";
  64341. import { Camera } from "babylonjs/Cameras/camera";
  64342. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64343. import { Engine } from "babylonjs/Engines/engine";
  64344. import "babylonjs/Shaders/highlights.fragment";
  64345. /**
  64346. * Extracts highlights from the image
  64347. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64348. */
  64349. export class HighlightsPostProcess extends PostProcess {
  64350. /**
  64351. * Extracts highlights from the image
  64352. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64353. * @param name The name of the effect.
  64354. * @param options The required width/height ratio to downsize to before computing the render pass.
  64355. * @param camera The camera to apply the render pass to.
  64356. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64357. * @param engine The engine which the post process will be applied. (default: current engine)
  64358. * @param reusable If the post process can be reused on the same frame. (default: false)
  64359. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  64360. */
  64361. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64362. }
  64363. }
  64364. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  64365. /** @hidden */
  64366. export var mrtFragmentDeclaration: {
  64367. name: string;
  64368. shader: string;
  64369. };
  64370. }
  64371. declare module "babylonjs/Shaders/geometry.fragment" {
  64372. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  64373. /** @hidden */
  64374. export var geometryPixelShader: {
  64375. name: string;
  64376. shader: string;
  64377. };
  64378. }
  64379. declare module "babylonjs/Shaders/geometry.vertex" {
  64380. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  64381. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  64382. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  64383. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  64384. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  64385. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  64386. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  64387. /** @hidden */
  64388. export var geometryVertexShader: {
  64389. name: string;
  64390. shader: string;
  64391. };
  64392. }
  64393. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  64394. import { Matrix } from "babylonjs/Maths/math.vector";
  64395. import { SubMesh } from "babylonjs/Meshes/subMesh";
  64396. import { Mesh } from "babylonjs/Meshes/mesh";
  64397. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  64398. import { Effect } from "babylonjs/Materials/effect";
  64399. import { Scene } from "babylonjs/scene";
  64400. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64401. import "babylonjs/Shaders/geometry.fragment";
  64402. import "babylonjs/Shaders/geometry.vertex";
  64403. /** @hidden */
  64404. interface ISavedTransformationMatrix {
  64405. world: Matrix;
  64406. viewProjection: Matrix;
  64407. }
  64408. /**
  64409. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  64410. */
  64411. export class GeometryBufferRenderer {
  64412. /**
  64413. * Constant used to retrieve the position texture index in the G-Buffer textures array
  64414. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  64415. */
  64416. static readonly POSITION_TEXTURE_TYPE: number;
  64417. /**
  64418. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  64419. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  64420. */
  64421. static readonly VELOCITY_TEXTURE_TYPE: number;
  64422. /**
  64423. * Dictionary used to store the previous transformation matrices of each rendered mesh
  64424. * in order to compute objects velocities when enableVelocity is set to "true"
  64425. * @hidden
  64426. */
  64427. _previousTransformationMatrices: {
  64428. [index: number]: ISavedTransformationMatrix;
  64429. };
  64430. /**
  64431. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  64432. * in order to compute objects velocities when enableVelocity is set to "true"
  64433. * @hidden
  64434. */
  64435. _previousBonesTransformationMatrices: {
  64436. [index: number]: Float32Array;
  64437. };
  64438. /**
  64439. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  64440. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  64441. */
  64442. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  64443. private _scene;
  64444. private _multiRenderTarget;
  64445. private _ratio;
  64446. private _enablePosition;
  64447. private _enableVelocity;
  64448. private _positionIndex;
  64449. private _velocityIndex;
  64450. protected _effect: Effect;
  64451. protected _cachedDefines: string;
  64452. /**
  64453. * Set the render list (meshes to be rendered) used in the G buffer.
  64454. */
  64455. renderList: Mesh[];
  64456. /**
  64457. * Gets wether or not G buffer are supported by the running hardware.
  64458. * This requires draw buffer supports
  64459. */
  64460. readonly isSupported: boolean;
  64461. /**
  64462. * Returns the index of the given texture type in the G-Buffer textures array
  64463. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  64464. * @returns the index of the given texture type in the G-Buffer textures array
  64465. */
  64466. getTextureIndex(textureType: number): number;
  64467. /**
  64468. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  64469. */
  64470. /**
  64471. * Sets whether or not objects positions are enabled for the G buffer.
  64472. */
  64473. enablePosition: boolean;
  64474. /**
  64475. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  64476. */
  64477. /**
  64478. * Sets wether or not objects velocities are enabled for the G buffer.
  64479. */
  64480. enableVelocity: boolean;
  64481. /**
  64482. * Gets the scene associated with the buffer.
  64483. */
  64484. readonly scene: Scene;
  64485. /**
  64486. * Gets the ratio used by the buffer during its creation.
  64487. * How big is the buffer related to the main canvas.
  64488. */
  64489. readonly ratio: number;
  64490. /** @hidden */
  64491. static _SceneComponentInitialization: (scene: Scene) => void;
  64492. /**
  64493. * Creates a new G Buffer for the scene
  64494. * @param scene The scene the buffer belongs to
  64495. * @param ratio How big is the buffer related to the main canvas.
  64496. */
  64497. constructor(scene: Scene, ratio?: number);
  64498. /**
  64499. * Checks wether everything is ready to render a submesh to the G buffer.
  64500. * @param subMesh the submesh to check readiness for
  64501. * @param useInstances is the mesh drawn using instance or not
  64502. * @returns true if ready otherwise false
  64503. */
  64504. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  64505. /**
  64506. * Gets the current underlying G Buffer.
  64507. * @returns the buffer
  64508. */
  64509. getGBuffer(): MultiRenderTarget;
  64510. /**
  64511. * Gets the number of samples used to render the buffer (anti aliasing).
  64512. */
  64513. /**
  64514. * Sets the number of samples used to render the buffer (anti aliasing).
  64515. */
  64516. samples: number;
  64517. /**
  64518. * Disposes the renderer and frees up associated resources.
  64519. */
  64520. dispose(): void;
  64521. protected _createRenderTargets(): void;
  64522. private _copyBonesTransformationMatrices;
  64523. }
  64524. }
  64525. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  64526. import { Nullable } from "babylonjs/types";
  64527. import { Scene } from "babylonjs/scene";
  64528. import { ISceneComponent } from "babylonjs/sceneComponent";
  64529. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  64530. module "babylonjs/scene" {
  64531. interface Scene {
  64532. /** @hidden (Backing field) */
  64533. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64534. /**
  64535. * Gets or Sets the current geometry buffer associated to the scene.
  64536. */
  64537. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64538. /**
  64539. * Enables a GeometryBufferRender and associates it with the scene
  64540. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  64541. * @returns the GeometryBufferRenderer
  64542. */
  64543. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  64544. /**
  64545. * Disables the GeometryBufferRender associated with the scene
  64546. */
  64547. disableGeometryBufferRenderer(): void;
  64548. }
  64549. }
  64550. /**
  64551. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  64552. * in several rendering techniques.
  64553. */
  64554. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  64555. /**
  64556. * The component name helpful to identify the component in the list of scene components.
  64557. */
  64558. readonly name: string;
  64559. /**
  64560. * The scene the component belongs to.
  64561. */
  64562. scene: Scene;
  64563. /**
  64564. * Creates a new instance of the component for the given scene
  64565. * @param scene Defines the scene to register the component in
  64566. */
  64567. constructor(scene: Scene);
  64568. /**
  64569. * Registers the component in a given scene
  64570. */
  64571. register(): void;
  64572. /**
  64573. * Rebuilds the elements related to this component in case of
  64574. * context lost for instance.
  64575. */
  64576. rebuild(): void;
  64577. /**
  64578. * Disposes the component and the associated ressources
  64579. */
  64580. dispose(): void;
  64581. private _gatherRenderTargets;
  64582. }
  64583. }
  64584. declare module "babylonjs/Shaders/motionBlur.fragment" {
  64585. /** @hidden */
  64586. export var motionBlurPixelShader: {
  64587. name: string;
  64588. shader: string;
  64589. };
  64590. }
  64591. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  64592. import { Nullable } from "babylonjs/types";
  64593. import { Camera } from "babylonjs/Cameras/camera";
  64594. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64595. import { Scene } from "babylonjs/scene";
  64596. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64597. import "babylonjs/Animations/animatable";
  64598. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  64599. import "babylonjs/Shaders/motionBlur.fragment";
  64600. import { Engine } from "babylonjs/Engines/engine";
  64601. /**
  64602. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  64603. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  64604. * As an example, all you have to do is to create the post-process:
  64605. * var mb = new BABYLON.MotionBlurPostProcess(
  64606. * 'mb', // The name of the effect.
  64607. * scene, // The scene containing the objects to blur according to their velocity.
  64608. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  64609. * camera // The camera to apply the render pass to.
  64610. * );
  64611. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  64612. */
  64613. export class MotionBlurPostProcess extends PostProcess {
  64614. /**
  64615. * Defines how much the image is blurred by the movement. Default value is equal to 1
  64616. */
  64617. motionStrength: number;
  64618. /**
  64619. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  64620. */
  64621. /**
  64622. * Sets the number of iterations to be used for motion blur quality
  64623. */
  64624. motionBlurSamples: number;
  64625. private _motionBlurSamples;
  64626. private _geometryBufferRenderer;
  64627. /**
  64628. * Creates a new instance MotionBlurPostProcess
  64629. * @param name The name of the effect.
  64630. * @param scene The scene containing the objects to blur according to their velocity.
  64631. * @param options The required width/height ratio to downsize to before computing the render pass.
  64632. * @param camera The camera to apply the render pass to.
  64633. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64634. * @param engine The engine which the post process will be applied. (default: current engine)
  64635. * @param reusable If the post process can be reused on the same frame. (default: false)
  64636. * @param textureType Type of textures used when performing the post process. (default: 0)
  64637. * @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)
  64638. */
  64639. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64640. /**
  64641. * Excludes the given skinned mesh from computing bones velocities.
  64642. * 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.
  64643. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  64644. */
  64645. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64646. /**
  64647. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  64648. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  64649. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  64650. */
  64651. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64652. /**
  64653. * Disposes the post process.
  64654. * @param camera The camera to dispose the post process on.
  64655. */
  64656. dispose(camera?: Camera): void;
  64657. }
  64658. }
  64659. declare module "babylonjs/Shaders/refraction.fragment" {
  64660. /** @hidden */
  64661. export var refractionPixelShader: {
  64662. name: string;
  64663. shader: string;
  64664. };
  64665. }
  64666. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  64667. import { Color3 } from "babylonjs/Maths/math.color";
  64668. import { Camera } from "babylonjs/Cameras/camera";
  64669. import { Texture } from "babylonjs/Materials/Textures/texture";
  64670. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64671. import { Engine } from "babylonjs/Engines/engine";
  64672. import "babylonjs/Shaders/refraction.fragment";
  64673. /**
  64674. * Post process which applies a refractin texture
  64675. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64676. */
  64677. export class RefractionPostProcess extends PostProcess {
  64678. /** the base color of the refraction (used to taint the rendering) */
  64679. color: Color3;
  64680. /** simulated refraction depth */
  64681. depth: number;
  64682. /** the coefficient of the base color (0 to remove base color tainting) */
  64683. colorLevel: number;
  64684. private _refTexture;
  64685. private _ownRefractionTexture;
  64686. /**
  64687. * Gets or sets the refraction texture
  64688. * Please note that you are responsible for disposing the texture if you set it manually
  64689. */
  64690. refractionTexture: Texture;
  64691. /**
  64692. * Initializes the RefractionPostProcess
  64693. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64694. * @param name The name of the effect.
  64695. * @param refractionTextureUrl Url of the refraction texture to use
  64696. * @param color the base color of the refraction (used to taint the rendering)
  64697. * @param depth simulated refraction depth
  64698. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  64699. * @param camera The camera to apply the render pass to.
  64700. * @param options The required width/height ratio to downsize to before computing the render pass.
  64701. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64702. * @param engine The engine which the post process will be applied. (default: current engine)
  64703. * @param reusable If the post process can be reused on the same frame. (default: false)
  64704. */
  64705. constructor(name: string, refractionTextureUrl: string,
  64706. /** the base color of the refraction (used to taint the rendering) */
  64707. color: Color3,
  64708. /** simulated refraction depth */
  64709. depth: number,
  64710. /** the coefficient of the base color (0 to remove base color tainting) */
  64711. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64712. /**
  64713. * Disposes of the post process
  64714. * @param camera Camera to dispose post process on
  64715. */
  64716. dispose(camera: Camera): void;
  64717. }
  64718. }
  64719. declare module "babylonjs/Shaders/sharpen.fragment" {
  64720. /** @hidden */
  64721. export var sharpenPixelShader: {
  64722. name: string;
  64723. shader: string;
  64724. };
  64725. }
  64726. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  64727. import { Nullable } from "babylonjs/types";
  64728. import { Camera } from "babylonjs/Cameras/camera";
  64729. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64730. import "babylonjs/Shaders/sharpen.fragment";
  64731. import { Engine } from "babylonjs/Engines/engine";
  64732. /**
  64733. * The SharpenPostProcess applies a sharpen kernel to every pixel
  64734. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  64735. */
  64736. export class SharpenPostProcess extends PostProcess {
  64737. /**
  64738. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  64739. */
  64740. colorAmount: number;
  64741. /**
  64742. * How much sharpness should be applied (default: 0.3)
  64743. */
  64744. edgeAmount: number;
  64745. /**
  64746. * Creates a new instance ConvolutionPostProcess
  64747. * @param name The name of the effect.
  64748. * @param options The required width/height ratio to downsize to before computing the render pass.
  64749. * @param camera The camera to apply the render pass to.
  64750. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64751. * @param engine The engine which the post process will be applied. (default: current engine)
  64752. * @param reusable If the post process can be reused on the same frame. (default: false)
  64753. * @param textureType Type of textures used when performing the post process. (default: 0)
  64754. * @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)
  64755. */
  64756. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64757. }
  64758. }
  64759. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  64760. import { Nullable } from "babylonjs/types";
  64761. import { Camera } from "babylonjs/Cameras/camera";
  64762. import { Engine } from "babylonjs/Engines/engine";
  64763. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64764. import { IInspectable } from "babylonjs/Misc/iInspectable";
  64765. /**
  64766. * PostProcessRenderPipeline
  64767. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64768. */
  64769. export class PostProcessRenderPipeline {
  64770. private engine;
  64771. private _renderEffects;
  64772. private _renderEffectsForIsolatedPass;
  64773. /**
  64774. * List of inspectable custom properties (used by the Inspector)
  64775. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  64776. */
  64777. inspectableCustomProperties: IInspectable[];
  64778. /**
  64779. * @hidden
  64780. */
  64781. protected _cameras: Camera[];
  64782. /** @hidden */
  64783. _name: string;
  64784. /**
  64785. * Gets pipeline name
  64786. */
  64787. readonly name: string;
  64788. /** Gets the list of attached cameras */
  64789. readonly cameras: Camera[];
  64790. /**
  64791. * Initializes a PostProcessRenderPipeline
  64792. * @param engine engine to add the pipeline to
  64793. * @param name name of the pipeline
  64794. */
  64795. constructor(engine: Engine, name: string);
  64796. /**
  64797. * Gets the class name
  64798. * @returns "PostProcessRenderPipeline"
  64799. */
  64800. getClassName(): string;
  64801. /**
  64802. * If all the render effects in the pipeline are supported
  64803. */
  64804. readonly isSupported: boolean;
  64805. /**
  64806. * Adds an effect to the pipeline
  64807. * @param renderEffect the effect to add
  64808. */
  64809. addEffect(renderEffect: PostProcessRenderEffect): void;
  64810. /** @hidden */
  64811. _rebuild(): void;
  64812. /** @hidden */
  64813. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64814. /** @hidden */
  64815. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64816. /** @hidden */
  64817. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64818. /** @hidden */
  64819. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64820. /** @hidden */
  64821. _attachCameras(cameras: Camera, unique: boolean): void;
  64822. /** @hidden */
  64823. _attachCameras(cameras: Camera[], unique: boolean): void;
  64824. /** @hidden */
  64825. _detachCameras(cameras: Camera): void;
  64826. /** @hidden */
  64827. _detachCameras(cameras: Nullable<Camera[]>): void;
  64828. /** @hidden */
  64829. _update(): void;
  64830. /** @hidden */
  64831. _reset(): void;
  64832. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64833. /**
  64834. * Disposes of the pipeline
  64835. */
  64836. dispose(): void;
  64837. }
  64838. }
  64839. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64840. import { Camera } from "babylonjs/Cameras/camera";
  64841. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64842. /**
  64843. * PostProcessRenderPipelineManager class
  64844. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64845. */
  64846. export class PostProcessRenderPipelineManager {
  64847. private _renderPipelines;
  64848. /**
  64849. * Initializes a PostProcessRenderPipelineManager
  64850. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64851. */
  64852. constructor();
  64853. /**
  64854. * Gets the list of supported render pipelines
  64855. */
  64856. readonly supportedPipelines: PostProcessRenderPipeline[];
  64857. /**
  64858. * Adds a pipeline to the manager
  64859. * @param renderPipeline The pipeline to add
  64860. */
  64861. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64862. /**
  64863. * Attaches a camera to the pipeline
  64864. * @param renderPipelineName The name of the pipeline to attach to
  64865. * @param cameras the camera to attach
  64866. * @param unique if the camera can be attached multiple times to the pipeline
  64867. */
  64868. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64869. /**
  64870. * Detaches a camera from the pipeline
  64871. * @param renderPipelineName The name of the pipeline to detach from
  64872. * @param cameras the camera to detach
  64873. */
  64874. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64875. /**
  64876. * Enables an effect by name on a pipeline
  64877. * @param renderPipelineName the name of the pipeline to enable the effect in
  64878. * @param renderEffectName the name of the effect to enable
  64879. * @param cameras the cameras that the effect should be enabled on
  64880. */
  64881. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64882. /**
  64883. * Disables an effect by name on a pipeline
  64884. * @param renderPipelineName the name of the pipeline to disable the effect in
  64885. * @param renderEffectName the name of the effect to disable
  64886. * @param cameras the cameras that the effect should be disabled on
  64887. */
  64888. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64889. /**
  64890. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64891. */
  64892. update(): void;
  64893. /** @hidden */
  64894. _rebuild(): void;
  64895. /**
  64896. * Disposes of the manager and pipelines
  64897. */
  64898. dispose(): void;
  64899. }
  64900. }
  64901. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64902. import { ISceneComponent } from "babylonjs/sceneComponent";
  64903. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64904. import { Scene } from "babylonjs/scene";
  64905. module "babylonjs/scene" {
  64906. interface Scene {
  64907. /** @hidden (Backing field) */
  64908. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64909. /**
  64910. * Gets the postprocess render pipeline manager
  64911. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64912. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64913. */
  64914. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64915. }
  64916. }
  64917. /**
  64918. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64919. */
  64920. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64921. /**
  64922. * The component name helpfull to identify the component in the list of scene components.
  64923. */
  64924. readonly name: string;
  64925. /**
  64926. * The scene the component belongs to.
  64927. */
  64928. scene: Scene;
  64929. /**
  64930. * Creates a new instance of the component for the given scene
  64931. * @param scene Defines the scene to register the component in
  64932. */
  64933. constructor(scene: Scene);
  64934. /**
  64935. * Registers the component in a given scene
  64936. */
  64937. register(): void;
  64938. /**
  64939. * Rebuilds the elements related to this component in case of
  64940. * context lost for instance.
  64941. */
  64942. rebuild(): void;
  64943. /**
  64944. * Disposes the component and the associated ressources
  64945. */
  64946. dispose(): void;
  64947. private _gatherRenderTargets;
  64948. }
  64949. }
  64950. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64951. import { Nullable } from "babylonjs/types";
  64952. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64953. import { Camera } from "babylonjs/Cameras/camera";
  64954. import { IDisposable } from "babylonjs/scene";
  64955. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64956. import { Scene } from "babylonjs/scene";
  64957. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64958. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64959. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64960. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64961. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64962. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64963. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64964. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64965. import { Animation } from "babylonjs/Animations/animation";
  64966. /**
  64967. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64968. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64969. */
  64970. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64971. private _scene;
  64972. private _camerasToBeAttached;
  64973. /**
  64974. * ID of the sharpen post process,
  64975. */
  64976. private readonly SharpenPostProcessId;
  64977. /**
  64978. * @ignore
  64979. * ID of the image processing post process;
  64980. */
  64981. readonly ImageProcessingPostProcessId: string;
  64982. /**
  64983. * @ignore
  64984. * ID of the Fast Approximate Anti-Aliasing post process;
  64985. */
  64986. readonly FxaaPostProcessId: string;
  64987. /**
  64988. * ID of the chromatic aberration post process,
  64989. */
  64990. private readonly ChromaticAberrationPostProcessId;
  64991. /**
  64992. * ID of the grain post process
  64993. */
  64994. private readonly GrainPostProcessId;
  64995. /**
  64996. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64997. */
  64998. sharpen: SharpenPostProcess;
  64999. private _sharpenEffect;
  65000. private bloom;
  65001. /**
  65002. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  65003. */
  65004. depthOfField: DepthOfFieldEffect;
  65005. /**
  65006. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65007. */
  65008. fxaa: FxaaPostProcess;
  65009. /**
  65010. * Image post processing pass used to perform operations such as tone mapping or color grading.
  65011. */
  65012. imageProcessing: ImageProcessingPostProcess;
  65013. /**
  65014. * Chromatic aberration post process which will shift rgb colors in the image
  65015. */
  65016. chromaticAberration: ChromaticAberrationPostProcess;
  65017. private _chromaticAberrationEffect;
  65018. /**
  65019. * Grain post process which add noise to the image
  65020. */
  65021. grain: GrainPostProcess;
  65022. private _grainEffect;
  65023. /**
  65024. * Glow post process which adds a glow to emissive areas of the image
  65025. */
  65026. private _glowLayer;
  65027. /**
  65028. * Animations which can be used to tweak settings over a period of time
  65029. */
  65030. animations: Animation[];
  65031. private _imageProcessingConfigurationObserver;
  65032. private _sharpenEnabled;
  65033. private _bloomEnabled;
  65034. private _depthOfFieldEnabled;
  65035. private _depthOfFieldBlurLevel;
  65036. private _fxaaEnabled;
  65037. private _imageProcessingEnabled;
  65038. private _defaultPipelineTextureType;
  65039. private _bloomScale;
  65040. private _chromaticAberrationEnabled;
  65041. private _grainEnabled;
  65042. private _buildAllowed;
  65043. /**
  65044. * Gets active scene
  65045. */
  65046. readonly scene: Scene;
  65047. /**
  65048. * Enable or disable the sharpen process from the pipeline
  65049. */
  65050. sharpenEnabled: boolean;
  65051. private _resizeObserver;
  65052. private _hardwareScaleLevel;
  65053. private _bloomKernel;
  65054. /**
  65055. * Specifies the size of the bloom blur kernel, relative to the final output size
  65056. */
  65057. bloomKernel: number;
  65058. /**
  65059. * Specifies the weight of the bloom in the final rendering
  65060. */
  65061. private _bloomWeight;
  65062. /**
  65063. * Specifies the luma threshold for the area that will be blurred by the bloom
  65064. */
  65065. private _bloomThreshold;
  65066. private _hdr;
  65067. /**
  65068. * The strength of the bloom.
  65069. */
  65070. bloomWeight: number;
  65071. /**
  65072. * The strength of the bloom.
  65073. */
  65074. bloomThreshold: number;
  65075. /**
  65076. * The scale of the bloom, lower value will provide better performance.
  65077. */
  65078. bloomScale: number;
  65079. /**
  65080. * Enable or disable the bloom from the pipeline
  65081. */
  65082. bloomEnabled: boolean;
  65083. private _rebuildBloom;
  65084. /**
  65085. * If the depth of field is enabled.
  65086. */
  65087. depthOfFieldEnabled: boolean;
  65088. /**
  65089. * Blur level of the depth of field effect. (Higher blur will effect performance)
  65090. */
  65091. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  65092. /**
  65093. * If the anti aliasing is enabled.
  65094. */
  65095. fxaaEnabled: boolean;
  65096. private _samples;
  65097. /**
  65098. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65099. */
  65100. samples: number;
  65101. /**
  65102. * If image processing is enabled.
  65103. */
  65104. imageProcessingEnabled: boolean;
  65105. /**
  65106. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  65107. */
  65108. glowLayerEnabled: boolean;
  65109. /**
  65110. * Gets the glow layer (or null if not defined)
  65111. */
  65112. readonly glowLayer: Nullable<GlowLayer>;
  65113. /**
  65114. * Enable or disable the chromaticAberration process from the pipeline
  65115. */
  65116. chromaticAberrationEnabled: boolean;
  65117. /**
  65118. * Enable or disable the grain process from the pipeline
  65119. */
  65120. grainEnabled: boolean;
  65121. /**
  65122. * @constructor
  65123. * @param name - The rendering pipeline name (default: "")
  65124. * @param hdr - If high dynamic range textures should be used (default: true)
  65125. * @param scene - The scene linked to this pipeline (default: the last created scene)
  65126. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  65127. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  65128. */
  65129. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  65130. /**
  65131. * Get the class name
  65132. * @returns "DefaultRenderingPipeline"
  65133. */
  65134. getClassName(): string;
  65135. /**
  65136. * Force the compilation of the entire pipeline.
  65137. */
  65138. prepare(): void;
  65139. private _hasCleared;
  65140. private _prevPostProcess;
  65141. private _prevPrevPostProcess;
  65142. private _setAutoClearAndTextureSharing;
  65143. private _depthOfFieldSceneObserver;
  65144. private _buildPipeline;
  65145. private _disposePostProcesses;
  65146. /**
  65147. * Adds a camera to the pipeline
  65148. * @param camera the camera to be added
  65149. */
  65150. addCamera(camera: Camera): void;
  65151. /**
  65152. * Removes a camera from the pipeline
  65153. * @param camera the camera to remove
  65154. */
  65155. removeCamera(camera: Camera): void;
  65156. /**
  65157. * Dispose of the pipeline and stop all post processes
  65158. */
  65159. dispose(): void;
  65160. /**
  65161. * Serialize the rendering pipeline (Used when exporting)
  65162. * @returns the serialized object
  65163. */
  65164. serialize(): any;
  65165. /**
  65166. * Parse the serialized pipeline
  65167. * @param source Source pipeline.
  65168. * @param scene The scene to load the pipeline to.
  65169. * @param rootUrl The URL of the serialized pipeline.
  65170. * @returns An instantiated pipeline from the serialized object.
  65171. */
  65172. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  65173. }
  65174. }
  65175. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  65176. /** @hidden */
  65177. export var lensHighlightsPixelShader: {
  65178. name: string;
  65179. shader: string;
  65180. };
  65181. }
  65182. declare module "babylonjs/Shaders/depthOfField.fragment" {
  65183. /** @hidden */
  65184. export var depthOfFieldPixelShader: {
  65185. name: string;
  65186. shader: string;
  65187. };
  65188. }
  65189. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  65190. import { Camera } from "babylonjs/Cameras/camera";
  65191. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65192. import { Scene } from "babylonjs/scene";
  65193. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65194. import "babylonjs/Shaders/chromaticAberration.fragment";
  65195. import "babylonjs/Shaders/lensHighlights.fragment";
  65196. import "babylonjs/Shaders/depthOfField.fragment";
  65197. /**
  65198. * BABYLON.JS Chromatic Aberration GLSL Shader
  65199. * Author: Olivier Guyot
  65200. * Separates very slightly R, G and B colors on the edges of the screen
  65201. * Inspired by Francois Tarlier & Martins Upitis
  65202. */
  65203. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  65204. /**
  65205. * @ignore
  65206. * The chromatic aberration PostProcess id in the pipeline
  65207. */
  65208. LensChromaticAberrationEffect: string;
  65209. /**
  65210. * @ignore
  65211. * The highlights enhancing PostProcess id in the pipeline
  65212. */
  65213. HighlightsEnhancingEffect: string;
  65214. /**
  65215. * @ignore
  65216. * The depth-of-field PostProcess id in the pipeline
  65217. */
  65218. LensDepthOfFieldEffect: string;
  65219. private _scene;
  65220. private _depthTexture;
  65221. private _grainTexture;
  65222. private _chromaticAberrationPostProcess;
  65223. private _highlightsPostProcess;
  65224. private _depthOfFieldPostProcess;
  65225. private _edgeBlur;
  65226. private _grainAmount;
  65227. private _chromaticAberration;
  65228. private _distortion;
  65229. private _highlightsGain;
  65230. private _highlightsThreshold;
  65231. private _dofDistance;
  65232. private _dofAperture;
  65233. private _dofDarken;
  65234. private _dofPentagon;
  65235. private _blurNoise;
  65236. /**
  65237. * @constructor
  65238. *
  65239. * Effect parameters are as follow:
  65240. * {
  65241. * chromatic_aberration: number; // from 0 to x (1 for realism)
  65242. * edge_blur: number; // from 0 to x (1 for realism)
  65243. * distortion: number; // from 0 to x (1 for realism)
  65244. * grain_amount: number; // from 0 to 1
  65245. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  65246. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  65247. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  65248. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  65249. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  65250. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  65251. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  65252. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  65253. * }
  65254. * Note: if an effect parameter is unset, effect is disabled
  65255. *
  65256. * @param name The rendering pipeline name
  65257. * @param parameters - An object containing all parameters (see above)
  65258. * @param scene The scene linked to this pipeline
  65259. * @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)
  65260. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65261. */
  65262. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  65263. /**
  65264. * Get the class name
  65265. * @returns "LensRenderingPipeline"
  65266. */
  65267. getClassName(): string;
  65268. /**
  65269. * Gets associated scene
  65270. */
  65271. readonly scene: Scene;
  65272. /**
  65273. * Gets or sets the edge blur
  65274. */
  65275. edgeBlur: number;
  65276. /**
  65277. * Gets or sets the grain amount
  65278. */
  65279. grainAmount: number;
  65280. /**
  65281. * Gets or sets the chromatic aberration amount
  65282. */
  65283. chromaticAberration: number;
  65284. /**
  65285. * Gets or sets the depth of field aperture
  65286. */
  65287. dofAperture: number;
  65288. /**
  65289. * Gets or sets the edge distortion
  65290. */
  65291. edgeDistortion: number;
  65292. /**
  65293. * Gets or sets the depth of field distortion
  65294. */
  65295. dofDistortion: number;
  65296. /**
  65297. * Gets or sets the darken out of focus amount
  65298. */
  65299. darkenOutOfFocus: number;
  65300. /**
  65301. * Gets or sets a boolean indicating if blur noise is enabled
  65302. */
  65303. blurNoise: boolean;
  65304. /**
  65305. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  65306. */
  65307. pentagonBokeh: boolean;
  65308. /**
  65309. * Gets or sets the highlight grain amount
  65310. */
  65311. highlightsGain: number;
  65312. /**
  65313. * Gets or sets the highlight threshold
  65314. */
  65315. highlightsThreshold: number;
  65316. /**
  65317. * Sets the amount of blur at the edges
  65318. * @param amount blur amount
  65319. */
  65320. setEdgeBlur(amount: number): void;
  65321. /**
  65322. * Sets edge blur to 0
  65323. */
  65324. disableEdgeBlur(): void;
  65325. /**
  65326. * Sets the amout of grain
  65327. * @param amount Amount of grain
  65328. */
  65329. setGrainAmount(amount: number): void;
  65330. /**
  65331. * Set grain amount to 0
  65332. */
  65333. disableGrain(): void;
  65334. /**
  65335. * Sets the chromatic aberration amount
  65336. * @param amount amount of chromatic aberration
  65337. */
  65338. setChromaticAberration(amount: number): void;
  65339. /**
  65340. * Sets chromatic aberration amount to 0
  65341. */
  65342. disableChromaticAberration(): void;
  65343. /**
  65344. * Sets the EdgeDistortion amount
  65345. * @param amount amount of EdgeDistortion
  65346. */
  65347. setEdgeDistortion(amount: number): void;
  65348. /**
  65349. * Sets edge distortion to 0
  65350. */
  65351. disableEdgeDistortion(): void;
  65352. /**
  65353. * Sets the FocusDistance amount
  65354. * @param amount amount of FocusDistance
  65355. */
  65356. setFocusDistance(amount: number): void;
  65357. /**
  65358. * Disables depth of field
  65359. */
  65360. disableDepthOfField(): void;
  65361. /**
  65362. * Sets the Aperture amount
  65363. * @param amount amount of Aperture
  65364. */
  65365. setAperture(amount: number): void;
  65366. /**
  65367. * Sets the DarkenOutOfFocus amount
  65368. * @param amount amount of DarkenOutOfFocus
  65369. */
  65370. setDarkenOutOfFocus(amount: number): void;
  65371. private _pentagonBokehIsEnabled;
  65372. /**
  65373. * Creates a pentagon bokeh effect
  65374. */
  65375. enablePentagonBokeh(): void;
  65376. /**
  65377. * Disables the pentagon bokeh effect
  65378. */
  65379. disablePentagonBokeh(): void;
  65380. /**
  65381. * Enables noise blur
  65382. */
  65383. enableNoiseBlur(): void;
  65384. /**
  65385. * Disables noise blur
  65386. */
  65387. disableNoiseBlur(): void;
  65388. /**
  65389. * Sets the HighlightsGain amount
  65390. * @param amount amount of HighlightsGain
  65391. */
  65392. setHighlightsGain(amount: number): void;
  65393. /**
  65394. * Sets the HighlightsThreshold amount
  65395. * @param amount amount of HighlightsThreshold
  65396. */
  65397. setHighlightsThreshold(amount: number): void;
  65398. /**
  65399. * Disables highlights
  65400. */
  65401. disableHighlights(): void;
  65402. /**
  65403. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  65404. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  65405. */
  65406. dispose(disableDepthRender?: boolean): void;
  65407. private _createChromaticAberrationPostProcess;
  65408. private _createHighlightsPostProcess;
  65409. private _createDepthOfFieldPostProcess;
  65410. private _createGrainTexture;
  65411. }
  65412. }
  65413. declare module "babylonjs/Shaders/ssao2.fragment" {
  65414. /** @hidden */
  65415. export var ssao2PixelShader: {
  65416. name: string;
  65417. shader: string;
  65418. };
  65419. }
  65420. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  65421. /** @hidden */
  65422. export var ssaoCombinePixelShader: {
  65423. name: string;
  65424. shader: string;
  65425. };
  65426. }
  65427. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  65428. import { Camera } from "babylonjs/Cameras/camera";
  65429. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65430. import { Scene } from "babylonjs/scene";
  65431. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65432. import "babylonjs/Shaders/ssao2.fragment";
  65433. import "babylonjs/Shaders/ssaoCombine.fragment";
  65434. /**
  65435. * Render pipeline to produce ssao effect
  65436. */
  65437. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  65438. /**
  65439. * @ignore
  65440. * The PassPostProcess id in the pipeline that contains the original scene color
  65441. */
  65442. SSAOOriginalSceneColorEffect: string;
  65443. /**
  65444. * @ignore
  65445. * The SSAO PostProcess id in the pipeline
  65446. */
  65447. SSAORenderEffect: string;
  65448. /**
  65449. * @ignore
  65450. * The horizontal blur PostProcess id in the pipeline
  65451. */
  65452. SSAOBlurHRenderEffect: string;
  65453. /**
  65454. * @ignore
  65455. * The vertical blur PostProcess id in the pipeline
  65456. */
  65457. SSAOBlurVRenderEffect: string;
  65458. /**
  65459. * @ignore
  65460. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65461. */
  65462. SSAOCombineRenderEffect: string;
  65463. /**
  65464. * The output strength of the SSAO post-process. Default value is 1.0.
  65465. */
  65466. totalStrength: number;
  65467. /**
  65468. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  65469. */
  65470. maxZ: number;
  65471. /**
  65472. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  65473. */
  65474. minZAspect: number;
  65475. private _samples;
  65476. /**
  65477. * Number of samples used for the SSAO calculations. Default value is 8
  65478. */
  65479. samples: number;
  65480. private _textureSamples;
  65481. /**
  65482. * Number of samples to use for antialiasing
  65483. */
  65484. textureSamples: number;
  65485. /**
  65486. * Ratio object used for SSAO ratio and blur ratio
  65487. */
  65488. private _ratio;
  65489. /**
  65490. * Dynamically generated sphere sampler.
  65491. */
  65492. private _sampleSphere;
  65493. /**
  65494. * Blur filter offsets
  65495. */
  65496. private _samplerOffsets;
  65497. private _expensiveBlur;
  65498. /**
  65499. * If bilateral blur should be used
  65500. */
  65501. expensiveBlur: boolean;
  65502. /**
  65503. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  65504. */
  65505. radius: number;
  65506. /**
  65507. * The base color of the SSAO post-process
  65508. * The final result is "base + ssao" between [0, 1]
  65509. */
  65510. base: number;
  65511. /**
  65512. * Support test.
  65513. */
  65514. static readonly IsSupported: boolean;
  65515. private _scene;
  65516. private _depthTexture;
  65517. private _normalTexture;
  65518. private _randomTexture;
  65519. private _originalColorPostProcess;
  65520. private _ssaoPostProcess;
  65521. private _blurHPostProcess;
  65522. private _blurVPostProcess;
  65523. private _ssaoCombinePostProcess;
  65524. /**
  65525. * Gets active scene
  65526. */
  65527. readonly scene: Scene;
  65528. /**
  65529. * @constructor
  65530. * @param name The rendering pipeline name
  65531. * @param scene The scene linked to this pipeline
  65532. * @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 }
  65533. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65534. */
  65535. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65536. /**
  65537. * Get the class name
  65538. * @returns "SSAO2RenderingPipeline"
  65539. */
  65540. getClassName(): string;
  65541. /**
  65542. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65543. */
  65544. dispose(disableGeometryBufferRenderer?: boolean): void;
  65545. private _createBlurPostProcess;
  65546. /** @hidden */
  65547. _rebuild(): void;
  65548. private _bits;
  65549. private _radicalInverse_VdC;
  65550. private _hammersley;
  65551. private _hemisphereSample_uniform;
  65552. private _generateHemisphere;
  65553. private _createSSAOPostProcess;
  65554. private _createSSAOCombinePostProcess;
  65555. private _createRandomTexture;
  65556. /**
  65557. * Serialize the rendering pipeline (Used when exporting)
  65558. * @returns the serialized object
  65559. */
  65560. serialize(): any;
  65561. /**
  65562. * Parse the serialized pipeline
  65563. * @param source Source pipeline.
  65564. * @param scene The scene to load the pipeline to.
  65565. * @param rootUrl The URL of the serialized pipeline.
  65566. * @returns An instantiated pipeline from the serialized object.
  65567. */
  65568. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  65569. }
  65570. }
  65571. declare module "babylonjs/Shaders/ssao.fragment" {
  65572. /** @hidden */
  65573. export var ssaoPixelShader: {
  65574. name: string;
  65575. shader: string;
  65576. };
  65577. }
  65578. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  65579. import { Camera } from "babylonjs/Cameras/camera";
  65580. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65581. import { Scene } from "babylonjs/scene";
  65582. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65583. import "babylonjs/Shaders/ssao.fragment";
  65584. import "babylonjs/Shaders/ssaoCombine.fragment";
  65585. /**
  65586. * Render pipeline to produce ssao effect
  65587. */
  65588. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  65589. /**
  65590. * @ignore
  65591. * The PassPostProcess id in the pipeline that contains the original scene color
  65592. */
  65593. SSAOOriginalSceneColorEffect: string;
  65594. /**
  65595. * @ignore
  65596. * The SSAO PostProcess id in the pipeline
  65597. */
  65598. SSAORenderEffect: string;
  65599. /**
  65600. * @ignore
  65601. * The horizontal blur PostProcess id in the pipeline
  65602. */
  65603. SSAOBlurHRenderEffect: string;
  65604. /**
  65605. * @ignore
  65606. * The vertical blur PostProcess id in the pipeline
  65607. */
  65608. SSAOBlurVRenderEffect: string;
  65609. /**
  65610. * @ignore
  65611. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65612. */
  65613. SSAOCombineRenderEffect: string;
  65614. /**
  65615. * The output strength of the SSAO post-process. Default value is 1.0.
  65616. */
  65617. totalStrength: number;
  65618. /**
  65619. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  65620. */
  65621. radius: number;
  65622. /**
  65623. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  65624. * Must not be equal to fallOff and superior to fallOff.
  65625. * Default value is 0.0075
  65626. */
  65627. area: number;
  65628. /**
  65629. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  65630. * Must not be equal to area and inferior to area.
  65631. * Default value is 0.000001
  65632. */
  65633. fallOff: number;
  65634. /**
  65635. * The base color of the SSAO post-process
  65636. * The final result is "base + ssao" between [0, 1]
  65637. */
  65638. base: number;
  65639. private _scene;
  65640. private _depthTexture;
  65641. private _randomTexture;
  65642. private _originalColorPostProcess;
  65643. private _ssaoPostProcess;
  65644. private _blurHPostProcess;
  65645. private _blurVPostProcess;
  65646. private _ssaoCombinePostProcess;
  65647. private _firstUpdate;
  65648. /**
  65649. * Gets active scene
  65650. */
  65651. readonly scene: Scene;
  65652. /**
  65653. * @constructor
  65654. * @param name - The rendering pipeline name
  65655. * @param scene - The scene linked to this pipeline
  65656. * @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 }
  65657. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  65658. */
  65659. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65660. /**
  65661. * Get the class name
  65662. * @returns "SSAORenderingPipeline"
  65663. */
  65664. getClassName(): string;
  65665. /**
  65666. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65667. */
  65668. dispose(disableDepthRender?: boolean): void;
  65669. private _createBlurPostProcess;
  65670. /** @hidden */
  65671. _rebuild(): void;
  65672. private _createSSAOPostProcess;
  65673. private _createSSAOCombinePostProcess;
  65674. private _createRandomTexture;
  65675. }
  65676. }
  65677. declare module "babylonjs/Shaders/standard.fragment" {
  65678. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65679. /** @hidden */
  65680. export var standardPixelShader: {
  65681. name: string;
  65682. shader: string;
  65683. };
  65684. }
  65685. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  65686. import { Nullable } from "babylonjs/types";
  65687. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65688. import { Camera } from "babylonjs/Cameras/camera";
  65689. import { Texture } from "babylonjs/Materials/Textures/texture";
  65690. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65691. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65692. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  65693. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  65694. import { IDisposable } from "babylonjs/scene";
  65695. import { SpotLight } from "babylonjs/Lights/spotLight";
  65696. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  65697. import { Scene } from "babylonjs/scene";
  65698. import { Animation } from "babylonjs/Animations/animation";
  65699. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65700. import "babylonjs/Shaders/standard.fragment";
  65701. /**
  65702. * Standard rendering pipeline
  65703. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65704. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  65705. */
  65706. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  65707. /**
  65708. * Public members
  65709. */
  65710. /**
  65711. * Post-process which contains the original scene color before the pipeline applies all the effects
  65712. */
  65713. originalPostProcess: Nullable<PostProcess>;
  65714. /**
  65715. * Post-process used to down scale an image x4
  65716. */
  65717. downSampleX4PostProcess: Nullable<PostProcess>;
  65718. /**
  65719. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  65720. */
  65721. brightPassPostProcess: Nullable<PostProcess>;
  65722. /**
  65723. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  65724. */
  65725. blurHPostProcesses: PostProcess[];
  65726. /**
  65727. * Post-process array storing all the vertical blur post-processes used by the pipeline
  65728. */
  65729. blurVPostProcesses: PostProcess[];
  65730. /**
  65731. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  65732. */
  65733. textureAdderPostProcess: Nullable<PostProcess>;
  65734. /**
  65735. * Post-process used to create volumetric lighting effect
  65736. */
  65737. volumetricLightPostProcess: Nullable<PostProcess>;
  65738. /**
  65739. * Post-process used to smooth the previous volumetric light post-process on the X axis
  65740. */
  65741. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  65742. /**
  65743. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  65744. */
  65745. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  65746. /**
  65747. * Post-process used to merge the volumetric light effect and the real scene color
  65748. */
  65749. volumetricLightMergePostProces: Nullable<PostProcess>;
  65750. /**
  65751. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  65752. */
  65753. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  65754. /**
  65755. * Base post-process used to calculate the average luminance of the final image for HDR
  65756. */
  65757. luminancePostProcess: Nullable<PostProcess>;
  65758. /**
  65759. * Post-processes used to create down sample post-processes in order to get
  65760. * the average luminance of the final image for HDR
  65761. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  65762. */
  65763. luminanceDownSamplePostProcesses: PostProcess[];
  65764. /**
  65765. * Post-process used to create a HDR effect (light adaptation)
  65766. */
  65767. hdrPostProcess: Nullable<PostProcess>;
  65768. /**
  65769. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  65770. */
  65771. textureAdderFinalPostProcess: Nullable<PostProcess>;
  65772. /**
  65773. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  65774. */
  65775. lensFlareFinalPostProcess: Nullable<PostProcess>;
  65776. /**
  65777. * Post-process used to merge the final HDR post-process and the real scene color
  65778. */
  65779. hdrFinalPostProcess: Nullable<PostProcess>;
  65780. /**
  65781. * Post-process used to create a lens flare effect
  65782. */
  65783. lensFlarePostProcess: Nullable<PostProcess>;
  65784. /**
  65785. * Post-process that merges the result of the lens flare post-process and the real scene color
  65786. */
  65787. lensFlareComposePostProcess: Nullable<PostProcess>;
  65788. /**
  65789. * Post-process used to create a motion blur effect
  65790. */
  65791. motionBlurPostProcess: Nullable<PostProcess>;
  65792. /**
  65793. * Post-process used to create a depth of field effect
  65794. */
  65795. depthOfFieldPostProcess: Nullable<PostProcess>;
  65796. /**
  65797. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65798. */
  65799. fxaaPostProcess: Nullable<FxaaPostProcess>;
  65800. /**
  65801. * Represents the brightness threshold in order to configure the illuminated surfaces
  65802. */
  65803. brightThreshold: number;
  65804. /**
  65805. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65806. */
  65807. blurWidth: number;
  65808. /**
  65809. * Sets if the blur for highlighted surfaces must be only horizontal
  65810. */
  65811. horizontalBlur: boolean;
  65812. /**
  65813. * Gets the overall exposure used by the pipeline
  65814. */
  65815. /**
  65816. * Sets the overall exposure used by the pipeline
  65817. */
  65818. exposure: number;
  65819. /**
  65820. * Texture used typically to simulate "dirty" on camera lens
  65821. */
  65822. lensTexture: Nullable<Texture>;
  65823. /**
  65824. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65825. */
  65826. volumetricLightCoefficient: number;
  65827. /**
  65828. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65829. */
  65830. volumetricLightPower: number;
  65831. /**
  65832. * Used the set the blur intensity to smooth the volumetric lights
  65833. */
  65834. volumetricLightBlurScale: number;
  65835. /**
  65836. * Light (spot or directional) used to generate the volumetric lights rays
  65837. * The source light must have a shadow generate so the pipeline can get its
  65838. * depth map
  65839. */
  65840. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65841. /**
  65842. * For eye adaptation, represents the minimum luminance the eye can see
  65843. */
  65844. hdrMinimumLuminance: number;
  65845. /**
  65846. * For eye adaptation, represents the decrease luminance speed
  65847. */
  65848. hdrDecreaseRate: number;
  65849. /**
  65850. * For eye adaptation, represents the increase luminance speed
  65851. */
  65852. hdrIncreaseRate: number;
  65853. /**
  65854. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65855. */
  65856. /**
  65857. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65858. */
  65859. hdrAutoExposure: boolean;
  65860. /**
  65861. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65862. */
  65863. lensColorTexture: Nullable<Texture>;
  65864. /**
  65865. * The overall strengh for the lens flare effect
  65866. */
  65867. lensFlareStrength: number;
  65868. /**
  65869. * Dispersion coefficient for lens flare ghosts
  65870. */
  65871. lensFlareGhostDispersal: number;
  65872. /**
  65873. * Main lens flare halo width
  65874. */
  65875. lensFlareHaloWidth: number;
  65876. /**
  65877. * Based on the lens distortion effect, defines how much the lens flare result
  65878. * is distorted
  65879. */
  65880. lensFlareDistortionStrength: number;
  65881. /**
  65882. * Configures the blur intensity used for for lens flare (halo)
  65883. */
  65884. lensFlareBlurWidth: number;
  65885. /**
  65886. * Lens star texture must be used to simulate rays on the flares and is available
  65887. * in the documentation
  65888. */
  65889. lensStarTexture: Nullable<Texture>;
  65890. /**
  65891. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65892. * flare effect by taking account of the dirt texture
  65893. */
  65894. lensFlareDirtTexture: Nullable<Texture>;
  65895. /**
  65896. * Represents the focal length for the depth of field effect
  65897. */
  65898. depthOfFieldDistance: number;
  65899. /**
  65900. * Represents the blur intensity for the blurred part of the depth of field effect
  65901. */
  65902. depthOfFieldBlurWidth: number;
  65903. /**
  65904. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65905. */
  65906. /**
  65907. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65908. */
  65909. motionStrength: number;
  65910. /**
  65911. * Gets wether or not the motion blur post-process is object based or screen based.
  65912. */
  65913. /**
  65914. * Sets wether or not the motion blur post-process should be object based or screen based
  65915. */
  65916. objectBasedMotionBlur: boolean;
  65917. /**
  65918. * List of animations for the pipeline (IAnimatable implementation)
  65919. */
  65920. animations: Animation[];
  65921. /**
  65922. * Private members
  65923. */
  65924. private _scene;
  65925. private _currentDepthOfFieldSource;
  65926. private _basePostProcess;
  65927. private _fixedExposure;
  65928. private _currentExposure;
  65929. private _hdrAutoExposure;
  65930. private _hdrCurrentLuminance;
  65931. private _motionStrength;
  65932. private _isObjectBasedMotionBlur;
  65933. private _floatTextureType;
  65934. private _camerasToBeAttached;
  65935. private _ratio;
  65936. private _bloomEnabled;
  65937. private _depthOfFieldEnabled;
  65938. private _vlsEnabled;
  65939. private _lensFlareEnabled;
  65940. private _hdrEnabled;
  65941. private _motionBlurEnabled;
  65942. private _fxaaEnabled;
  65943. private _motionBlurSamples;
  65944. private _volumetricLightStepsCount;
  65945. private _samples;
  65946. /**
  65947. * @ignore
  65948. * Specifies if the bloom pipeline is enabled
  65949. */
  65950. BloomEnabled: boolean;
  65951. /**
  65952. * @ignore
  65953. * Specifies if the depth of field pipeline is enabed
  65954. */
  65955. DepthOfFieldEnabled: boolean;
  65956. /**
  65957. * @ignore
  65958. * Specifies if the lens flare pipeline is enabed
  65959. */
  65960. LensFlareEnabled: boolean;
  65961. /**
  65962. * @ignore
  65963. * Specifies if the HDR pipeline is enabled
  65964. */
  65965. HDREnabled: boolean;
  65966. /**
  65967. * @ignore
  65968. * Specifies if the volumetric lights scattering effect is enabled
  65969. */
  65970. VLSEnabled: boolean;
  65971. /**
  65972. * @ignore
  65973. * Specifies if the motion blur effect is enabled
  65974. */
  65975. MotionBlurEnabled: boolean;
  65976. /**
  65977. * Specifies if anti-aliasing is enabled
  65978. */
  65979. fxaaEnabled: boolean;
  65980. /**
  65981. * Specifies the number of steps used to calculate the volumetric lights
  65982. * Typically in interval [50, 200]
  65983. */
  65984. volumetricLightStepsCount: number;
  65985. /**
  65986. * Specifies the number of samples used for the motion blur effect
  65987. * Typically in interval [16, 64]
  65988. */
  65989. motionBlurSamples: number;
  65990. /**
  65991. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65992. */
  65993. samples: number;
  65994. /**
  65995. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65996. * @constructor
  65997. * @param name The rendering pipeline name
  65998. * @param scene The scene linked to this pipeline
  65999. * @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)
  66000. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  66001. * @param cameras The array of cameras that the rendering pipeline will be attached to
  66002. */
  66003. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  66004. private _buildPipeline;
  66005. private _createDownSampleX4PostProcess;
  66006. private _createBrightPassPostProcess;
  66007. private _createBlurPostProcesses;
  66008. private _createTextureAdderPostProcess;
  66009. private _createVolumetricLightPostProcess;
  66010. private _createLuminancePostProcesses;
  66011. private _createHdrPostProcess;
  66012. private _createLensFlarePostProcess;
  66013. private _createDepthOfFieldPostProcess;
  66014. private _createMotionBlurPostProcess;
  66015. private _getDepthTexture;
  66016. private _disposePostProcesses;
  66017. /**
  66018. * Dispose of the pipeline and stop all post processes
  66019. */
  66020. dispose(): void;
  66021. /**
  66022. * Serialize the rendering pipeline (Used when exporting)
  66023. * @returns the serialized object
  66024. */
  66025. serialize(): any;
  66026. /**
  66027. * Parse the serialized pipeline
  66028. * @param source Source pipeline.
  66029. * @param scene The scene to load the pipeline to.
  66030. * @param rootUrl The URL of the serialized pipeline.
  66031. * @returns An instantiated pipeline from the serialized object.
  66032. */
  66033. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  66034. /**
  66035. * Luminance steps
  66036. */
  66037. static LuminanceSteps: number;
  66038. }
  66039. }
  66040. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  66041. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  66042. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  66043. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  66044. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  66045. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  66046. }
  66047. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  66048. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  66049. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  66050. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  66051. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  66052. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  66053. }
  66054. declare module "babylonjs/Shaders/tonemap.fragment" {
  66055. /** @hidden */
  66056. export var tonemapPixelShader: {
  66057. name: string;
  66058. shader: string;
  66059. };
  66060. }
  66061. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  66062. import { Camera } from "babylonjs/Cameras/camera";
  66063. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  66064. import "babylonjs/Shaders/tonemap.fragment";
  66065. import { Engine } from "babylonjs/Engines/engine";
  66066. /** Defines operator used for tonemapping */
  66067. export enum TonemappingOperator {
  66068. /** Hable */
  66069. Hable = 0,
  66070. /** Reinhard */
  66071. Reinhard = 1,
  66072. /** HejiDawson */
  66073. HejiDawson = 2,
  66074. /** Photographic */
  66075. Photographic = 3
  66076. }
  66077. /**
  66078. * Defines a post process to apply tone mapping
  66079. */
  66080. export class TonemapPostProcess extends PostProcess {
  66081. private _operator;
  66082. /** Defines the required exposure adjustement */
  66083. exposureAdjustment: number;
  66084. /**
  66085. * Creates a new TonemapPostProcess
  66086. * @param name defines the name of the postprocess
  66087. * @param _operator defines the operator to use
  66088. * @param exposureAdjustment defines the required exposure adjustement
  66089. * @param camera defines the camera to use (can be null)
  66090. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  66091. * @param engine defines the hosting engine (can be ignore if camera is set)
  66092. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  66093. */
  66094. constructor(name: string, _operator: TonemappingOperator,
  66095. /** Defines the required exposure adjustement */
  66096. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  66097. }
  66098. }
  66099. declare module "babylonjs/Shaders/depth.vertex" {
  66100. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66101. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66102. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66103. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66104. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66105. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66106. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66107. /** @hidden */
  66108. export var depthVertexShader: {
  66109. name: string;
  66110. shader: string;
  66111. };
  66112. }
  66113. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  66114. /** @hidden */
  66115. export var volumetricLightScatteringPixelShader: {
  66116. name: string;
  66117. shader: string;
  66118. };
  66119. }
  66120. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  66121. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66122. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66123. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66124. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66125. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66126. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66127. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66128. /** @hidden */
  66129. export var volumetricLightScatteringPassVertexShader: {
  66130. name: string;
  66131. shader: string;
  66132. };
  66133. }
  66134. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  66135. /** @hidden */
  66136. export var volumetricLightScatteringPassPixelShader: {
  66137. name: string;
  66138. shader: string;
  66139. };
  66140. }
  66141. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  66142. import { Vector3 } from "babylonjs/Maths/math.vector";
  66143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66144. import { Mesh } from "babylonjs/Meshes/mesh";
  66145. import { Camera } from "babylonjs/Cameras/camera";
  66146. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66147. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  66148. import { Scene } from "babylonjs/scene";
  66149. import "babylonjs/Meshes/Builders/planeBuilder";
  66150. import "babylonjs/Shaders/depth.vertex";
  66151. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  66152. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  66153. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  66154. import { Engine } from "babylonjs/Engines/engine";
  66155. /**
  66156. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  66157. */
  66158. export class VolumetricLightScatteringPostProcess extends PostProcess {
  66159. private _volumetricLightScatteringPass;
  66160. private _volumetricLightScatteringRTT;
  66161. private _viewPort;
  66162. private _screenCoordinates;
  66163. private _cachedDefines;
  66164. /**
  66165. * If not undefined, the mesh position is computed from the attached node position
  66166. */
  66167. attachedNode: {
  66168. position: Vector3;
  66169. };
  66170. /**
  66171. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  66172. */
  66173. customMeshPosition: Vector3;
  66174. /**
  66175. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  66176. */
  66177. useCustomMeshPosition: boolean;
  66178. /**
  66179. * If the post-process should inverse the light scattering direction
  66180. */
  66181. invert: boolean;
  66182. /**
  66183. * The internal mesh used by the post-process
  66184. */
  66185. mesh: Mesh;
  66186. /**
  66187. * @hidden
  66188. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  66189. */
  66190. useDiffuseColor: boolean;
  66191. /**
  66192. * Array containing the excluded meshes not rendered in the internal pass
  66193. */
  66194. excludedMeshes: AbstractMesh[];
  66195. /**
  66196. * Controls the overall intensity of the post-process
  66197. */
  66198. exposure: number;
  66199. /**
  66200. * Dissipates each sample's contribution in range [0, 1]
  66201. */
  66202. decay: number;
  66203. /**
  66204. * Controls the overall intensity of each sample
  66205. */
  66206. weight: number;
  66207. /**
  66208. * Controls the density of each sample
  66209. */
  66210. density: number;
  66211. /**
  66212. * @constructor
  66213. * @param name The post-process name
  66214. * @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)
  66215. * @param camera The camera that the post-process will be attached to
  66216. * @param mesh The mesh used to create the light scattering
  66217. * @param samples The post-process quality, default 100
  66218. * @param samplingModeThe post-process filtering mode
  66219. * @param engine The babylon engine
  66220. * @param reusable If the post-process is reusable
  66221. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  66222. */
  66223. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  66224. /**
  66225. * Returns the string "VolumetricLightScatteringPostProcess"
  66226. * @returns "VolumetricLightScatteringPostProcess"
  66227. */
  66228. getClassName(): string;
  66229. private _isReady;
  66230. /**
  66231. * Sets the new light position for light scattering effect
  66232. * @param position The new custom light position
  66233. */
  66234. setCustomMeshPosition(position: Vector3): void;
  66235. /**
  66236. * Returns the light position for light scattering effect
  66237. * @return Vector3 The custom light position
  66238. */
  66239. getCustomMeshPosition(): Vector3;
  66240. /**
  66241. * Disposes the internal assets and detaches the post-process from the camera
  66242. */
  66243. dispose(camera: Camera): void;
  66244. /**
  66245. * Returns the render target texture used by the post-process
  66246. * @return the render target texture used by the post-process
  66247. */
  66248. getPass(): RenderTargetTexture;
  66249. private _meshExcluded;
  66250. private _createPass;
  66251. private _updateMeshScreenCoordinates;
  66252. /**
  66253. * Creates a default mesh for the Volumeric Light Scattering post-process
  66254. * @param name The mesh name
  66255. * @param scene The scene where to create the mesh
  66256. * @return the default mesh
  66257. */
  66258. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  66259. }
  66260. }
  66261. declare module "babylonjs/PostProcesses/index" {
  66262. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  66263. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  66264. export * from "babylonjs/PostProcesses/bloomEffect";
  66265. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  66266. export * from "babylonjs/PostProcesses/blurPostProcess";
  66267. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  66268. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  66269. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  66270. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  66271. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  66272. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  66273. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  66274. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  66275. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  66276. export * from "babylonjs/PostProcesses/filterPostProcess";
  66277. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  66278. export * from "babylonjs/PostProcesses/grainPostProcess";
  66279. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  66280. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  66281. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  66282. export * from "babylonjs/PostProcesses/passPostProcess";
  66283. export * from "babylonjs/PostProcesses/postProcess";
  66284. export * from "babylonjs/PostProcesses/postProcessManager";
  66285. export * from "babylonjs/PostProcesses/refractionPostProcess";
  66286. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  66287. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  66288. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  66289. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  66290. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  66291. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  66292. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  66293. }
  66294. declare module "babylonjs/Probes/index" {
  66295. export * from "babylonjs/Probes/reflectionProbe";
  66296. }
  66297. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  66298. import { Scene } from "babylonjs/scene";
  66299. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66300. import { SmartArray } from "babylonjs/Misc/smartArray";
  66301. import { ISceneComponent } from "babylonjs/sceneComponent";
  66302. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  66303. import "babylonjs/Meshes/Builders/boxBuilder";
  66304. import "babylonjs/Shaders/color.fragment";
  66305. import "babylonjs/Shaders/color.vertex";
  66306. import { Color3 } from "babylonjs/Maths/math.color";
  66307. module "babylonjs/scene" {
  66308. interface Scene {
  66309. /** @hidden (Backing field) */
  66310. _boundingBoxRenderer: BoundingBoxRenderer;
  66311. /** @hidden (Backing field) */
  66312. _forceShowBoundingBoxes: boolean;
  66313. /**
  66314. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  66315. */
  66316. forceShowBoundingBoxes: boolean;
  66317. /**
  66318. * Gets the bounding box renderer associated with the scene
  66319. * @returns a BoundingBoxRenderer
  66320. */
  66321. getBoundingBoxRenderer(): BoundingBoxRenderer;
  66322. }
  66323. }
  66324. module "babylonjs/Meshes/abstractMesh" {
  66325. interface AbstractMesh {
  66326. /** @hidden (Backing field) */
  66327. _showBoundingBox: boolean;
  66328. /**
  66329. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  66330. */
  66331. showBoundingBox: boolean;
  66332. }
  66333. }
  66334. /**
  66335. * Component responsible of rendering the bounding box of the meshes in a scene.
  66336. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66337. */
  66338. export class BoundingBoxRenderer implements ISceneComponent {
  66339. /**
  66340. * The component name helpfull to identify the component in the list of scene components.
  66341. */
  66342. readonly name: string;
  66343. /**
  66344. * The scene the component belongs to.
  66345. */
  66346. scene: Scene;
  66347. /**
  66348. * Color of the bounding box lines placed in front of an object
  66349. */
  66350. frontColor: Color3;
  66351. /**
  66352. * Color of the bounding box lines placed behind an object
  66353. */
  66354. backColor: Color3;
  66355. /**
  66356. * Defines if the renderer should show the back lines or not
  66357. */
  66358. showBackLines: boolean;
  66359. /**
  66360. * @hidden
  66361. */
  66362. renderList: SmartArray<BoundingBox>;
  66363. private _colorShader;
  66364. private _vertexBuffers;
  66365. private _indexBuffer;
  66366. private _fillIndexBuffer;
  66367. private _fillIndexData;
  66368. /**
  66369. * Instantiates a new bounding box renderer in a scene.
  66370. * @param scene the scene the renderer renders in
  66371. */
  66372. constructor(scene: Scene);
  66373. /**
  66374. * Registers the component in a given scene
  66375. */
  66376. register(): void;
  66377. private _evaluateSubMesh;
  66378. private _activeMesh;
  66379. private _prepareRessources;
  66380. private _createIndexBuffer;
  66381. /**
  66382. * Rebuilds the elements related to this component in case of
  66383. * context lost for instance.
  66384. */
  66385. rebuild(): void;
  66386. /**
  66387. * @hidden
  66388. */
  66389. reset(): void;
  66390. /**
  66391. * Render the bounding boxes of a specific rendering group
  66392. * @param renderingGroupId defines the rendering group to render
  66393. */
  66394. render(renderingGroupId: number): void;
  66395. /**
  66396. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66397. * @param mesh Define the mesh to render the occlusion bounding box for
  66398. */
  66399. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  66400. /**
  66401. * Dispose and release the resources attached to this renderer.
  66402. */
  66403. dispose(): void;
  66404. }
  66405. }
  66406. declare module "babylonjs/Shaders/depth.fragment" {
  66407. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  66408. /** @hidden */
  66409. export var depthPixelShader: {
  66410. name: string;
  66411. shader: string;
  66412. };
  66413. }
  66414. declare module "babylonjs/Rendering/depthRenderer" {
  66415. import { Nullable } from "babylonjs/types";
  66416. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66417. import { Scene } from "babylonjs/scene";
  66418. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66419. import { Camera } from "babylonjs/Cameras/camera";
  66420. import "babylonjs/Shaders/depth.fragment";
  66421. import "babylonjs/Shaders/depth.vertex";
  66422. /**
  66423. * This represents a depth renderer in Babylon.
  66424. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  66425. */
  66426. export class DepthRenderer {
  66427. private _scene;
  66428. private _depthMap;
  66429. private _effect;
  66430. private readonly _storeNonLinearDepth;
  66431. private readonly _clearColor;
  66432. /** Get if the depth renderer is using packed depth or not */
  66433. readonly isPacked: boolean;
  66434. private _cachedDefines;
  66435. private _camera;
  66436. /**
  66437. * Specifiess that the depth renderer will only be used within
  66438. * the camera it is created for.
  66439. * This can help forcing its rendering during the camera processing.
  66440. */
  66441. useOnlyInActiveCamera: boolean;
  66442. /** @hidden */
  66443. static _SceneComponentInitialization: (scene: Scene) => void;
  66444. /**
  66445. * Instantiates a depth renderer
  66446. * @param scene The scene the renderer belongs to
  66447. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  66448. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  66449. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66450. */
  66451. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  66452. /**
  66453. * Creates the depth rendering effect and checks if the effect is ready.
  66454. * @param subMesh The submesh to be used to render the depth map of
  66455. * @param useInstances If multiple world instances should be used
  66456. * @returns if the depth renderer is ready to render the depth map
  66457. */
  66458. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66459. /**
  66460. * Gets the texture which the depth map will be written to.
  66461. * @returns The depth map texture
  66462. */
  66463. getDepthMap(): RenderTargetTexture;
  66464. /**
  66465. * Disposes of the depth renderer.
  66466. */
  66467. dispose(): void;
  66468. }
  66469. }
  66470. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  66471. import { Nullable } from "babylonjs/types";
  66472. import { Scene } from "babylonjs/scene";
  66473. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  66474. import { Camera } from "babylonjs/Cameras/camera";
  66475. import { ISceneComponent } from "babylonjs/sceneComponent";
  66476. module "babylonjs/scene" {
  66477. interface Scene {
  66478. /** @hidden (Backing field) */
  66479. _depthRenderer: {
  66480. [id: string]: DepthRenderer;
  66481. };
  66482. /**
  66483. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  66484. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  66485. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66486. * @returns the created depth renderer
  66487. */
  66488. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  66489. /**
  66490. * Disables a depth renderer for a given camera
  66491. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  66492. */
  66493. disableDepthRenderer(camera?: Nullable<Camera>): void;
  66494. }
  66495. }
  66496. /**
  66497. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  66498. * in several rendering techniques.
  66499. */
  66500. export class DepthRendererSceneComponent implements ISceneComponent {
  66501. /**
  66502. * The component name helpfull to identify the component in the list of scene components.
  66503. */
  66504. readonly name: string;
  66505. /**
  66506. * The scene the component belongs to.
  66507. */
  66508. scene: Scene;
  66509. /**
  66510. * Creates a new instance of the component for the given scene
  66511. * @param scene Defines the scene to register the component in
  66512. */
  66513. constructor(scene: Scene);
  66514. /**
  66515. * Registers the component in a given scene
  66516. */
  66517. register(): void;
  66518. /**
  66519. * Rebuilds the elements related to this component in case of
  66520. * context lost for instance.
  66521. */
  66522. rebuild(): void;
  66523. /**
  66524. * Disposes the component and the associated ressources
  66525. */
  66526. dispose(): void;
  66527. private _gatherRenderTargets;
  66528. private _gatherActiveCameraRenderTargets;
  66529. }
  66530. }
  66531. declare module "babylonjs/Shaders/outline.fragment" {
  66532. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66533. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  66534. /** @hidden */
  66535. export var outlinePixelShader: {
  66536. name: string;
  66537. shader: string;
  66538. };
  66539. }
  66540. declare module "babylonjs/Shaders/outline.vertex" {
  66541. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66542. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66543. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66544. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66545. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66546. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66547. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66548. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66549. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  66550. /** @hidden */
  66551. export var outlineVertexShader: {
  66552. name: string;
  66553. shader: string;
  66554. };
  66555. }
  66556. declare module "babylonjs/Rendering/outlineRenderer" {
  66557. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66558. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  66559. import { Scene } from "babylonjs/scene";
  66560. import { ISceneComponent } from "babylonjs/sceneComponent";
  66561. import "babylonjs/Shaders/outline.fragment";
  66562. import "babylonjs/Shaders/outline.vertex";
  66563. module "babylonjs/scene" {
  66564. interface Scene {
  66565. /** @hidden */
  66566. _outlineRenderer: OutlineRenderer;
  66567. /**
  66568. * Gets the outline renderer associated with the scene
  66569. * @returns a OutlineRenderer
  66570. */
  66571. getOutlineRenderer(): OutlineRenderer;
  66572. }
  66573. }
  66574. module "babylonjs/Meshes/abstractMesh" {
  66575. interface AbstractMesh {
  66576. /** @hidden (Backing field) */
  66577. _renderOutline: boolean;
  66578. /**
  66579. * Gets or sets a boolean indicating if the outline must be rendered as well
  66580. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  66581. */
  66582. renderOutline: boolean;
  66583. /** @hidden (Backing field) */
  66584. _renderOverlay: boolean;
  66585. /**
  66586. * Gets or sets a boolean indicating if the overlay must be rendered as well
  66587. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  66588. */
  66589. renderOverlay: boolean;
  66590. }
  66591. }
  66592. /**
  66593. * This class is responsible to draw bothe outline/overlay of meshes.
  66594. * It should not be used directly but through the available method on mesh.
  66595. */
  66596. export class OutlineRenderer implements ISceneComponent {
  66597. /**
  66598. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  66599. */
  66600. private static _StencilReference;
  66601. /**
  66602. * The name of the component. Each component must have a unique name.
  66603. */
  66604. name: string;
  66605. /**
  66606. * The scene the component belongs to.
  66607. */
  66608. scene: Scene;
  66609. /**
  66610. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  66611. */
  66612. zOffset: number;
  66613. private _engine;
  66614. private _effect;
  66615. private _cachedDefines;
  66616. private _savedDepthWrite;
  66617. /**
  66618. * Instantiates a new outline renderer. (There could be only one per scene).
  66619. * @param scene Defines the scene it belongs to
  66620. */
  66621. constructor(scene: Scene);
  66622. /**
  66623. * Register the component to one instance of a scene.
  66624. */
  66625. register(): void;
  66626. /**
  66627. * Rebuilds the elements related to this component in case of
  66628. * context lost for instance.
  66629. */
  66630. rebuild(): void;
  66631. /**
  66632. * Disposes the component and the associated ressources.
  66633. */
  66634. dispose(): void;
  66635. /**
  66636. * Renders the outline in the canvas.
  66637. * @param subMesh Defines the sumesh to render
  66638. * @param batch Defines the batch of meshes in case of instances
  66639. * @param useOverlay Defines if the rendering is for the overlay or the outline
  66640. */
  66641. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  66642. /**
  66643. * Returns whether or not the outline renderer is ready for a given submesh.
  66644. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  66645. * @param subMesh Defines the submesh to check readyness for
  66646. * @param useInstances Defines wheter wee are trying to render instances or not
  66647. * @returns true if ready otherwise false
  66648. */
  66649. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66650. private _beforeRenderingMesh;
  66651. private _afterRenderingMesh;
  66652. }
  66653. }
  66654. declare module "babylonjs/Rendering/index" {
  66655. export * from "babylonjs/Rendering/boundingBoxRenderer";
  66656. export * from "babylonjs/Rendering/depthRenderer";
  66657. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  66658. export * from "babylonjs/Rendering/edgesRenderer";
  66659. export * from "babylonjs/Rendering/geometryBufferRenderer";
  66660. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  66661. export * from "babylonjs/Rendering/outlineRenderer";
  66662. export * from "babylonjs/Rendering/renderingGroup";
  66663. export * from "babylonjs/Rendering/renderingManager";
  66664. export * from "babylonjs/Rendering/utilityLayerRenderer";
  66665. }
  66666. declare module "babylonjs/Sprites/spritePackedManager" {
  66667. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  66668. import { Scene } from "babylonjs/scene";
  66669. /**
  66670. * Class used to manage multiple sprites of different sizes on the same spritesheet
  66671. * @see http://doc.babylonjs.com/babylon101/sprites
  66672. */
  66673. export class SpritePackedManager extends SpriteManager {
  66674. /** defines the packed manager's name */
  66675. name: string;
  66676. /**
  66677. * Creates a new sprite manager from a packed sprite sheet
  66678. * @param name defines the manager's name
  66679. * @param imgUrl defines the sprite sheet url
  66680. * @param capacity defines the maximum allowed number of sprites
  66681. * @param scene defines the hosting scene
  66682. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  66683. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  66684. * @param samplingMode defines the smapling mode to use with spritesheet
  66685. * @param fromPacked set to true; do not alter
  66686. */
  66687. constructor(
  66688. /** defines the packed manager's name */
  66689. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  66690. }
  66691. }
  66692. declare module "babylonjs/Sprites/index" {
  66693. export * from "babylonjs/Sprites/sprite";
  66694. export * from "babylonjs/Sprites/spriteManager";
  66695. export * from "babylonjs/Sprites/spritePackedManager";
  66696. export * from "babylonjs/Sprites/spriteSceneComponent";
  66697. }
  66698. declare module "babylonjs/States/index" {
  66699. export * from "babylonjs/States/alphaCullingState";
  66700. export * from "babylonjs/States/depthCullingState";
  66701. export * from "babylonjs/States/stencilState";
  66702. }
  66703. declare module "babylonjs/Misc/assetsManager" {
  66704. import { Scene } from "babylonjs/scene";
  66705. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66706. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66707. import { Skeleton } from "babylonjs/Bones/skeleton";
  66708. import { Observable } from "babylonjs/Misc/observable";
  66709. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  66710. import { Texture } from "babylonjs/Materials/Textures/texture";
  66711. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  66712. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  66713. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  66714. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  66715. /**
  66716. * Defines the list of states available for a task inside a AssetsManager
  66717. */
  66718. export enum AssetTaskState {
  66719. /**
  66720. * Initialization
  66721. */
  66722. INIT = 0,
  66723. /**
  66724. * Running
  66725. */
  66726. RUNNING = 1,
  66727. /**
  66728. * Done
  66729. */
  66730. DONE = 2,
  66731. /**
  66732. * Error
  66733. */
  66734. ERROR = 3
  66735. }
  66736. /**
  66737. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  66738. */
  66739. export abstract class AbstractAssetTask {
  66740. /**
  66741. * Task name
  66742. */ name: string;
  66743. /**
  66744. * Callback called when the task is successful
  66745. */
  66746. onSuccess: (task: any) => void;
  66747. /**
  66748. * Callback called when the task is not successful
  66749. */
  66750. onError: (task: any, message?: string, exception?: any) => void;
  66751. /**
  66752. * Creates a new AssetsManager
  66753. * @param name defines the name of the task
  66754. */
  66755. constructor(
  66756. /**
  66757. * Task name
  66758. */ name: string);
  66759. private _isCompleted;
  66760. private _taskState;
  66761. private _errorObject;
  66762. /**
  66763. * Get if the task is completed
  66764. */
  66765. readonly isCompleted: boolean;
  66766. /**
  66767. * Gets the current state of the task
  66768. */
  66769. readonly taskState: AssetTaskState;
  66770. /**
  66771. * Gets the current error object (if task is in error)
  66772. */
  66773. readonly errorObject: {
  66774. message?: string;
  66775. exception?: any;
  66776. };
  66777. /**
  66778. * Internal only
  66779. * @hidden
  66780. */
  66781. _setErrorObject(message?: string, exception?: any): void;
  66782. /**
  66783. * Execute the current task
  66784. * @param scene defines the scene where you want your assets to be loaded
  66785. * @param onSuccess is a callback called when the task is successfully executed
  66786. * @param onError is a callback called if an error occurs
  66787. */
  66788. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66789. /**
  66790. * Execute the current task
  66791. * @param scene defines the scene where you want your assets to be loaded
  66792. * @param onSuccess is a callback called when the task is successfully executed
  66793. * @param onError is a callback called if an error occurs
  66794. */
  66795. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66796. /**
  66797. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  66798. * This can be used with failed tasks that have the reason for failure fixed.
  66799. */
  66800. reset(): void;
  66801. private onErrorCallback;
  66802. private onDoneCallback;
  66803. }
  66804. /**
  66805. * Define the interface used by progress events raised during assets loading
  66806. */
  66807. export interface IAssetsProgressEvent {
  66808. /**
  66809. * Defines the number of remaining tasks to process
  66810. */
  66811. remainingCount: number;
  66812. /**
  66813. * Defines the total number of tasks
  66814. */
  66815. totalCount: number;
  66816. /**
  66817. * Defines the task that was just processed
  66818. */
  66819. task: AbstractAssetTask;
  66820. }
  66821. /**
  66822. * Class used to share progress information about assets loading
  66823. */
  66824. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66825. /**
  66826. * Defines the number of remaining tasks to process
  66827. */
  66828. remainingCount: number;
  66829. /**
  66830. * Defines the total number of tasks
  66831. */
  66832. totalCount: number;
  66833. /**
  66834. * Defines the task that was just processed
  66835. */
  66836. task: AbstractAssetTask;
  66837. /**
  66838. * Creates a AssetsProgressEvent
  66839. * @param remainingCount defines the number of remaining tasks to process
  66840. * @param totalCount defines the total number of tasks
  66841. * @param task defines the task that was just processed
  66842. */
  66843. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66844. }
  66845. /**
  66846. * Define a task used by AssetsManager to load meshes
  66847. */
  66848. export class MeshAssetTask extends AbstractAssetTask {
  66849. /**
  66850. * Defines the name of the task
  66851. */
  66852. name: string;
  66853. /**
  66854. * Defines the list of mesh's names you want to load
  66855. */
  66856. meshesNames: any;
  66857. /**
  66858. * Defines the root url to use as a base to load your meshes and associated resources
  66859. */
  66860. rootUrl: string;
  66861. /**
  66862. * Defines the filename of the scene to load from
  66863. */
  66864. sceneFilename: string;
  66865. /**
  66866. * Gets the list of loaded meshes
  66867. */
  66868. loadedMeshes: Array<AbstractMesh>;
  66869. /**
  66870. * Gets the list of loaded particle systems
  66871. */
  66872. loadedParticleSystems: Array<IParticleSystem>;
  66873. /**
  66874. * Gets the list of loaded skeletons
  66875. */
  66876. loadedSkeletons: Array<Skeleton>;
  66877. /**
  66878. * Gets the list of loaded animation groups
  66879. */
  66880. loadedAnimationGroups: Array<AnimationGroup>;
  66881. /**
  66882. * Callback called when the task is successful
  66883. */
  66884. onSuccess: (task: MeshAssetTask) => void;
  66885. /**
  66886. * Callback called when the task is successful
  66887. */
  66888. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66889. /**
  66890. * Creates a new MeshAssetTask
  66891. * @param name defines the name of the task
  66892. * @param meshesNames defines the list of mesh's names you want to load
  66893. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66894. * @param sceneFilename defines the filename of the scene to load from
  66895. */
  66896. constructor(
  66897. /**
  66898. * Defines the name of the task
  66899. */
  66900. name: string,
  66901. /**
  66902. * Defines the list of mesh's names you want to load
  66903. */
  66904. meshesNames: any,
  66905. /**
  66906. * Defines the root url to use as a base to load your meshes and associated resources
  66907. */
  66908. rootUrl: string,
  66909. /**
  66910. * Defines the filename of the scene to load from
  66911. */
  66912. sceneFilename: string);
  66913. /**
  66914. * Execute the current task
  66915. * @param scene defines the scene where you want your assets to be loaded
  66916. * @param onSuccess is a callback called when the task is successfully executed
  66917. * @param onError is a callback called if an error occurs
  66918. */
  66919. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66920. }
  66921. /**
  66922. * Define a task used by AssetsManager to load text content
  66923. */
  66924. export class TextFileAssetTask extends AbstractAssetTask {
  66925. /**
  66926. * Defines the name of the task
  66927. */
  66928. name: string;
  66929. /**
  66930. * Defines the location of the file to load
  66931. */
  66932. url: string;
  66933. /**
  66934. * Gets the loaded text string
  66935. */
  66936. text: string;
  66937. /**
  66938. * Callback called when the task is successful
  66939. */
  66940. onSuccess: (task: TextFileAssetTask) => void;
  66941. /**
  66942. * Callback called when the task is successful
  66943. */
  66944. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66945. /**
  66946. * Creates a new TextFileAssetTask object
  66947. * @param name defines the name of the task
  66948. * @param url defines the location of the file to load
  66949. */
  66950. constructor(
  66951. /**
  66952. * Defines the name of the task
  66953. */
  66954. name: string,
  66955. /**
  66956. * Defines the location of the file to load
  66957. */
  66958. url: string);
  66959. /**
  66960. * Execute the current task
  66961. * @param scene defines the scene where you want your assets to be loaded
  66962. * @param onSuccess is a callback called when the task is successfully executed
  66963. * @param onError is a callback called if an error occurs
  66964. */
  66965. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66966. }
  66967. /**
  66968. * Define a task used by AssetsManager to load binary data
  66969. */
  66970. export class BinaryFileAssetTask extends AbstractAssetTask {
  66971. /**
  66972. * Defines the name of the task
  66973. */
  66974. name: string;
  66975. /**
  66976. * Defines the location of the file to load
  66977. */
  66978. url: string;
  66979. /**
  66980. * Gets the lodaded data (as an array buffer)
  66981. */
  66982. data: ArrayBuffer;
  66983. /**
  66984. * Callback called when the task is successful
  66985. */
  66986. onSuccess: (task: BinaryFileAssetTask) => void;
  66987. /**
  66988. * Callback called when the task is successful
  66989. */
  66990. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66991. /**
  66992. * Creates a new BinaryFileAssetTask object
  66993. * @param name defines the name of the new task
  66994. * @param url defines the location of the file to load
  66995. */
  66996. constructor(
  66997. /**
  66998. * Defines the name of the task
  66999. */
  67000. name: string,
  67001. /**
  67002. * Defines the location of the file to load
  67003. */
  67004. url: string);
  67005. /**
  67006. * Execute the current task
  67007. * @param scene defines the scene where you want your assets to be loaded
  67008. * @param onSuccess is a callback called when the task is successfully executed
  67009. * @param onError is a callback called if an error occurs
  67010. */
  67011. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67012. }
  67013. /**
  67014. * Define a task used by AssetsManager to load images
  67015. */
  67016. export class ImageAssetTask extends AbstractAssetTask {
  67017. /**
  67018. * Defines the name of the task
  67019. */
  67020. name: string;
  67021. /**
  67022. * Defines the location of the image to load
  67023. */
  67024. url: string;
  67025. /**
  67026. * Gets the loaded images
  67027. */
  67028. image: HTMLImageElement;
  67029. /**
  67030. * Callback called when the task is successful
  67031. */
  67032. onSuccess: (task: ImageAssetTask) => void;
  67033. /**
  67034. * Callback called when the task is successful
  67035. */
  67036. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  67037. /**
  67038. * Creates a new ImageAssetTask
  67039. * @param name defines the name of the task
  67040. * @param url defines the location of the image to load
  67041. */
  67042. constructor(
  67043. /**
  67044. * Defines the name of the task
  67045. */
  67046. name: string,
  67047. /**
  67048. * Defines the location of the image to load
  67049. */
  67050. url: string);
  67051. /**
  67052. * Execute the current task
  67053. * @param scene defines the scene where you want your assets to be loaded
  67054. * @param onSuccess is a callback called when the task is successfully executed
  67055. * @param onError is a callback called if an error occurs
  67056. */
  67057. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67058. }
  67059. /**
  67060. * Defines the interface used by texture loading tasks
  67061. */
  67062. export interface ITextureAssetTask<TEX extends BaseTexture> {
  67063. /**
  67064. * Gets the loaded texture
  67065. */
  67066. texture: TEX;
  67067. }
  67068. /**
  67069. * Define a task used by AssetsManager to load 2D textures
  67070. */
  67071. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  67072. /**
  67073. * Defines the name of the task
  67074. */
  67075. name: string;
  67076. /**
  67077. * Defines the location of the file to load
  67078. */
  67079. url: string;
  67080. /**
  67081. * Defines if mipmap should not be generated (default is false)
  67082. */
  67083. noMipmap?: boolean | undefined;
  67084. /**
  67085. * Defines if texture must be inverted on Y axis (default is false)
  67086. */
  67087. invertY?: boolean | undefined;
  67088. /**
  67089. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  67090. */
  67091. samplingMode: number;
  67092. /**
  67093. * Gets the loaded texture
  67094. */
  67095. texture: Texture;
  67096. /**
  67097. * Callback called when the task is successful
  67098. */
  67099. onSuccess: (task: TextureAssetTask) => void;
  67100. /**
  67101. * Callback called when the task is successful
  67102. */
  67103. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  67104. /**
  67105. * Creates a new TextureAssetTask object
  67106. * @param name defines the name of the task
  67107. * @param url defines the location of the file to load
  67108. * @param noMipmap defines if mipmap should not be generated (default is false)
  67109. * @param invertY defines if texture must be inverted on Y axis (default is false)
  67110. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  67111. */
  67112. constructor(
  67113. /**
  67114. * Defines the name of the task
  67115. */
  67116. name: string,
  67117. /**
  67118. * Defines the location of the file to load
  67119. */
  67120. url: string,
  67121. /**
  67122. * Defines if mipmap should not be generated (default is false)
  67123. */
  67124. noMipmap?: boolean | undefined,
  67125. /**
  67126. * Defines if texture must be inverted on Y axis (default is false)
  67127. */
  67128. invertY?: boolean | undefined,
  67129. /**
  67130. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  67131. */
  67132. samplingMode?: number);
  67133. /**
  67134. * Execute the current task
  67135. * @param scene defines the scene where you want your assets to be loaded
  67136. * @param onSuccess is a callback called when the task is successfully executed
  67137. * @param onError is a callback called if an error occurs
  67138. */
  67139. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67140. }
  67141. /**
  67142. * Define a task used by AssetsManager to load cube textures
  67143. */
  67144. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  67145. /**
  67146. * Defines the name of the task
  67147. */
  67148. name: string;
  67149. /**
  67150. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67151. */
  67152. url: string;
  67153. /**
  67154. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67155. */
  67156. extensions?: string[] | undefined;
  67157. /**
  67158. * Defines if mipmaps should not be generated (default is false)
  67159. */
  67160. noMipmap?: boolean | undefined;
  67161. /**
  67162. * Defines the explicit list of files (undefined by default)
  67163. */
  67164. files?: string[] | undefined;
  67165. /**
  67166. * Gets the loaded texture
  67167. */
  67168. texture: CubeTexture;
  67169. /**
  67170. * Callback called when the task is successful
  67171. */
  67172. onSuccess: (task: CubeTextureAssetTask) => void;
  67173. /**
  67174. * Callback called when the task is successful
  67175. */
  67176. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  67177. /**
  67178. * Creates a new CubeTextureAssetTask
  67179. * @param name defines the name of the task
  67180. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67181. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67182. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67183. * @param files defines the explicit list of files (undefined by default)
  67184. */
  67185. constructor(
  67186. /**
  67187. * Defines the name of the task
  67188. */
  67189. name: string,
  67190. /**
  67191. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67192. */
  67193. url: string,
  67194. /**
  67195. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67196. */
  67197. extensions?: string[] | undefined,
  67198. /**
  67199. * Defines if mipmaps should not be generated (default is false)
  67200. */
  67201. noMipmap?: boolean | undefined,
  67202. /**
  67203. * Defines the explicit list of files (undefined by default)
  67204. */
  67205. files?: string[] | undefined);
  67206. /**
  67207. * Execute the current task
  67208. * @param scene defines the scene where you want your assets to be loaded
  67209. * @param onSuccess is a callback called when the task is successfully executed
  67210. * @param onError is a callback called if an error occurs
  67211. */
  67212. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67213. }
  67214. /**
  67215. * Define a task used by AssetsManager to load HDR cube textures
  67216. */
  67217. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  67218. /**
  67219. * Defines the name of the task
  67220. */
  67221. name: string;
  67222. /**
  67223. * Defines the location of the file to load
  67224. */
  67225. url: string;
  67226. /**
  67227. * Defines the desired size (the more it increases the longer the generation will be)
  67228. */
  67229. size: number;
  67230. /**
  67231. * Defines if mipmaps should not be generated (default is false)
  67232. */
  67233. noMipmap: boolean;
  67234. /**
  67235. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67236. */
  67237. generateHarmonics: boolean;
  67238. /**
  67239. * 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)
  67240. */
  67241. gammaSpace: boolean;
  67242. /**
  67243. * Internal Use Only
  67244. */
  67245. reserved: boolean;
  67246. /**
  67247. * Gets the loaded texture
  67248. */
  67249. texture: HDRCubeTexture;
  67250. /**
  67251. * Callback called when the task is successful
  67252. */
  67253. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  67254. /**
  67255. * Callback called when the task is successful
  67256. */
  67257. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  67258. /**
  67259. * Creates a new HDRCubeTextureAssetTask object
  67260. * @param name defines the name of the task
  67261. * @param url defines the location of the file to load
  67262. * @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.
  67263. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67264. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67265. * @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)
  67266. * @param reserved Internal use only
  67267. */
  67268. constructor(
  67269. /**
  67270. * Defines the name of the task
  67271. */
  67272. name: string,
  67273. /**
  67274. * Defines the location of the file to load
  67275. */
  67276. url: string,
  67277. /**
  67278. * Defines the desired size (the more it increases the longer the generation will be)
  67279. */
  67280. size: number,
  67281. /**
  67282. * Defines if mipmaps should not be generated (default is false)
  67283. */
  67284. noMipmap?: boolean,
  67285. /**
  67286. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67287. */
  67288. generateHarmonics?: boolean,
  67289. /**
  67290. * 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)
  67291. */
  67292. gammaSpace?: boolean,
  67293. /**
  67294. * Internal Use Only
  67295. */
  67296. reserved?: boolean);
  67297. /**
  67298. * Execute the current task
  67299. * @param scene defines the scene where you want your assets to be loaded
  67300. * @param onSuccess is a callback called when the task is successfully executed
  67301. * @param onError is a callback called if an error occurs
  67302. */
  67303. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67304. }
  67305. /**
  67306. * Define a task used by AssetsManager to load Equirectangular cube textures
  67307. */
  67308. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  67309. /**
  67310. * Defines the name of the task
  67311. */
  67312. name: string;
  67313. /**
  67314. * Defines the location of the file to load
  67315. */
  67316. url: string;
  67317. /**
  67318. * Defines the desired size (the more it increases the longer the generation will be)
  67319. */
  67320. size: number;
  67321. /**
  67322. * Defines if mipmaps should not be generated (default is false)
  67323. */
  67324. noMipmap: boolean;
  67325. /**
  67326. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67327. * but the standard material would require them in Gamma space) (default is true)
  67328. */
  67329. gammaSpace: boolean;
  67330. /**
  67331. * Gets the loaded texture
  67332. */
  67333. texture: EquiRectangularCubeTexture;
  67334. /**
  67335. * Callback called when the task is successful
  67336. */
  67337. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  67338. /**
  67339. * Callback called when the task is successful
  67340. */
  67341. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  67342. /**
  67343. * Creates a new EquiRectangularCubeTextureAssetTask object
  67344. * @param name defines the name of the task
  67345. * @param url defines the location of the file to load
  67346. * @param size defines the desired size (the more it increases the longer the generation will be)
  67347. * If the size is omitted this implies you are using a preprocessed cubemap.
  67348. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67349. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  67350. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  67351. * (default is true)
  67352. */
  67353. constructor(
  67354. /**
  67355. * Defines the name of the task
  67356. */
  67357. name: string,
  67358. /**
  67359. * Defines the location of the file to load
  67360. */
  67361. url: string,
  67362. /**
  67363. * Defines the desired size (the more it increases the longer the generation will be)
  67364. */
  67365. size: number,
  67366. /**
  67367. * Defines if mipmaps should not be generated (default is false)
  67368. */
  67369. noMipmap?: boolean,
  67370. /**
  67371. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67372. * but the standard material would require them in Gamma space) (default is true)
  67373. */
  67374. gammaSpace?: boolean);
  67375. /**
  67376. * Execute the current task
  67377. * @param scene defines the scene where you want your assets to be loaded
  67378. * @param onSuccess is a callback called when the task is successfully executed
  67379. * @param onError is a callback called if an error occurs
  67380. */
  67381. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67382. }
  67383. /**
  67384. * This class can be used to easily import assets into a scene
  67385. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  67386. */
  67387. export class AssetsManager {
  67388. private _scene;
  67389. private _isLoading;
  67390. protected _tasks: AbstractAssetTask[];
  67391. protected _waitingTasksCount: number;
  67392. protected _totalTasksCount: number;
  67393. /**
  67394. * Callback called when all tasks are processed
  67395. */
  67396. onFinish: (tasks: AbstractAssetTask[]) => void;
  67397. /**
  67398. * Callback called when a task is successful
  67399. */
  67400. onTaskSuccess: (task: AbstractAssetTask) => void;
  67401. /**
  67402. * Callback called when a task had an error
  67403. */
  67404. onTaskError: (task: AbstractAssetTask) => void;
  67405. /**
  67406. * Callback called when a task is done (whatever the result is)
  67407. */
  67408. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  67409. /**
  67410. * Observable called when all tasks are processed
  67411. */
  67412. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  67413. /**
  67414. * Observable called when a task had an error
  67415. */
  67416. onTaskErrorObservable: Observable<AbstractAssetTask>;
  67417. /**
  67418. * Observable called when all tasks were executed
  67419. */
  67420. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  67421. /**
  67422. * Observable called when a task is done (whatever the result is)
  67423. */
  67424. onProgressObservable: Observable<IAssetsProgressEvent>;
  67425. /**
  67426. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  67427. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  67428. */
  67429. useDefaultLoadingScreen: boolean;
  67430. /**
  67431. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  67432. * when all assets have been downloaded.
  67433. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  67434. */
  67435. autoHideLoadingUI: boolean;
  67436. /**
  67437. * Creates a new AssetsManager
  67438. * @param scene defines the scene to work on
  67439. */
  67440. constructor(scene: Scene);
  67441. /**
  67442. * Add a MeshAssetTask to the list of active tasks
  67443. * @param taskName defines the name of the new task
  67444. * @param meshesNames defines the name of meshes to load
  67445. * @param rootUrl defines the root url to use to locate files
  67446. * @param sceneFilename defines the filename of the scene file
  67447. * @returns a new MeshAssetTask object
  67448. */
  67449. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  67450. /**
  67451. * Add a TextFileAssetTask to the list of active tasks
  67452. * @param taskName defines the name of the new task
  67453. * @param url defines the url of the file to load
  67454. * @returns a new TextFileAssetTask object
  67455. */
  67456. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  67457. /**
  67458. * Add a BinaryFileAssetTask to the list of active tasks
  67459. * @param taskName defines the name of the new task
  67460. * @param url defines the url of the file to load
  67461. * @returns a new BinaryFileAssetTask object
  67462. */
  67463. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  67464. /**
  67465. * Add a ImageAssetTask to the list of active tasks
  67466. * @param taskName defines the name of the new task
  67467. * @param url defines the url of the file to load
  67468. * @returns a new ImageAssetTask object
  67469. */
  67470. addImageTask(taskName: string, url: string): ImageAssetTask;
  67471. /**
  67472. * Add a TextureAssetTask to the list of active tasks
  67473. * @param taskName defines the name of the new task
  67474. * @param url defines the url of the file to load
  67475. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67476. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  67477. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  67478. * @returns a new TextureAssetTask object
  67479. */
  67480. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  67481. /**
  67482. * Add a CubeTextureAssetTask to the list of active tasks
  67483. * @param taskName defines the name of the new task
  67484. * @param url defines the url of the file to load
  67485. * @param extensions defines the extension to use to load the cube map (can be null)
  67486. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67487. * @param files defines the list of files to load (can be null)
  67488. * @returns a new CubeTextureAssetTask object
  67489. */
  67490. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  67491. /**
  67492. *
  67493. * Add a HDRCubeTextureAssetTask to the list of active tasks
  67494. * @param taskName defines the name of the new task
  67495. * @param url defines the url of the file to load
  67496. * @param size defines the size you want for the cubemap (can be null)
  67497. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67498. * @param generateHarmonics defines if you want to automatically generate (true by default)
  67499. * @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)
  67500. * @param reserved Internal use only
  67501. * @returns a new HDRCubeTextureAssetTask object
  67502. */
  67503. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  67504. /**
  67505. *
  67506. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  67507. * @param taskName defines the name of the new task
  67508. * @param url defines the url of the file to load
  67509. * @param size defines the size you want for the cubemap (can be null)
  67510. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67511. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  67512. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  67513. * @returns a new EquiRectangularCubeTextureAssetTask object
  67514. */
  67515. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  67516. /**
  67517. * Remove a task from the assets manager.
  67518. * @param task the task to remove
  67519. */
  67520. removeTask(task: AbstractAssetTask): void;
  67521. private _decreaseWaitingTasksCount;
  67522. private _runTask;
  67523. /**
  67524. * Reset the AssetsManager and remove all tasks
  67525. * @return the current instance of the AssetsManager
  67526. */
  67527. reset(): AssetsManager;
  67528. /**
  67529. * Start the loading process
  67530. * @return the current instance of the AssetsManager
  67531. */
  67532. load(): AssetsManager;
  67533. /**
  67534. * Start the loading process as an async operation
  67535. * @return a promise returning the list of failed tasks
  67536. */
  67537. loadAsync(): Promise<void>;
  67538. }
  67539. }
  67540. declare module "babylonjs/Misc/deferred" {
  67541. /**
  67542. * Wrapper class for promise with external resolve and reject.
  67543. */
  67544. export class Deferred<T> {
  67545. /**
  67546. * The promise associated with this deferred object.
  67547. */
  67548. readonly promise: Promise<T>;
  67549. private _resolve;
  67550. private _reject;
  67551. /**
  67552. * The resolve method of the promise associated with this deferred object.
  67553. */
  67554. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  67555. /**
  67556. * The reject method of the promise associated with this deferred object.
  67557. */
  67558. readonly reject: (reason?: any) => void;
  67559. /**
  67560. * Constructor for this deferred object.
  67561. */
  67562. constructor();
  67563. }
  67564. }
  67565. declare module "babylonjs/Misc/meshExploder" {
  67566. import { Mesh } from "babylonjs/Meshes/mesh";
  67567. /**
  67568. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  67569. */
  67570. export class MeshExploder {
  67571. private _centerMesh;
  67572. private _meshes;
  67573. private _meshesOrigins;
  67574. private _toCenterVectors;
  67575. private _scaledDirection;
  67576. private _newPosition;
  67577. private _centerPosition;
  67578. /**
  67579. * Explodes meshes from a center mesh.
  67580. * @param meshes The meshes to explode.
  67581. * @param centerMesh The mesh to be center of explosion.
  67582. */
  67583. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  67584. private _setCenterMesh;
  67585. /**
  67586. * Get class name
  67587. * @returns "MeshExploder"
  67588. */
  67589. getClassName(): string;
  67590. /**
  67591. * "Exploded meshes"
  67592. * @returns Array of meshes with the centerMesh at index 0.
  67593. */
  67594. getMeshes(): Array<Mesh>;
  67595. /**
  67596. * Explodes meshes giving a specific direction
  67597. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  67598. */
  67599. explode(direction?: number): void;
  67600. }
  67601. }
  67602. declare module "babylonjs/Misc/filesInput" {
  67603. import { Engine } from "babylonjs/Engines/engine";
  67604. import { Scene } from "babylonjs/scene";
  67605. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  67606. /**
  67607. * Class used to help managing file picking and drag'n'drop
  67608. */
  67609. export class FilesInput {
  67610. /**
  67611. * List of files ready to be loaded
  67612. */
  67613. static readonly FilesToLoad: {
  67614. [key: string]: File;
  67615. };
  67616. /**
  67617. * Callback called when a file is processed
  67618. */
  67619. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  67620. private _engine;
  67621. private _currentScene;
  67622. private _sceneLoadedCallback;
  67623. private _progressCallback;
  67624. private _additionalRenderLoopLogicCallback;
  67625. private _textureLoadingCallback;
  67626. private _startingProcessingFilesCallback;
  67627. private _onReloadCallback;
  67628. private _errorCallback;
  67629. private _elementToMonitor;
  67630. private _sceneFileToLoad;
  67631. private _filesToLoad;
  67632. /**
  67633. * Creates a new FilesInput
  67634. * @param engine defines the rendering engine
  67635. * @param scene defines the hosting scene
  67636. * @param sceneLoadedCallback callback called when scene is loaded
  67637. * @param progressCallback callback called to track progress
  67638. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  67639. * @param textureLoadingCallback callback called when a texture is loading
  67640. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  67641. * @param onReloadCallback callback called when a reload is requested
  67642. * @param errorCallback callback call if an error occurs
  67643. */
  67644. 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);
  67645. private _dragEnterHandler;
  67646. private _dragOverHandler;
  67647. private _dropHandler;
  67648. /**
  67649. * Calls this function to listen to drag'n'drop events on a specific DOM element
  67650. * @param elementToMonitor defines the DOM element to track
  67651. */
  67652. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  67653. /**
  67654. * Release all associated resources
  67655. */
  67656. dispose(): void;
  67657. private renderFunction;
  67658. private drag;
  67659. private drop;
  67660. private _traverseFolder;
  67661. private _processFiles;
  67662. /**
  67663. * Load files from a drop event
  67664. * @param event defines the drop event to use as source
  67665. */
  67666. loadFiles(event: any): void;
  67667. private _processReload;
  67668. /**
  67669. * Reload the current scene from the loaded files
  67670. */
  67671. reload(): void;
  67672. }
  67673. }
  67674. declare module "babylonjs/Misc/HighDynamicRange/index" {
  67675. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  67676. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  67677. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  67678. }
  67679. declare module "babylonjs/Misc/sceneOptimizer" {
  67680. import { Scene, IDisposable } from "babylonjs/scene";
  67681. import { Observable } from "babylonjs/Misc/observable";
  67682. /**
  67683. * Defines the root class used to create scene optimization to use with SceneOptimizer
  67684. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67685. */
  67686. export class SceneOptimization {
  67687. /**
  67688. * Defines the priority of this optimization (0 by default which means first in the list)
  67689. */
  67690. priority: number;
  67691. /**
  67692. * Gets a string describing the action executed by the current optimization
  67693. * @returns description string
  67694. */
  67695. getDescription(): string;
  67696. /**
  67697. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67698. * @param scene defines the current scene where to apply this optimization
  67699. * @param optimizer defines the current optimizer
  67700. * @returns true if everything that can be done was applied
  67701. */
  67702. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67703. /**
  67704. * Creates the SceneOptimization object
  67705. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67706. * @param desc defines the description associated with the optimization
  67707. */
  67708. constructor(
  67709. /**
  67710. * Defines the priority of this optimization (0 by default which means first in the list)
  67711. */
  67712. priority?: number);
  67713. }
  67714. /**
  67715. * Defines an optimization used to reduce the size of render target textures
  67716. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67717. */
  67718. export class TextureOptimization extends SceneOptimization {
  67719. /**
  67720. * Defines the priority of this optimization (0 by default which means first in the list)
  67721. */
  67722. priority: number;
  67723. /**
  67724. * 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
  67725. */
  67726. maximumSize: number;
  67727. /**
  67728. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67729. */
  67730. step: number;
  67731. /**
  67732. * Gets a string describing the action executed by the current optimization
  67733. * @returns description string
  67734. */
  67735. getDescription(): string;
  67736. /**
  67737. * Creates the TextureOptimization object
  67738. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67739. * @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
  67740. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67741. */
  67742. constructor(
  67743. /**
  67744. * Defines the priority of this optimization (0 by default which means first in the list)
  67745. */
  67746. priority?: number,
  67747. /**
  67748. * 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
  67749. */
  67750. maximumSize?: number,
  67751. /**
  67752. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67753. */
  67754. step?: number);
  67755. /**
  67756. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67757. * @param scene defines the current scene where to apply this optimization
  67758. * @param optimizer defines the current optimizer
  67759. * @returns true if everything that can be done was applied
  67760. */
  67761. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67762. }
  67763. /**
  67764. * Defines an optimization used to increase or decrease the rendering resolution
  67765. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67766. */
  67767. export class HardwareScalingOptimization extends SceneOptimization {
  67768. /**
  67769. * Defines the priority of this optimization (0 by default which means first in the list)
  67770. */
  67771. priority: number;
  67772. /**
  67773. * Defines the maximum scale to use (2 by default)
  67774. */
  67775. maximumScale: number;
  67776. /**
  67777. * Defines the step to use between two passes (0.5 by default)
  67778. */
  67779. step: number;
  67780. private _currentScale;
  67781. private _directionOffset;
  67782. /**
  67783. * Gets a string describing the action executed by the current optimization
  67784. * @return description string
  67785. */
  67786. getDescription(): string;
  67787. /**
  67788. * Creates the HardwareScalingOptimization object
  67789. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67790. * @param maximumScale defines the maximum scale to use (2 by default)
  67791. * @param step defines the step to use between two passes (0.5 by default)
  67792. */
  67793. constructor(
  67794. /**
  67795. * Defines the priority of this optimization (0 by default which means first in the list)
  67796. */
  67797. priority?: number,
  67798. /**
  67799. * Defines the maximum scale to use (2 by default)
  67800. */
  67801. maximumScale?: number,
  67802. /**
  67803. * Defines the step to use between two passes (0.5 by default)
  67804. */
  67805. step?: number);
  67806. /**
  67807. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67808. * @param scene defines the current scene where to apply this optimization
  67809. * @param optimizer defines the current optimizer
  67810. * @returns true if everything that can be done was applied
  67811. */
  67812. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67813. }
  67814. /**
  67815. * Defines an optimization used to remove shadows
  67816. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67817. */
  67818. export class ShadowsOptimization extends SceneOptimization {
  67819. /**
  67820. * Gets a string describing the action executed by the current optimization
  67821. * @return description string
  67822. */
  67823. getDescription(): string;
  67824. /**
  67825. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67826. * @param scene defines the current scene where to apply this optimization
  67827. * @param optimizer defines the current optimizer
  67828. * @returns true if everything that can be done was applied
  67829. */
  67830. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67831. }
  67832. /**
  67833. * Defines an optimization used to turn post-processes off
  67834. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67835. */
  67836. export class PostProcessesOptimization extends SceneOptimization {
  67837. /**
  67838. * Gets a string describing the action executed by the current optimization
  67839. * @return description string
  67840. */
  67841. getDescription(): string;
  67842. /**
  67843. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67844. * @param scene defines the current scene where to apply this optimization
  67845. * @param optimizer defines the current optimizer
  67846. * @returns true if everything that can be done was applied
  67847. */
  67848. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67849. }
  67850. /**
  67851. * Defines an optimization used to turn lens flares off
  67852. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67853. */
  67854. export class LensFlaresOptimization extends SceneOptimization {
  67855. /**
  67856. * Gets a string describing the action executed by the current optimization
  67857. * @return description string
  67858. */
  67859. getDescription(): string;
  67860. /**
  67861. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67862. * @param scene defines the current scene where to apply this optimization
  67863. * @param optimizer defines the current optimizer
  67864. * @returns true if everything that can be done was applied
  67865. */
  67866. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67867. }
  67868. /**
  67869. * Defines an optimization based on user defined callback.
  67870. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67871. */
  67872. export class CustomOptimization extends SceneOptimization {
  67873. /**
  67874. * Callback called to apply the custom optimization.
  67875. */
  67876. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67877. /**
  67878. * Callback called to get custom description
  67879. */
  67880. onGetDescription: () => string;
  67881. /**
  67882. * Gets a string describing the action executed by the current optimization
  67883. * @returns description string
  67884. */
  67885. getDescription(): string;
  67886. /**
  67887. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67888. * @param scene defines the current scene where to apply this optimization
  67889. * @param optimizer defines the current optimizer
  67890. * @returns true if everything that can be done was applied
  67891. */
  67892. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67893. }
  67894. /**
  67895. * Defines an optimization used to turn particles off
  67896. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67897. */
  67898. export class ParticlesOptimization extends SceneOptimization {
  67899. /**
  67900. * Gets a string describing the action executed by the current optimization
  67901. * @return description string
  67902. */
  67903. getDescription(): string;
  67904. /**
  67905. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67906. * @param scene defines the current scene where to apply this optimization
  67907. * @param optimizer defines the current optimizer
  67908. * @returns true if everything that can be done was applied
  67909. */
  67910. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67911. }
  67912. /**
  67913. * Defines an optimization used to turn render targets off
  67914. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67915. */
  67916. export class RenderTargetsOptimization extends SceneOptimization {
  67917. /**
  67918. * Gets a string describing the action executed by the current optimization
  67919. * @return description string
  67920. */
  67921. getDescription(): string;
  67922. /**
  67923. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67924. * @param scene defines the current scene where to apply this optimization
  67925. * @param optimizer defines the current optimizer
  67926. * @returns true if everything that can be done was applied
  67927. */
  67928. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67929. }
  67930. /**
  67931. * Defines an optimization used to merge meshes with compatible materials
  67932. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67933. */
  67934. export class MergeMeshesOptimization extends SceneOptimization {
  67935. private static _UpdateSelectionTree;
  67936. /**
  67937. * Gets or sets a boolean which defines if optimization octree has to be updated
  67938. */
  67939. /**
  67940. * Gets or sets a boolean which defines if optimization octree has to be updated
  67941. */
  67942. static UpdateSelectionTree: boolean;
  67943. /**
  67944. * Gets a string describing the action executed by the current optimization
  67945. * @return description string
  67946. */
  67947. getDescription(): string;
  67948. private _canBeMerged;
  67949. /**
  67950. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67951. * @param scene defines the current scene where to apply this optimization
  67952. * @param optimizer defines the current optimizer
  67953. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67954. * @returns true if everything that can be done was applied
  67955. */
  67956. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67957. }
  67958. /**
  67959. * Defines a list of options used by SceneOptimizer
  67960. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67961. */
  67962. export class SceneOptimizerOptions {
  67963. /**
  67964. * Defines the target frame rate to reach (60 by default)
  67965. */
  67966. targetFrameRate: number;
  67967. /**
  67968. * Defines the interval between two checkes (2000ms by default)
  67969. */
  67970. trackerDuration: number;
  67971. /**
  67972. * Gets the list of optimizations to apply
  67973. */
  67974. optimizations: SceneOptimization[];
  67975. /**
  67976. * Creates a new list of options used by SceneOptimizer
  67977. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67978. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67979. */
  67980. constructor(
  67981. /**
  67982. * Defines the target frame rate to reach (60 by default)
  67983. */
  67984. targetFrameRate?: number,
  67985. /**
  67986. * Defines the interval between two checkes (2000ms by default)
  67987. */
  67988. trackerDuration?: number);
  67989. /**
  67990. * Add a new optimization
  67991. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67992. * @returns the current SceneOptimizerOptions
  67993. */
  67994. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67995. /**
  67996. * Add a new custom optimization
  67997. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67998. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67999. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  68000. * @returns the current SceneOptimizerOptions
  68001. */
  68002. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  68003. /**
  68004. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  68005. * @param targetFrameRate defines the target frame rate (60 by default)
  68006. * @returns a SceneOptimizerOptions object
  68007. */
  68008. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  68009. /**
  68010. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  68011. * @param targetFrameRate defines the target frame rate (60 by default)
  68012. * @returns a SceneOptimizerOptions object
  68013. */
  68014. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  68015. /**
  68016. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  68017. * @param targetFrameRate defines the target frame rate (60 by default)
  68018. * @returns a SceneOptimizerOptions object
  68019. */
  68020. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  68021. }
  68022. /**
  68023. * Class used to run optimizations in order to reach a target frame rate
  68024. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  68025. */
  68026. export class SceneOptimizer implements IDisposable {
  68027. private _isRunning;
  68028. private _options;
  68029. private _scene;
  68030. private _currentPriorityLevel;
  68031. private _targetFrameRate;
  68032. private _trackerDuration;
  68033. private _currentFrameRate;
  68034. private _sceneDisposeObserver;
  68035. private _improvementMode;
  68036. /**
  68037. * Defines an observable called when the optimizer reaches the target frame rate
  68038. */
  68039. onSuccessObservable: Observable<SceneOptimizer>;
  68040. /**
  68041. * Defines an observable called when the optimizer enables an optimization
  68042. */
  68043. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  68044. /**
  68045. * Defines an observable called when the optimizer is not able to reach the target frame rate
  68046. */
  68047. onFailureObservable: Observable<SceneOptimizer>;
  68048. /**
  68049. * Gets a boolean indicating if the optimizer is in improvement mode
  68050. */
  68051. readonly isInImprovementMode: boolean;
  68052. /**
  68053. * Gets the current priority level (0 at start)
  68054. */
  68055. readonly currentPriorityLevel: number;
  68056. /**
  68057. * Gets the current frame rate checked by the SceneOptimizer
  68058. */
  68059. readonly currentFrameRate: number;
  68060. /**
  68061. * Gets or sets the current target frame rate (60 by default)
  68062. */
  68063. /**
  68064. * Gets or sets the current target frame rate (60 by default)
  68065. */
  68066. targetFrameRate: number;
  68067. /**
  68068. * Gets or sets the current interval between two checks (every 2000ms by default)
  68069. */
  68070. /**
  68071. * Gets or sets the current interval between two checks (every 2000ms by default)
  68072. */
  68073. trackerDuration: number;
  68074. /**
  68075. * Gets the list of active optimizations
  68076. */
  68077. readonly optimizations: SceneOptimization[];
  68078. /**
  68079. * Creates a new SceneOptimizer
  68080. * @param scene defines the scene to work on
  68081. * @param options defines the options to use with the SceneOptimizer
  68082. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  68083. * @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)
  68084. */
  68085. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  68086. /**
  68087. * Stops the current optimizer
  68088. */
  68089. stop(): void;
  68090. /**
  68091. * Reset the optimizer to initial step (current priority level = 0)
  68092. */
  68093. reset(): void;
  68094. /**
  68095. * Start the optimizer. By default it will try to reach a specific framerate
  68096. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  68097. */
  68098. start(): void;
  68099. private _checkCurrentState;
  68100. /**
  68101. * Release all resources
  68102. */
  68103. dispose(): void;
  68104. /**
  68105. * Helper function to create a SceneOptimizer with one single line of code
  68106. * @param scene defines the scene to work on
  68107. * @param options defines the options to use with the SceneOptimizer
  68108. * @param onSuccess defines a callback to call on success
  68109. * @param onFailure defines a callback to call on failure
  68110. * @returns the new SceneOptimizer object
  68111. */
  68112. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  68113. }
  68114. }
  68115. declare module "babylonjs/Misc/sceneSerializer" {
  68116. import { Scene } from "babylonjs/scene";
  68117. /**
  68118. * Class used to serialize a scene into a string
  68119. */
  68120. export class SceneSerializer {
  68121. /**
  68122. * Clear cache used by a previous serialization
  68123. */
  68124. static ClearCache(): void;
  68125. /**
  68126. * Serialize a scene into a JSON compatible object
  68127. * @param scene defines the scene to serialize
  68128. * @returns a JSON compatible object
  68129. */
  68130. static Serialize(scene: Scene): any;
  68131. /**
  68132. * Serialize a mesh into a JSON compatible object
  68133. * @param toSerialize defines the mesh to serialize
  68134. * @param withParents defines if parents must be serialized as well
  68135. * @param withChildren defines if children must be serialized as well
  68136. * @returns a JSON compatible object
  68137. */
  68138. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  68139. }
  68140. }
  68141. declare module "babylonjs/Misc/textureTools" {
  68142. import { Texture } from "babylonjs/Materials/Textures/texture";
  68143. /**
  68144. * Class used to host texture specific utilities
  68145. */
  68146. export class TextureTools {
  68147. /**
  68148. * Uses the GPU to create a copy texture rescaled at a given size
  68149. * @param texture Texture to copy from
  68150. * @param width defines the desired width
  68151. * @param height defines the desired height
  68152. * @param useBilinearMode defines if bilinear mode has to be used
  68153. * @return the generated texture
  68154. */
  68155. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  68156. }
  68157. }
  68158. declare module "babylonjs/Misc/videoRecorder" {
  68159. import { Nullable } from "babylonjs/types";
  68160. import { Engine } from "babylonjs/Engines/engine";
  68161. /**
  68162. * This represents the different options available for the video capture.
  68163. */
  68164. export interface VideoRecorderOptions {
  68165. /** Defines the mime type of the video. */
  68166. mimeType: string;
  68167. /** Defines the FPS the video should be recorded at. */
  68168. fps: number;
  68169. /** Defines the chunk size for the recording data. */
  68170. recordChunckSize: number;
  68171. /** The audio tracks to attach to the recording. */
  68172. audioTracks?: MediaStreamTrack[];
  68173. }
  68174. /**
  68175. * This can help with recording videos from BabylonJS.
  68176. * This is based on the available WebRTC functionalities of the browser.
  68177. *
  68178. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  68179. */
  68180. export class VideoRecorder {
  68181. private static readonly _defaultOptions;
  68182. /**
  68183. * Returns whether or not the VideoRecorder is available in your browser.
  68184. * @param engine Defines the Babylon Engine.
  68185. * @returns true if supported otherwise false.
  68186. */
  68187. static IsSupported(engine: Engine): boolean;
  68188. private readonly _options;
  68189. private _canvas;
  68190. private _mediaRecorder;
  68191. private _recordedChunks;
  68192. private _fileName;
  68193. private _resolve;
  68194. private _reject;
  68195. /**
  68196. * True when a recording is already in progress.
  68197. */
  68198. readonly isRecording: boolean;
  68199. /**
  68200. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  68201. * @param engine Defines the BabylonJS Engine you wish to record.
  68202. * @param options Defines options that can be used to customize the capture.
  68203. */
  68204. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  68205. /**
  68206. * Stops the current recording before the default capture timeout passed in the startRecording function.
  68207. */
  68208. stopRecording(): void;
  68209. /**
  68210. * Starts recording the canvas for a max duration specified in parameters.
  68211. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  68212. * If null no automatic download will start and you can rely on the promise to get the data back.
  68213. * @param maxDuration Defines the maximum recording time in seconds.
  68214. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  68215. * @return A promise callback at the end of the recording with the video data in Blob.
  68216. */
  68217. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  68218. /**
  68219. * Releases internal resources used during the recording.
  68220. */
  68221. dispose(): void;
  68222. private _handleDataAvailable;
  68223. private _handleError;
  68224. private _handleStop;
  68225. }
  68226. }
  68227. declare module "babylonjs/Misc/screenshotTools" {
  68228. import { Camera } from "babylonjs/Cameras/camera";
  68229. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  68230. import { Engine } from "babylonjs/Engines/engine";
  68231. /**
  68232. * Class containing a set of static utilities functions for screenshots
  68233. */
  68234. export class ScreenshotTools {
  68235. /**
  68236. * Captures a screenshot of the current rendering
  68237. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68238. * @param engine defines the rendering engine
  68239. * @param camera defines the source camera
  68240. * @param size This parameter can be set to a single number or to an object with the
  68241. * following (optional) properties: precision, width, height. If a single number is passed,
  68242. * it will be used for both width and height. If an object is passed, the screenshot size
  68243. * will be derived from the parameters. The precision property is a multiplier allowing
  68244. * rendering at a higher or lower resolution
  68245. * @param successCallback defines the callback receives a single parameter which contains the
  68246. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68247. * src parameter of an <img> to display it
  68248. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68249. * Check your browser for supported MIME types
  68250. */
  68251. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  68252. /**
  68253. * Captures a screenshot of the current rendering
  68254. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68255. * @param engine defines the rendering engine
  68256. * @param camera defines the source camera
  68257. * @param size This parameter can be set to a single number or to an object with the
  68258. * following (optional) properties: precision, width, height. If a single number is passed,
  68259. * it will be used for both width and height. If an object is passed, the screenshot size
  68260. * will be derived from the parameters. The precision property is a multiplier allowing
  68261. * rendering at a higher or lower resolution
  68262. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68263. * Check your browser for supported MIME types
  68264. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68265. * to the src parameter of an <img> to display it
  68266. */
  68267. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  68268. /**
  68269. * Generates an image screenshot from the specified camera.
  68270. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68271. * @param engine The engine to use for rendering
  68272. * @param camera The camera to use for rendering
  68273. * @param size This parameter can be set to a single number or to an object with the
  68274. * following (optional) properties: precision, width, height. If a single number is passed,
  68275. * it will be used for both width and height. If an object is passed, the screenshot size
  68276. * will be derived from the parameters. The precision property is a multiplier allowing
  68277. * rendering at a higher or lower resolution
  68278. * @param successCallback The callback receives a single parameter which contains the
  68279. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68280. * src parameter of an <img> to display it
  68281. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68282. * Check your browser for supported MIME types
  68283. * @param samples Texture samples (default: 1)
  68284. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68285. * @param fileName A name for for the downloaded file.
  68286. */
  68287. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  68288. /**
  68289. * Generates an image screenshot from the specified camera.
  68290. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68291. * @param engine The engine to use for rendering
  68292. * @param camera The camera to use for rendering
  68293. * @param size This parameter can be set to a single number or to an object with the
  68294. * following (optional) properties: precision, width, height. If a single number is passed,
  68295. * it will be used for both width and height. If an object is passed, the screenshot size
  68296. * will be derived from the parameters. The precision property is a multiplier allowing
  68297. * rendering at a higher or lower resolution
  68298. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68299. * Check your browser for supported MIME types
  68300. * @param samples Texture samples (default: 1)
  68301. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68302. * @param fileName A name for for the downloaded file.
  68303. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68304. * to the src parameter of an <img> to display it
  68305. */
  68306. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  68307. /**
  68308. * Gets height and width for screenshot size
  68309. * @private
  68310. */
  68311. private static _getScreenshotSize;
  68312. }
  68313. }
  68314. declare module "babylonjs/Misc/dataReader" {
  68315. /**
  68316. * Interface for a data buffer
  68317. */
  68318. export interface IDataBuffer {
  68319. /**
  68320. * Reads bytes from the data buffer.
  68321. * @param byteOffset The byte offset to read
  68322. * @param byteLength The byte length to read
  68323. * @returns A promise that resolves when the bytes are read
  68324. */
  68325. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  68326. /**
  68327. * The byte length of the buffer.
  68328. */
  68329. readonly byteLength: number;
  68330. }
  68331. /**
  68332. * Utility class for reading from a data buffer
  68333. */
  68334. export class DataReader {
  68335. /**
  68336. * The data buffer associated with this data reader.
  68337. */
  68338. readonly buffer: IDataBuffer;
  68339. /**
  68340. * The current byte offset from the beginning of the data buffer.
  68341. */
  68342. byteOffset: number;
  68343. private _dataView;
  68344. private _dataByteOffset;
  68345. /**
  68346. * Constructor
  68347. * @param buffer The buffer to read
  68348. */
  68349. constructor(buffer: IDataBuffer);
  68350. /**
  68351. * Loads the given byte length.
  68352. * @param byteLength The byte length to load
  68353. * @returns A promise that resolves when the load is complete
  68354. */
  68355. loadAsync(byteLength: number): Promise<void>;
  68356. /**
  68357. * Read a unsigned 32-bit integer from the currently loaded data range.
  68358. * @returns The 32-bit integer read
  68359. */
  68360. readUint32(): number;
  68361. /**
  68362. * Read a byte array from the currently loaded data range.
  68363. * @param byteLength The byte length to read
  68364. * @returns The byte array read
  68365. */
  68366. readUint8Array(byteLength: number): Uint8Array;
  68367. /**
  68368. * Read a string from the currently loaded data range.
  68369. * @param byteLength The byte length to read
  68370. * @returns The string read
  68371. */
  68372. readString(byteLength: number): string;
  68373. /**
  68374. * Skips the given byte length the currently loaded data range.
  68375. * @param byteLength The byte length to skip
  68376. */
  68377. skipBytes(byteLength: number): void;
  68378. }
  68379. }
  68380. declare module "babylonjs/Misc/index" {
  68381. export * from "babylonjs/Misc/andOrNotEvaluator";
  68382. export * from "babylonjs/Misc/assetsManager";
  68383. export * from "babylonjs/Misc/dds";
  68384. export * from "babylonjs/Misc/decorators";
  68385. export * from "babylonjs/Misc/deferred";
  68386. export * from "babylonjs/Misc/environmentTextureTools";
  68387. export * from "babylonjs/Misc/meshExploder";
  68388. export * from "babylonjs/Misc/filesInput";
  68389. export * from "babylonjs/Misc/HighDynamicRange/index";
  68390. export * from "babylonjs/Misc/khronosTextureContainer";
  68391. export * from "babylonjs/Misc/observable";
  68392. export * from "babylonjs/Misc/performanceMonitor";
  68393. export * from "babylonjs/Misc/promise";
  68394. export * from "babylonjs/Misc/sceneOptimizer";
  68395. export * from "babylonjs/Misc/sceneSerializer";
  68396. export * from "babylonjs/Misc/smartArray";
  68397. export * from "babylonjs/Misc/stringDictionary";
  68398. export * from "babylonjs/Misc/tags";
  68399. export * from "babylonjs/Misc/textureTools";
  68400. export * from "babylonjs/Misc/tga";
  68401. export * from "babylonjs/Misc/tools";
  68402. export * from "babylonjs/Misc/videoRecorder";
  68403. export * from "babylonjs/Misc/virtualJoystick";
  68404. export * from "babylonjs/Misc/workerPool";
  68405. export * from "babylonjs/Misc/logger";
  68406. export * from "babylonjs/Misc/typeStore";
  68407. export * from "babylonjs/Misc/filesInputStore";
  68408. export * from "babylonjs/Misc/deepCopier";
  68409. export * from "babylonjs/Misc/pivotTools";
  68410. export * from "babylonjs/Misc/precisionDate";
  68411. export * from "babylonjs/Misc/screenshotTools";
  68412. export * from "babylonjs/Misc/typeStore";
  68413. export * from "babylonjs/Misc/webRequest";
  68414. export * from "babylonjs/Misc/iInspectable";
  68415. export * from "babylonjs/Misc/brdfTextureTools";
  68416. export * from "babylonjs/Misc/rgbdTextureTools";
  68417. export * from "babylonjs/Misc/gradients";
  68418. export * from "babylonjs/Misc/perfCounter";
  68419. export * from "babylonjs/Misc/fileRequest";
  68420. export * from "babylonjs/Misc/customAnimationFrameRequester";
  68421. export * from "babylonjs/Misc/retryStrategy";
  68422. export * from "babylonjs/Misc/interfaces/screenshotSize";
  68423. export * from "babylonjs/Misc/canvasGenerator";
  68424. export * from "babylonjs/Misc/fileTools";
  68425. export * from "babylonjs/Misc/stringTools";
  68426. export * from "babylonjs/Misc/dataReader";
  68427. }
  68428. declare module "babylonjs/index" {
  68429. export * from "babylonjs/abstractScene";
  68430. export * from "babylonjs/Actions/index";
  68431. export * from "babylonjs/Animations/index";
  68432. export * from "babylonjs/assetContainer";
  68433. export * from "babylonjs/Audio/index";
  68434. export * from "babylonjs/Behaviors/index";
  68435. export * from "babylonjs/Bones/index";
  68436. export * from "babylonjs/Cameras/index";
  68437. export * from "babylonjs/Collisions/index";
  68438. export * from "babylonjs/Culling/index";
  68439. export * from "babylonjs/Debug/index";
  68440. export * from "babylonjs/Engines/index";
  68441. export * from "babylonjs/Events/index";
  68442. export * from "babylonjs/Gamepads/index";
  68443. export * from "babylonjs/Gizmos/index";
  68444. export * from "babylonjs/Helpers/index";
  68445. export * from "babylonjs/Instrumentation/index";
  68446. export * from "babylonjs/Layers/index";
  68447. export * from "babylonjs/LensFlares/index";
  68448. export * from "babylonjs/Lights/index";
  68449. export * from "babylonjs/Loading/index";
  68450. export * from "babylonjs/Materials/index";
  68451. export * from "babylonjs/Maths/index";
  68452. export * from "babylonjs/Meshes/index";
  68453. export * from "babylonjs/Morph/index";
  68454. export * from "babylonjs/Navigation/index";
  68455. export * from "babylonjs/node";
  68456. export * from "babylonjs/Offline/index";
  68457. export * from "babylonjs/Particles/index";
  68458. export * from "babylonjs/Physics/index";
  68459. export * from "babylonjs/PostProcesses/index";
  68460. export * from "babylonjs/Probes/index";
  68461. export * from "babylonjs/Rendering/index";
  68462. export * from "babylonjs/scene";
  68463. export * from "babylonjs/sceneComponent";
  68464. export * from "babylonjs/Sprites/index";
  68465. export * from "babylonjs/States/index";
  68466. export * from "babylonjs/Misc/index";
  68467. export * from "babylonjs/types";
  68468. }
  68469. declare module "babylonjs/Animations/pathCursor" {
  68470. import { Vector3 } from "babylonjs/Maths/math.vector";
  68471. import { Path2 } from "babylonjs/Maths/math.path";
  68472. /**
  68473. * A cursor which tracks a point on a path
  68474. */
  68475. export class PathCursor {
  68476. private path;
  68477. /**
  68478. * Stores path cursor callbacks for when an onchange event is triggered
  68479. */
  68480. private _onchange;
  68481. /**
  68482. * The value of the path cursor
  68483. */
  68484. value: number;
  68485. /**
  68486. * The animation array of the path cursor
  68487. */
  68488. animations: Animation[];
  68489. /**
  68490. * Initializes the path cursor
  68491. * @param path The path to track
  68492. */
  68493. constructor(path: Path2);
  68494. /**
  68495. * Gets the cursor point on the path
  68496. * @returns A point on the path cursor at the cursor location
  68497. */
  68498. getPoint(): Vector3;
  68499. /**
  68500. * Moves the cursor ahead by the step amount
  68501. * @param step The amount to move the cursor forward
  68502. * @returns This path cursor
  68503. */
  68504. moveAhead(step?: number): PathCursor;
  68505. /**
  68506. * Moves the cursor behind by the step amount
  68507. * @param step The amount to move the cursor back
  68508. * @returns This path cursor
  68509. */
  68510. moveBack(step?: number): PathCursor;
  68511. /**
  68512. * Moves the cursor by the step amount
  68513. * If the step amount is greater than one, an exception is thrown
  68514. * @param step The amount to move the cursor
  68515. * @returns This path cursor
  68516. */
  68517. move(step: number): PathCursor;
  68518. /**
  68519. * Ensures that the value is limited between zero and one
  68520. * @returns This path cursor
  68521. */
  68522. private ensureLimits;
  68523. /**
  68524. * Runs onchange callbacks on change (used by the animation engine)
  68525. * @returns This path cursor
  68526. */
  68527. private raiseOnChange;
  68528. /**
  68529. * Executes a function on change
  68530. * @param f A path cursor onchange callback
  68531. * @returns This path cursor
  68532. */
  68533. onchange(f: (cursor: PathCursor) => void): PathCursor;
  68534. }
  68535. }
  68536. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  68537. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  68538. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  68539. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  68540. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  68541. }
  68542. declare module "babylonjs/Engines/Processors/Expressions/index" {
  68543. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  68544. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  68545. }
  68546. declare module "babylonjs/Engines/Processors/index" {
  68547. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  68548. export * from "babylonjs/Engines/Processors/Expressions/index";
  68549. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  68550. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  68551. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  68552. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  68553. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  68554. export * from "babylonjs/Engines/Processors/shaderProcessor";
  68555. }
  68556. declare module "babylonjs/Legacy/legacy" {
  68557. import * as Babylon from "babylonjs/index";
  68558. export * from "babylonjs/index";
  68559. }
  68560. declare module "babylonjs/Shaders/blur.fragment" {
  68561. /** @hidden */
  68562. export var blurPixelShader: {
  68563. name: string;
  68564. shader: string;
  68565. };
  68566. }
  68567. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  68568. /** @hidden */
  68569. export var pointCloudVertexDeclaration: {
  68570. name: string;
  68571. shader: string;
  68572. };
  68573. }
  68574. declare module "babylonjs" {
  68575. export * from "babylonjs/Legacy/legacy";
  68576. }
  68577. declare module BABYLON {
  68578. /** Alias type for value that can be null */
  68579. export type Nullable<T> = T | null;
  68580. /**
  68581. * Alias type for number that are floats
  68582. * @ignorenaming
  68583. */
  68584. export type float = number;
  68585. /**
  68586. * Alias type for number that are doubles.
  68587. * @ignorenaming
  68588. */
  68589. export type double = number;
  68590. /**
  68591. * Alias type for number that are integer
  68592. * @ignorenaming
  68593. */
  68594. export type int = number;
  68595. /** Alias type for number array or Float32Array */
  68596. export type FloatArray = number[] | Float32Array;
  68597. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  68598. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  68599. /**
  68600. * Alias for types that can be used by a Buffer or VertexBuffer.
  68601. */
  68602. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  68603. /**
  68604. * Alias type for primitive types
  68605. * @ignorenaming
  68606. */
  68607. type Primitive = undefined | null | boolean | string | number | Function;
  68608. /**
  68609. * Type modifier to make all the properties of an object Readonly
  68610. */
  68611. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  68612. /**
  68613. * Type modifier to make all the properties of an object Readonly recursively
  68614. */
  68615. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  68616. /**
  68617. * Type modifier to make object properties readonly.
  68618. */
  68619. export type DeepImmutableObject<T> = {
  68620. readonly [K in keyof T]: DeepImmutable<T[K]>;
  68621. };
  68622. /** @hidden */
  68623. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  68624. }
  68625. }
  68626. declare module BABYLON {
  68627. /**
  68628. * A class serves as a medium between the observable and its observers
  68629. */
  68630. export class EventState {
  68631. /**
  68632. * Create a new EventState
  68633. * @param mask defines the mask associated with this state
  68634. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68635. * @param target defines the original target of the state
  68636. * @param currentTarget defines the current target of the state
  68637. */
  68638. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  68639. /**
  68640. * Initialize the current event state
  68641. * @param mask defines the mask associated with this state
  68642. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68643. * @param target defines the original target of the state
  68644. * @param currentTarget defines the current target of the state
  68645. * @returns the current event state
  68646. */
  68647. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  68648. /**
  68649. * An Observer can set this property to true to prevent subsequent observers of being notified
  68650. */
  68651. skipNextObservers: boolean;
  68652. /**
  68653. * Get the mask value that were used to trigger the event corresponding to this EventState object
  68654. */
  68655. mask: number;
  68656. /**
  68657. * The object that originally notified the event
  68658. */
  68659. target?: any;
  68660. /**
  68661. * The current object in the bubbling phase
  68662. */
  68663. currentTarget?: any;
  68664. /**
  68665. * This will be populated with the return value of the last function that was executed.
  68666. * If it is the first function in the callback chain it will be the event data.
  68667. */
  68668. lastReturnValue?: any;
  68669. }
  68670. /**
  68671. * Represent an Observer registered to a given Observable object.
  68672. */
  68673. export class Observer<T> {
  68674. /**
  68675. * Defines the callback to call when the observer is notified
  68676. */
  68677. callback: (eventData: T, eventState: EventState) => void;
  68678. /**
  68679. * Defines the mask of the observer (used to filter notifications)
  68680. */
  68681. mask: number;
  68682. /**
  68683. * Defines the current scope used to restore the JS context
  68684. */
  68685. scope: any;
  68686. /** @hidden */
  68687. _willBeUnregistered: boolean;
  68688. /**
  68689. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  68690. */
  68691. unregisterOnNextCall: boolean;
  68692. /**
  68693. * Creates a new observer
  68694. * @param callback defines the callback to call when the observer is notified
  68695. * @param mask defines the mask of the observer (used to filter notifications)
  68696. * @param scope defines the current scope used to restore the JS context
  68697. */
  68698. constructor(
  68699. /**
  68700. * Defines the callback to call when the observer is notified
  68701. */
  68702. callback: (eventData: T, eventState: EventState) => void,
  68703. /**
  68704. * Defines the mask of the observer (used to filter notifications)
  68705. */
  68706. mask: number,
  68707. /**
  68708. * Defines the current scope used to restore the JS context
  68709. */
  68710. scope?: any);
  68711. }
  68712. /**
  68713. * Represent a list of observers registered to multiple Observables object.
  68714. */
  68715. export class MultiObserver<T> {
  68716. private _observers;
  68717. private _observables;
  68718. /**
  68719. * Release associated resources
  68720. */
  68721. dispose(): void;
  68722. /**
  68723. * Raise a callback when one of the observable will notify
  68724. * @param observables defines a list of observables to watch
  68725. * @param callback defines the callback to call on notification
  68726. * @param mask defines the mask used to filter notifications
  68727. * @param scope defines the current scope used to restore the JS context
  68728. * @returns the new MultiObserver
  68729. */
  68730. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  68731. }
  68732. /**
  68733. * The Observable class is a simple implementation of the Observable pattern.
  68734. *
  68735. * 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.
  68736. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  68737. * 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).
  68738. * 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.
  68739. */
  68740. export class Observable<T> {
  68741. private _observers;
  68742. private _eventState;
  68743. private _onObserverAdded;
  68744. /**
  68745. * Gets the list of observers
  68746. */
  68747. readonly observers: Array<Observer<T>>;
  68748. /**
  68749. * Creates a new observable
  68750. * @param onObserverAdded defines a callback to call when a new observer is added
  68751. */
  68752. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  68753. /**
  68754. * Create a new Observer with the specified callback
  68755. * @param callback the callback that will be executed for that Observer
  68756. * @param mask the mask used to filter observers
  68757. * @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.
  68758. * @param scope optional scope for the callback to be called from
  68759. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  68760. * @returns the new observer created for the callback
  68761. */
  68762. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  68763. /**
  68764. * Create a new Observer with the specified callback and unregisters after the next notification
  68765. * @param callback the callback that will be executed for that Observer
  68766. * @returns the new observer created for the callback
  68767. */
  68768. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  68769. /**
  68770. * Remove an Observer from the Observable object
  68771. * @param observer the instance of the Observer to remove
  68772. * @returns false if it doesn't belong to this Observable
  68773. */
  68774. remove(observer: Nullable<Observer<T>>): boolean;
  68775. /**
  68776. * Remove a callback from the Observable object
  68777. * @param callback the callback to remove
  68778. * @param scope optional scope. If used only the callbacks with this scope will be removed
  68779. * @returns false if it doesn't belong to this Observable
  68780. */
  68781. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  68782. private _deferUnregister;
  68783. private _remove;
  68784. /**
  68785. * Moves the observable to the top of the observer list making it get called first when notified
  68786. * @param observer the observer to move
  68787. */
  68788. makeObserverTopPriority(observer: Observer<T>): void;
  68789. /**
  68790. * Moves the observable to the bottom of the observer list making it get called last when notified
  68791. * @param observer the observer to move
  68792. */
  68793. makeObserverBottomPriority(observer: Observer<T>): void;
  68794. /**
  68795. * Notify all Observers by calling their respective callback with the given data
  68796. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  68797. * @param eventData defines the data to send to all observers
  68798. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  68799. * @param target defines the original target of the state
  68800. * @param currentTarget defines the current target of the state
  68801. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  68802. */
  68803. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68804. /**
  68805. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68806. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68807. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68808. * and it is crucial that all callbacks will be executed.
  68809. * The order of the callbacks is kept, callbacks are not executed parallel.
  68810. *
  68811. * @param eventData The data to be sent to each callback
  68812. * @param mask is used to filter observers defaults to -1
  68813. * @param target defines the callback target (see EventState)
  68814. * @param currentTarget defines he current object in the bubbling phase
  68815. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68816. */
  68817. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68818. /**
  68819. * Notify a specific observer
  68820. * @param observer defines the observer to notify
  68821. * @param eventData defines the data to be sent to each callback
  68822. * @param mask is used to filter observers defaults to -1
  68823. */
  68824. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68825. /**
  68826. * Gets a boolean indicating if the observable has at least one observer
  68827. * @returns true is the Observable has at least one Observer registered
  68828. */
  68829. hasObservers(): boolean;
  68830. /**
  68831. * Clear the list of observers
  68832. */
  68833. clear(): void;
  68834. /**
  68835. * Clone the current observable
  68836. * @returns a new observable
  68837. */
  68838. clone(): Observable<T>;
  68839. /**
  68840. * Does this observable handles observer registered with a given mask
  68841. * @param mask defines the mask to be tested
  68842. * @return whether or not one observer registered with the given mask is handeled
  68843. **/
  68844. hasSpecificMask(mask?: number): boolean;
  68845. }
  68846. }
  68847. declare module BABYLON {
  68848. /**
  68849. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68850. * Babylon.js
  68851. */
  68852. export class DomManagement {
  68853. /**
  68854. * Checks if the window object exists
  68855. * @returns true if the window object exists
  68856. */
  68857. static IsWindowObjectExist(): boolean;
  68858. /**
  68859. * Checks if the navigator object exists
  68860. * @returns true if the navigator object exists
  68861. */
  68862. static IsNavigatorAvailable(): boolean;
  68863. /**
  68864. * Extracts text content from a DOM element hierarchy
  68865. * @param element defines the root element
  68866. * @returns a string
  68867. */
  68868. static GetDOMTextContent(element: HTMLElement): string;
  68869. }
  68870. }
  68871. declare module BABYLON {
  68872. /**
  68873. * Logger used througouht the application to allow configuration of
  68874. * the log level required for the messages.
  68875. */
  68876. export class Logger {
  68877. /**
  68878. * No log
  68879. */
  68880. static readonly NoneLogLevel: number;
  68881. /**
  68882. * Only message logs
  68883. */
  68884. static readonly MessageLogLevel: number;
  68885. /**
  68886. * Only warning logs
  68887. */
  68888. static readonly WarningLogLevel: number;
  68889. /**
  68890. * Only error logs
  68891. */
  68892. static readonly ErrorLogLevel: number;
  68893. /**
  68894. * All logs
  68895. */
  68896. static readonly AllLogLevel: number;
  68897. private static _LogCache;
  68898. /**
  68899. * Gets a value indicating the number of loading errors
  68900. * @ignorenaming
  68901. */
  68902. static errorsCount: number;
  68903. /**
  68904. * Callback called when a new log is added
  68905. */
  68906. static OnNewCacheEntry: (entry: string) => void;
  68907. private static _AddLogEntry;
  68908. private static _FormatMessage;
  68909. private static _LogDisabled;
  68910. private static _LogEnabled;
  68911. private static _WarnDisabled;
  68912. private static _WarnEnabled;
  68913. private static _ErrorDisabled;
  68914. private static _ErrorEnabled;
  68915. /**
  68916. * Log a message to the console
  68917. */
  68918. static Log: (message: string) => void;
  68919. /**
  68920. * Write a warning message to the console
  68921. */
  68922. static Warn: (message: string) => void;
  68923. /**
  68924. * Write an error message to the console
  68925. */
  68926. static Error: (message: string) => void;
  68927. /**
  68928. * Gets current log cache (list of logs)
  68929. */
  68930. static readonly LogCache: string;
  68931. /**
  68932. * Clears the log cache
  68933. */
  68934. static ClearLogCache(): void;
  68935. /**
  68936. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68937. */
  68938. static LogLevels: number;
  68939. }
  68940. }
  68941. declare module BABYLON {
  68942. /** @hidden */
  68943. export class _TypeStore {
  68944. /** @hidden */
  68945. static RegisteredTypes: {
  68946. [key: string]: Object;
  68947. };
  68948. /** @hidden */
  68949. static GetClass(fqdn: string): any;
  68950. }
  68951. }
  68952. declare module BABYLON {
  68953. /**
  68954. * Helper to manipulate strings
  68955. */
  68956. export class StringTools {
  68957. /**
  68958. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68959. * @param str Source string
  68960. * @param suffix Suffix to search for in the source string
  68961. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68962. */
  68963. static EndsWith(str: string, suffix: string): boolean;
  68964. /**
  68965. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68966. * @param str Source string
  68967. * @param suffix Suffix to search for in the source string
  68968. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68969. */
  68970. static StartsWith(str: string, suffix: string): boolean;
  68971. /**
  68972. * Decodes a buffer into a string
  68973. * @param buffer The buffer to decode
  68974. * @returns The decoded string
  68975. */
  68976. static Decode(buffer: Uint8Array | Uint16Array): string;
  68977. /**
  68978. * Encode a buffer to a base64 string
  68979. * @param buffer defines the buffer to encode
  68980. * @returns the encoded string
  68981. */
  68982. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68983. }
  68984. }
  68985. declare module BABYLON {
  68986. /**
  68987. * Class containing a set of static utilities functions for deep copy.
  68988. */
  68989. export class DeepCopier {
  68990. /**
  68991. * Tries to copy an object by duplicating every property
  68992. * @param source defines the source object
  68993. * @param destination defines the target object
  68994. * @param doNotCopyList defines a list of properties to avoid
  68995. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68996. */
  68997. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68998. }
  68999. }
  69000. declare module BABYLON {
  69001. /**
  69002. * Class containing a set of static utilities functions for precision date
  69003. */
  69004. export class PrecisionDate {
  69005. /**
  69006. * Gets either window.performance.now() if supported or Date.now() else
  69007. */
  69008. static readonly Now: number;
  69009. }
  69010. }
  69011. declare module BABYLON {
  69012. /** @hidden */
  69013. export class _DevTools {
  69014. static WarnImport(name: string): string;
  69015. }
  69016. }
  69017. declare module BABYLON {
  69018. /**
  69019. * Interface used to define the mechanism to get data from the network
  69020. */
  69021. export interface IWebRequest {
  69022. /**
  69023. * Returns client's response url
  69024. */
  69025. responseURL: string;
  69026. /**
  69027. * Returns client's status
  69028. */
  69029. status: number;
  69030. /**
  69031. * Returns client's status as a text
  69032. */
  69033. statusText: string;
  69034. }
  69035. }
  69036. declare module BABYLON {
  69037. /**
  69038. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  69039. */
  69040. export class WebRequest implements IWebRequest {
  69041. private _xhr;
  69042. /**
  69043. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  69044. * i.e. when loading files, where the server/service expects an Authorization header
  69045. */
  69046. static CustomRequestHeaders: {
  69047. [key: string]: string;
  69048. };
  69049. /**
  69050. * Add callback functions in this array to update all the requests before they get sent to the network
  69051. */
  69052. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  69053. private _injectCustomRequestHeaders;
  69054. /**
  69055. * Gets or sets a function to be called when loading progress changes
  69056. */
  69057. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  69058. /**
  69059. * Returns client's state
  69060. */
  69061. readonly readyState: number;
  69062. /**
  69063. * Returns client's status
  69064. */
  69065. readonly status: number;
  69066. /**
  69067. * Returns client's status as a text
  69068. */
  69069. readonly statusText: string;
  69070. /**
  69071. * Returns client's response
  69072. */
  69073. readonly response: any;
  69074. /**
  69075. * Returns client's response url
  69076. */
  69077. readonly responseURL: string;
  69078. /**
  69079. * Returns client's response as text
  69080. */
  69081. readonly responseText: string;
  69082. /**
  69083. * Gets or sets the expected response type
  69084. */
  69085. responseType: XMLHttpRequestResponseType;
  69086. /** @hidden */
  69087. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  69088. /** @hidden */
  69089. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  69090. /**
  69091. * Cancels any network activity
  69092. */
  69093. abort(): void;
  69094. /**
  69095. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  69096. * @param body defines an optional request body
  69097. */
  69098. send(body?: Document | BodyInit | null): void;
  69099. /**
  69100. * Sets the request method, request URL
  69101. * @param method defines the method to use (GET, POST, etc..)
  69102. * @param url defines the url to connect with
  69103. */
  69104. open(method: string, url: string): void;
  69105. /**
  69106. * Sets the value of a request header.
  69107. * @param name The name of the header whose value is to be set
  69108. * @param value The value to set as the body of the header
  69109. */
  69110. setRequestHeader(name: string, value: string): void;
  69111. /**
  69112. * Get the string containing the text of a particular header's value.
  69113. * @param name The name of the header
  69114. * @returns The string containing the text of the given header name
  69115. */
  69116. getResponseHeader(name: string): Nullable<string>;
  69117. }
  69118. }
  69119. declare module BABYLON {
  69120. /**
  69121. * File request interface
  69122. */
  69123. export interface IFileRequest {
  69124. /**
  69125. * Raised when the request is complete (success or error).
  69126. */
  69127. onCompleteObservable: Observable<IFileRequest>;
  69128. /**
  69129. * Aborts the request for a file.
  69130. */
  69131. abort: () => void;
  69132. }
  69133. }
  69134. declare module BABYLON {
  69135. /**
  69136. * Define options used to create a render target texture
  69137. */
  69138. export class RenderTargetCreationOptions {
  69139. /**
  69140. * Specifies is mipmaps must be generated
  69141. */
  69142. generateMipMaps?: boolean;
  69143. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69144. generateDepthBuffer?: boolean;
  69145. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69146. generateStencilBuffer?: boolean;
  69147. /** Defines texture type (int by default) */
  69148. type?: number;
  69149. /** Defines sampling mode (trilinear by default) */
  69150. samplingMode?: number;
  69151. /** Defines format (RGBA by default) */
  69152. format?: number;
  69153. }
  69154. }
  69155. declare module BABYLON {
  69156. /**
  69157. * @hidden
  69158. **/
  69159. export class _TimeToken {
  69160. _startTimeQuery: Nullable<WebGLQuery>;
  69161. _endTimeQuery: Nullable<WebGLQuery>;
  69162. _timeElapsedQuery: Nullable<WebGLQuery>;
  69163. _timeElapsedQueryEnded: boolean;
  69164. }
  69165. }
  69166. declare module BABYLON {
  69167. /** Defines the cross module used constants to avoid circular dependncies */
  69168. export class Constants {
  69169. /** Defines that alpha blending is disabled */
  69170. static readonly ALPHA_DISABLE: number;
  69171. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69172. static readonly ALPHA_ADD: number;
  69173. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69174. static readonly ALPHA_COMBINE: number;
  69175. /** Defines that alpha blending to DEST - SRC * DEST */
  69176. static readonly ALPHA_SUBTRACT: number;
  69177. /** Defines that alpha blending to SRC * DEST */
  69178. static readonly ALPHA_MULTIPLY: number;
  69179. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69180. static readonly ALPHA_MAXIMIZED: number;
  69181. /** Defines that alpha blending to SRC + DEST */
  69182. static readonly ALPHA_ONEONE: number;
  69183. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69184. static readonly ALPHA_PREMULTIPLIED: number;
  69185. /**
  69186. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69187. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69188. */
  69189. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69190. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69191. static readonly ALPHA_INTERPOLATE: number;
  69192. /**
  69193. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69194. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69195. */
  69196. static readonly ALPHA_SCREENMODE: number;
  69197. /**
  69198. * Defines that alpha blending to SRC + DST
  69199. * Alpha will be set to SRC ALPHA + DST ALPHA
  69200. */
  69201. static readonly ALPHA_ONEONE_ONEONE: number;
  69202. /**
  69203. * Defines that alpha blending to SRC * DST ALPHA + DST
  69204. * Alpha will be set to 0
  69205. */
  69206. static readonly ALPHA_ALPHATOCOLOR: number;
  69207. /**
  69208. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  69209. */
  69210. static readonly ALPHA_REVERSEONEMINUS: number;
  69211. /**
  69212. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  69213. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  69214. */
  69215. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  69216. /**
  69217. * Defines that alpha blending to SRC + DST
  69218. * Alpha will be set to SRC ALPHA
  69219. */
  69220. static readonly ALPHA_ONEONE_ONEZERO: number;
  69221. /** Defines that alpha blending equation a SUM */
  69222. static readonly ALPHA_EQUATION_ADD: number;
  69223. /** Defines that alpha blending equation a SUBSTRACTION */
  69224. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  69225. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  69226. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  69227. /** Defines that alpha blending equation a MAX operation */
  69228. static readonly ALPHA_EQUATION_MAX: number;
  69229. /** Defines that alpha blending equation a MIN operation */
  69230. static readonly ALPHA_EQUATION_MIN: number;
  69231. /**
  69232. * Defines that alpha blending equation a DARKEN operation:
  69233. * It takes the min of the src and sums the alpha channels.
  69234. */
  69235. static readonly ALPHA_EQUATION_DARKEN: number;
  69236. /** Defines that the ressource is not delayed*/
  69237. static readonly DELAYLOADSTATE_NONE: number;
  69238. /** Defines that the ressource was successfully delay loaded */
  69239. static readonly DELAYLOADSTATE_LOADED: number;
  69240. /** Defines that the ressource is currently delay loading */
  69241. static readonly DELAYLOADSTATE_LOADING: number;
  69242. /** Defines that the ressource is delayed and has not started loading */
  69243. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69244. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69245. static readonly NEVER: number;
  69246. /** 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 */
  69247. static readonly ALWAYS: number;
  69248. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69249. static readonly LESS: number;
  69250. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69251. static readonly EQUAL: number;
  69252. /** 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 */
  69253. static readonly LEQUAL: number;
  69254. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69255. static readonly GREATER: number;
  69256. /** 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 */
  69257. static readonly GEQUAL: number;
  69258. /** 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 */
  69259. static readonly NOTEQUAL: number;
  69260. /** Passed to stencilOperation to specify that stencil value must be kept */
  69261. static readonly KEEP: number;
  69262. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69263. static readonly REPLACE: number;
  69264. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69265. static readonly INCR: number;
  69266. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69267. static readonly DECR: number;
  69268. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69269. static readonly INVERT: number;
  69270. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69271. static readonly INCR_WRAP: number;
  69272. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69273. static readonly DECR_WRAP: number;
  69274. /** Texture is not repeating outside of 0..1 UVs */
  69275. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69276. /** Texture is repeating outside of 0..1 UVs */
  69277. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69278. /** Texture is repeating and mirrored */
  69279. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69280. /** ALPHA */
  69281. static readonly TEXTUREFORMAT_ALPHA: number;
  69282. /** LUMINANCE */
  69283. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69284. /** LUMINANCE_ALPHA */
  69285. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69286. /** RGB */
  69287. static readonly TEXTUREFORMAT_RGB: number;
  69288. /** RGBA */
  69289. static readonly TEXTUREFORMAT_RGBA: number;
  69290. /** RED */
  69291. static readonly TEXTUREFORMAT_RED: number;
  69292. /** RED (2nd reference) */
  69293. static readonly TEXTUREFORMAT_R: number;
  69294. /** RG */
  69295. static readonly TEXTUREFORMAT_RG: number;
  69296. /** RED_INTEGER */
  69297. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69298. /** RED_INTEGER (2nd reference) */
  69299. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69300. /** RG_INTEGER */
  69301. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69302. /** RGB_INTEGER */
  69303. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69304. /** RGBA_INTEGER */
  69305. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69306. /** UNSIGNED_BYTE */
  69307. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69308. /** UNSIGNED_BYTE (2nd reference) */
  69309. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69310. /** FLOAT */
  69311. static readonly TEXTURETYPE_FLOAT: number;
  69312. /** HALF_FLOAT */
  69313. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69314. /** BYTE */
  69315. static readonly TEXTURETYPE_BYTE: number;
  69316. /** SHORT */
  69317. static readonly TEXTURETYPE_SHORT: number;
  69318. /** UNSIGNED_SHORT */
  69319. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69320. /** INT */
  69321. static readonly TEXTURETYPE_INT: number;
  69322. /** UNSIGNED_INT */
  69323. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69324. /** UNSIGNED_SHORT_4_4_4_4 */
  69325. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69326. /** UNSIGNED_SHORT_5_5_5_1 */
  69327. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69328. /** UNSIGNED_SHORT_5_6_5 */
  69329. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69330. /** UNSIGNED_INT_2_10_10_10_REV */
  69331. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69332. /** UNSIGNED_INT_24_8 */
  69333. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69334. /** UNSIGNED_INT_10F_11F_11F_REV */
  69335. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69336. /** UNSIGNED_INT_5_9_9_9_REV */
  69337. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69338. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69339. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69340. /** nearest is mag = nearest and min = nearest and mip = nearest */
  69341. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69342. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69343. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69344. /** Trilinear is mag = linear and min = linear and mip = linear */
  69345. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69346. /** nearest is mag = nearest and min = nearest and mip = linear */
  69347. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69348. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69349. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69350. /** Trilinear is mag = linear and min = linear and mip = linear */
  69351. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69352. /** mag = nearest and min = nearest and mip = nearest */
  69353. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69354. /** mag = nearest and min = linear and mip = nearest */
  69355. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69356. /** mag = nearest and min = linear and mip = linear */
  69357. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69358. /** mag = nearest and min = linear and mip = none */
  69359. static readonly TEXTURE_NEAREST_LINEAR: number;
  69360. /** mag = nearest and min = nearest and mip = none */
  69361. static readonly TEXTURE_NEAREST_NEAREST: number;
  69362. /** mag = linear and min = nearest and mip = nearest */
  69363. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69364. /** mag = linear and min = nearest and mip = linear */
  69365. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69366. /** mag = linear and min = linear and mip = none */
  69367. static readonly TEXTURE_LINEAR_LINEAR: number;
  69368. /** mag = linear and min = nearest and mip = none */
  69369. static readonly TEXTURE_LINEAR_NEAREST: number;
  69370. /** Explicit coordinates mode */
  69371. static readonly TEXTURE_EXPLICIT_MODE: number;
  69372. /** Spherical coordinates mode */
  69373. static readonly TEXTURE_SPHERICAL_MODE: number;
  69374. /** Planar coordinates mode */
  69375. static readonly TEXTURE_PLANAR_MODE: number;
  69376. /** Cubic coordinates mode */
  69377. static readonly TEXTURE_CUBIC_MODE: number;
  69378. /** Projection coordinates mode */
  69379. static readonly TEXTURE_PROJECTION_MODE: number;
  69380. /** Skybox coordinates mode */
  69381. static readonly TEXTURE_SKYBOX_MODE: number;
  69382. /** Inverse Cubic coordinates mode */
  69383. static readonly TEXTURE_INVCUBIC_MODE: number;
  69384. /** Equirectangular coordinates mode */
  69385. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69386. /** Equirectangular Fixed coordinates mode */
  69387. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69388. /** Equirectangular Fixed Mirrored coordinates mode */
  69389. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69390. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69391. static readonly SCALEMODE_FLOOR: number;
  69392. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69393. static readonly SCALEMODE_NEAREST: number;
  69394. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69395. static readonly SCALEMODE_CEILING: number;
  69396. /**
  69397. * The dirty texture flag value
  69398. */
  69399. static readonly MATERIAL_TextureDirtyFlag: number;
  69400. /**
  69401. * The dirty light flag value
  69402. */
  69403. static readonly MATERIAL_LightDirtyFlag: number;
  69404. /**
  69405. * The dirty fresnel flag value
  69406. */
  69407. static readonly MATERIAL_FresnelDirtyFlag: number;
  69408. /**
  69409. * The dirty attribute flag value
  69410. */
  69411. static readonly MATERIAL_AttributesDirtyFlag: number;
  69412. /**
  69413. * The dirty misc flag value
  69414. */
  69415. static readonly MATERIAL_MiscDirtyFlag: number;
  69416. /**
  69417. * The all dirty flag value
  69418. */
  69419. static readonly MATERIAL_AllDirtyFlag: number;
  69420. /**
  69421. * Returns the triangle fill mode
  69422. */
  69423. static readonly MATERIAL_TriangleFillMode: number;
  69424. /**
  69425. * Returns the wireframe mode
  69426. */
  69427. static readonly MATERIAL_WireFrameFillMode: number;
  69428. /**
  69429. * Returns the point fill mode
  69430. */
  69431. static readonly MATERIAL_PointFillMode: number;
  69432. /**
  69433. * Returns the point list draw mode
  69434. */
  69435. static readonly MATERIAL_PointListDrawMode: number;
  69436. /**
  69437. * Returns the line list draw mode
  69438. */
  69439. static readonly MATERIAL_LineListDrawMode: number;
  69440. /**
  69441. * Returns the line loop draw mode
  69442. */
  69443. static readonly MATERIAL_LineLoopDrawMode: number;
  69444. /**
  69445. * Returns the line strip draw mode
  69446. */
  69447. static readonly MATERIAL_LineStripDrawMode: number;
  69448. /**
  69449. * Returns the triangle strip draw mode
  69450. */
  69451. static readonly MATERIAL_TriangleStripDrawMode: number;
  69452. /**
  69453. * Returns the triangle fan draw mode
  69454. */
  69455. static readonly MATERIAL_TriangleFanDrawMode: number;
  69456. /**
  69457. * Stores the clock-wise side orientation
  69458. */
  69459. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69460. /**
  69461. * Stores the counter clock-wise side orientation
  69462. */
  69463. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69464. /**
  69465. * Nothing
  69466. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69467. */
  69468. static readonly ACTION_NothingTrigger: number;
  69469. /**
  69470. * On pick
  69471. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69472. */
  69473. static readonly ACTION_OnPickTrigger: number;
  69474. /**
  69475. * On left pick
  69476. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69477. */
  69478. static readonly ACTION_OnLeftPickTrigger: number;
  69479. /**
  69480. * On right pick
  69481. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69482. */
  69483. static readonly ACTION_OnRightPickTrigger: number;
  69484. /**
  69485. * On center pick
  69486. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69487. */
  69488. static readonly ACTION_OnCenterPickTrigger: number;
  69489. /**
  69490. * On pick down
  69491. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69492. */
  69493. static readonly ACTION_OnPickDownTrigger: number;
  69494. /**
  69495. * On double pick
  69496. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69497. */
  69498. static readonly ACTION_OnDoublePickTrigger: number;
  69499. /**
  69500. * On pick up
  69501. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69502. */
  69503. static readonly ACTION_OnPickUpTrigger: number;
  69504. /**
  69505. * On pick out.
  69506. * This trigger will only be raised if you also declared a OnPickDown
  69507. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69508. */
  69509. static readonly ACTION_OnPickOutTrigger: number;
  69510. /**
  69511. * On long press
  69512. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69513. */
  69514. static readonly ACTION_OnLongPressTrigger: number;
  69515. /**
  69516. * On pointer over
  69517. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69518. */
  69519. static readonly ACTION_OnPointerOverTrigger: number;
  69520. /**
  69521. * On pointer out
  69522. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69523. */
  69524. static readonly ACTION_OnPointerOutTrigger: number;
  69525. /**
  69526. * On every frame
  69527. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69528. */
  69529. static readonly ACTION_OnEveryFrameTrigger: number;
  69530. /**
  69531. * On intersection enter
  69532. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69533. */
  69534. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69535. /**
  69536. * On intersection exit
  69537. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69538. */
  69539. static readonly ACTION_OnIntersectionExitTrigger: number;
  69540. /**
  69541. * On key down
  69542. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69543. */
  69544. static readonly ACTION_OnKeyDownTrigger: number;
  69545. /**
  69546. * On key up
  69547. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69548. */
  69549. static readonly ACTION_OnKeyUpTrigger: number;
  69550. /**
  69551. * Billboard mode will only apply to Y axis
  69552. */
  69553. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69554. /**
  69555. * Billboard mode will apply to all axes
  69556. */
  69557. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69558. /**
  69559. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69560. */
  69561. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69562. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69563. * Test order :
  69564. * Is the bounding sphere outside the frustum ?
  69565. * If not, are the bounding box vertices outside the frustum ?
  69566. * It not, then the cullable object is in the frustum.
  69567. */
  69568. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69569. /** Culling strategy : Bounding Sphere Only.
  69570. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69571. * It's also less accurate than the standard because some not visible objects can still be selected.
  69572. * Test : is the bounding sphere outside the frustum ?
  69573. * If not, then the cullable object is in the frustum.
  69574. */
  69575. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69576. /** Culling strategy : Optimistic Inclusion.
  69577. * This in an inclusion test first, then the standard exclusion test.
  69578. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69579. * 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.
  69580. * Anyway, it's as accurate as the standard strategy.
  69581. * Test :
  69582. * Is the cullable object bounding sphere center in the frustum ?
  69583. * If not, apply the default culling strategy.
  69584. */
  69585. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69586. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69587. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69588. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69589. * 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.
  69590. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69591. * Test :
  69592. * Is the cullable object bounding sphere center in the frustum ?
  69593. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69594. */
  69595. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69596. /**
  69597. * No logging while loading
  69598. */
  69599. static readonly SCENELOADER_NO_LOGGING: number;
  69600. /**
  69601. * Minimal logging while loading
  69602. */
  69603. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69604. /**
  69605. * Summary logging while loading
  69606. */
  69607. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69608. /**
  69609. * Detailled logging while loading
  69610. */
  69611. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69612. }
  69613. }
  69614. declare module BABYLON {
  69615. /**
  69616. * This represents the required contract to create a new type of texture loader.
  69617. */
  69618. export interface IInternalTextureLoader {
  69619. /**
  69620. * Defines wether the loader supports cascade loading the different faces.
  69621. */
  69622. supportCascades: boolean;
  69623. /**
  69624. * This returns if the loader support the current file information.
  69625. * @param extension defines the file extension of the file being loaded
  69626. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69627. * @param fallback defines the fallback internal texture if any
  69628. * @param isBase64 defines whether the texture is encoded as a base64
  69629. * @param isBuffer defines whether the texture data are stored as a buffer
  69630. * @returns true if the loader can load the specified file
  69631. */
  69632. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  69633. /**
  69634. * Transform the url before loading if required.
  69635. * @param rootUrl the url of the texture
  69636. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69637. * @returns the transformed texture
  69638. */
  69639. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  69640. /**
  69641. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  69642. * @param rootUrl the url of the texture
  69643. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69644. * @returns the fallback texture
  69645. */
  69646. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  69647. /**
  69648. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  69649. * @param data contains the texture data
  69650. * @param texture defines the BabylonJS internal texture
  69651. * @param createPolynomials will be true if polynomials have been requested
  69652. * @param onLoad defines the callback to trigger once the texture is ready
  69653. * @param onError defines the callback to trigger in case of error
  69654. */
  69655. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  69656. /**
  69657. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  69658. * @param data contains the texture data
  69659. * @param texture defines the BabylonJS internal texture
  69660. * @param callback defines the method to call once ready to upload
  69661. */
  69662. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  69663. }
  69664. }
  69665. declare module BABYLON {
  69666. /**
  69667. * Class used to store and describe the pipeline context associated with an effect
  69668. */
  69669. export interface IPipelineContext {
  69670. /**
  69671. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69672. */
  69673. isAsync: boolean;
  69674. /**
  69675. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69676. */
  69677. isReady: boolean;
  69678. /** @hidden */
  69679. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69680. }
  69681. }
  69682. declare module BABYLON {
  69683. /**
  69684. * Class used to store gfx data (like WebGLBuffer)
  69685. */
  69686. export class DataBuffer {
  69687. /**
  69688. * Gets or sets the number of objects referencing this buffer
  69689. */
  69690. references: number;
  69691. /** Gets or sets the size of the underlying buffer */
  69692. capacity: number;
  69693. /**
  69694. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  69695. */
  69696. is32Bits: boolean;
  69697. /**
  69698. * Gets the underlying buffer
  69699. */
  69700. readonly underlyingResource: any;
  69701. }
  69702. }
  69703. declare module BABYLON {
  69704. /** @hidden */
  69705. export interface IShaderProcessor {
  69706. attributeProcessor?: (attribute: string) => string;
  69707. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69708. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69709. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69710. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69711. lineProcessor?: (line: string, isFragment: boolean) => string;
  69712. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69713. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69714. }
  69715. }
  69716. declare module BABYLON {
  69717. /** @hidden */
  69718. export interface ProcessingOptions {
  69719. defines: string[];
  69720. indexParameters: any;
  69721. isFragment: boolean;
  69722. shouldUseHighPrecisionShader: boolean;
  69723. supportsUniformBuffers: boolean;
  69724. shadersRepository: string;
  69725. includesShadersStore: {
  69726. [key: string]: string;
  69727. };
  69728. processor?: IShaderProcessor;
  69729. version: string;
  69730. platformName: string;
  69731. lookForClosingBracketForUniformBuffer?: boolean;
  69732. }
  69733. }
  69734. declare module BABYLON {
  69735. /** @hidden */
  69736. export class ShaderCodeNode {
  69737. line: string;
  69738. children: ShaderCodeNode[];
  69739. additionalDefineKey?: string;
  69740. additionalDefineValue?: string;
  69741. isValid(preprocessors: {
  69742. [key: string]: string;
  69743. }): boolean;
  69744. process(preprocessors: {
  69745. [key: string]: string;
  69746. }, options: ProcessingOptions): string;
  69747. }
  69748. }
  69749. declare module BABYLON {
  69750. /** @hidden */
  69751. export class ShaderCodeCursor {
  69752. private _lines;
  69753. lineIndex: number;
  69754. readonly currentLine: string;
  69755. readonly canRead: boolean;
  69756. lines: string[];
  69757. }
  69758. }
  69759. declare module BABYLON {
  69760. /** @hidden */
  69761. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69762. process(preprocessors: {
  69763. [key: string]: string;
  69764. }, options: ProcessingOptions): string;
  69765. }
  69766. }
  69767. declare module BABYLON {
  69768. /** @hidden */
  69769. export class ShaderDefineExpression {
  69770. isTrue(preprocessors: {
  69771. [key: string]: string;
  69772. }): boolean;
  69773. }
  69774. }
  69775. declare module BABYLON {
  69776. /** @hidden */
  69777. export class ShaderCodeTestNode extends ShaderCodeNode {
  69778. testExpression: ShaderDefineExpression;
  69779. isValid(preprocessors: {
  69780. [key: string]: string;
  69781. }): boolean;
  69782. }
  69783. }
  69784. declare module BABYLON {
  69785. /** @hidden */
  69786. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69787. define: string;
  69788. not: boolean;
  69789. constructor(define: string, not?: boolean);
  69790. isTrue(preprocessors: {
  69791. [key: string]: string;
  69792. }): boolean;
  69793. }
  69794. }
  69795. declare module BABYLON {
  69796. /** @hidden */
  69797. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69798. leftOperand: ShaderDefineExpression;
  69799. rightOperand: ShaderDefineExpression;
  69800. isTrue(preprocessors: {
  69801. [key: string]: string;
  69802. }): boolean;
  69803. }
  69804. }
  69805. declare module BABYLON {
  69806. /** @hidden */
  69807. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69808. leftOperand: ShaderDefineExpression;
  69809. rightOperand: ShaderDefineExpression;
  69810. isTrue(preprocessors: {
  69811. [key: string]: string;
  69812. }): boolean;
  69813. }
  69814. }
  69815. declare module BABYLON {
  69816. /** @hidden */
  69817. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69818. define: string;
  69819. operand: string;
  69820. testValue: string;
  69821. constructor(define: string, operand: string, testValue: string);
  69822. isTrue(preprocessors: {
  69823. [key: string]: string;
  69824. }): boolean;
  69825. }
  69826. }
  69827. declare module BABYLON {
  69828. /**
  69829. * Class used to enable access to offline support
  69830. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69831. */
  69832. export interface IOfflineProvider {
  69833. /**
  69834. * Gets a boolean indicating if scene must be saved in the database
  69835. */
  69836. enableSceneOffline: boolean;
  69837. /**
  69838. * Gets a boolean indicating if textures must be saved in the database
  69839. */
  69840. enableTexturesOffline: boolean;
  69841. /**
  69842. * Open the offline support and make it available
  69843. * @param successCallback defines the callback to call on success
  69844. * @param errorCallback defines the callback to call on error
  69845. */
  69846. open(successCallback: () => void, errorCallback: () => void): void;
  69847. /**
  69848. * Loads an image from the offline support
  69849. * @param url defines the url to load from
  69850. * @param image defines the target DOM image
  69851. */
  69852. loadImage(url: string, image: HTMLImageElement): void;
  69853. /**
  69854. * Loads a file from offline support
  69855. * @param url defines the URL to load from
  69856. * @param sceneLoaded defines a callback to call on success
  69857. * @param progressCallBack defines a callback to call when progress changed
  69858. * @param errorCallback defines a callback to call on error
  69859. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69860. */
  69861. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69862. }
  69863. }
  69864. declare module BABYLON {
  69865. /**
  69866. * Class used to help managing file picking and drag'n'drop
  69867. * File Storage
  69868. */
  69869. export class FilesInputStore {
  69870. /**
  69871. * List of files ready to be loaded
  69872. */
  69873. static FilesToLoad: {
  69874. [key: string]: File;
  69875. };
  69876. }
  69877. }
  69878. declare module BABYLON {
  69879. /**
  69880. * Class used to define a retry strategy when error happens while loading assets
  69881. */
  69882. export class RetryStrategy {
  69883. /**
  69884. * Function used to defines an exponential back off strategy
  69885. * @param maxRetries defines the maximum number of retries (3 by default)
  69886. * @param baseInterval defines the interval between retries
  69887. * @returns the strategy function to use
  69888. */
  69889. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69890. }
  69891. }
  69892. declare module BABYLON {
  69893. /**
  69894. * @ignore
  69895. * Application error to support additional information when loading a file
  69896. */
  69897. export abstract class BaseError extends Error {
  69898. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69899. }
  69900. }
  69901. declare module BABYLON {
  69902. /** @ignore */
  69903. export class LoadFileError extends BaseError {
  69904. request?: WebRequest;
  69905. file?: File;
  69906. /**
  69907. * Creates a new LoadFileError
  69908. * @param message defines the message of the error
  69909. * @param request defines the optional web request
  69910. * @param file defines the optional file
  69911. */
  69912. constructor(message: string, object?: WebRequest | File);
  69913. }
  69914. /** @ignore */
  69915. export class RequestFileError extends BaseError {
  69916. request: WebRequest;
  69917. /**
  69918. * Creates a new LoadFileError
  69919. * @param message defines the message of the error
  69920. * @param request defines the optional web request
  69921. */
  69922. constructor(message: string, request: WebRequest);
  69923. }
  69924. /** @ignore */
  69925. export class ReadFileError extends BaseError {
  69926. file: File;
  69927. /**
  69928. * Creates a new ReadFileError
  69929. * @param message defines the message of the error
  69930. * @param file defines the optional file
  69931. */
  69932. constructor(message: string, file: File);
  69933. }
  69934. /**
  69935. * @hidden
  69936. */
  69937. export class FileTools {
  69938. /**
  69939. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69940. */
  69941. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69942. /**
  69943. * Gets or sets the base URL to use to load assets
  69944. */
  69945. static BaseUrl: string;
  69946. /**
  69947. * Default behaviour for cors in the application.
  69948. * It can be a string if the expected behavior is identical in the entire app.
  69949. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69950. */
  69951. static CorsBehavior: string | ((url: string | string[]) => string);
  69952. /**
  69953. * Gets or sets a function used to pre-process url before using them to load assets
  69954. */
  69955. static PreprocessUrl: (url: string) => string;
  69956. /**
  69957. * Removes unwanted characters from an url
  69958. * @param url defines the url to clean
  69959. * @returns the cleaned url
  69960. */
  69961. private static _CleanUrl;
  69962. /**
  69963. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69964. * @param url define the url we are trying
  69965. * @param element define the dom element where to configure the cors policy
  69966. */
  69967. static SetCorsBehavior(url: string | string[], element: {
  69968. crossOrigin: string | null;
  69969. }): void;
  69970. /**
  69971. * Loads an image as an HTMLImageElement.
  69972. * @param input url string, ArrayBuffer, or Blob to load
  69973. * @param onLoad callback called when the image successfully loads
  69974. * @param onError callback called when the image fails to load
  69975. * @param offlineProvider offline provider for caching
  69976. * @param mimeType optional mime type
  69977. * @returns the HTMLImageElement of the loaded image
  69978. */
  69979. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  69980. /**
  69981. * Reads a file from a File object
  69982. * @param file defines the file to load
  69983. * @param onSuccess defines the callback to call when data is loaded
  69984. * @param onProgress defines the callback to call during loading process
  69985. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69986. * @param onError defines the callback to call when an error occurs
  69987. * @returns a file request object
  69988. */
  69989. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69990. /**
  69991. * Loads a file from a url
  69992. * @param url url to load
  69993. * @param onSuccess callback called when the file successfully loads
  69994. * @param onProgress callback called while file is loading (if the server supports this mode)
  69995. * @param offlineProvider defines the offline provider for caching
  69996. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69997. * @param onError callback called when the file fails to load
  69998. * @returns a file request object
  69999. */
  70000. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  70001. /**
  70002. * Loads a file
  70003. * @param url url to load
  70004. * @param onSuccess callback called when the file successfully loads
  70005. * @param onProgress callback called while file is loading (if the server supports this mode)
  70006. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70007. * @param onError callback called when the file fails to load
  70008. * @param onOpened callback called when the web request is opened
  70009. * @returns a file request object
  70010. */
  70011. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  70012. /**
  70013. * Checks if the loaded document was accessed via `file:`-Protocol.
  70014. * @returns boolean
  70015. */
  70016. static IsFileURL(): boolean;
  70017. }
  70018. }
  70019. declare module BABYLON {
  70020. /** @hidden */
  70021. export class ShaderProcessor {
  70022. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70023. private static _ProcessPrecision;
  70024. private static _ExtractOperation;
  70025. private static _BuildSubExpression;
  70026. private static _BuildExpression;
  70027. private static _MoveCursorWithinIf;
  70028. private static _MoveCursor;
  70029. private static _EvaluatePreProcessors;
  70030. private static _PreparePreProcessors;
  70031. private static _ProcessShaderConversion;
  70032. private static _ProcessIncludes;
  70033. }
  70034. }
  70035. declare module BABYLON {
  70036. /**
  70037. * @hidden
  70038. */
  70039. export interface IColor4Like {
  70040. r: float;
  70041. g: float;
  70042. b: float;
  70043. a: float;
  70044. }
  70045. /**
  70046. * @hidden
  70047. */
  70048. export interface IColor3Like {
  70049. r: float;
  70050. g: float;
  70051. b: float;
  70052. }
  70053. /**
  70054. * @hidden
  70055. */
  70056. export interface IVector4Like {
  70057. x: float;
  70058. y: float;
  70059. z: float;
  70060. w: float;
  70061. }
  70062. /**
  70063. * @hidden
  70064. */
  70065. export interface IVector3Like {
  70066. x: float;
  70067. y: float;
  70068. z: float;
  70069. }
  70070. /**
  70071. * @hidden
  70072. */
  70073. export interface IVector2Like {
  70074. x: float;
  70075. y: float;
  70076. }
  70077. /**
  70078. * @hidden
  70079. */
  70080. export interface IMatrixLike {
  70081. toArray(): DeepImmutable<Float32Array>;
  70082. updateFlag: int;
  70083. }
  70084. /**
  70085. * @hidden
  70086. */
  70087. export interface IViewportLike {
  70088. x: float;
  70089. y: float;
  70090. width: float;
  70091. height: float;
  70092. }
  70093. /**
  70094. * @hidden
  70095. */
  70096. export interface IPlaneLike {
  70097. normal: IVector3Like;
  70098. d: float;
  70099. normalize(): void;
  70100. }
  70101. }
  70102. declare module BABYLON {
  70103. /**
  70104. * Interface used to define common properties for effect fallbacks
  70105. */
  70106. export interface IEffectFallbacks {
  70107. /**
  70108. * Removes the defines that should be removed when falling back.
  70109. * @param currentDefines defines the current define statements for the shader.
  70110. * @param effect defines the current effect we try to compile
  70111. * @returns The resulting defines with defines of the current rank removed.
  70112. */
  70113. reduce(currentDefines: string, effect: Effect): string;
  70114. /**
  70115. * Removes the fallback from the bound mesh.
  70116. */
  70117. unBindMesh(): void;
  70118. /**
  70119. * Checks to see if more fallbacks are still availible.
  70120. */
  70121. hasMoreFallbacks: boolean;
  70122. }
  70123. }
  70124. declare module BABYLON {
  70125. /**
  70126. * Class used to evalaute queries containing `and` and `or` operators
  70127. */
  70128. export class AndOrNotEvaluator {
  70129. /**
  70130. * Evaluate a query
  70131. * @param query defines the query to evaluate
  70132. * @param evaluateCallback defines the callback used to filter result
  70133. * @returns true if the query matches
  70134. */
  70135. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70136. private static _HandleParenthesisContent;
  70137. private static _SimplifyNegation;
  70138. }
  70139. }
  70140. declare module BABYLON {
  70141. /**
  70142. * Class used to store custom tags
  70143. */
  70144. export class Tags {
  70145. /**
  70146. * Adds support for tags on the given object
  70147. * @param obj defines the object to use
  70148. */
  70149. static EnableFor(obj: any): void;
  70150. /**
  70151. * Removes tags support
  70152. * @param obj defines the object to use
  70153. */
  70154. static DisableFor(obj: any): void;
  70155. /**
  70156. * Gets a boolean indicating if the given object has tags
  70157. * @param obj defines the object to use
  70158. * @returns a boolean
  70159. */
  70160. static HasTags(obj: any): boolean;
  70161. /**
  70162. * Gets the tags available on a given object
  70163. * @param obj defines the object to use
  70164. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70165. * @returns the tags
  70166. */
  70167. static GetTags(obj: any, asString?: boolean): any;
  70168. /**
  70169. * Adds tags to an object
  70170. * @param obj defines the object to use
  70171. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70172. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70173. */
  70174. static AddTagsTo(obj: any, tagsString: string): void;
  70175. /**
  70176. * @hidden
  70177. */
  70178. static _AddTagTo(obj: any, tag: string): void;
  70179. /**
  70180. * Removes specific tags from a specific object
  70181. * @param obj defines the object to use
  70182. * @param tagsString defines the tags to remove
  70183. */
  70184. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70185. /**
  70186. * @hidden
  70187. */
  70188. static _RemoveTagFrom(obj: any, tag: string): void;
  70189. /**
  70190. * Defines if tags hosted on an object match a given query
  70191. * @param obj defines the object to use
  70192. * @param tagsQuery defines the tag query
  70193. * @returns a boolean
  70194. */
  70195. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70196. }
  70197. }
  70198. declare module BABYLON {
  70199. /**
  70200. * Scalar computation library
  70201. */
  70202. export class Scalar {
  70203. /**
  70204. * Two pi constants convenient for computation.
  70205. */
  70206. static TwoPi: number;
  70207. /**
  70208. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  70209. * @param a number
  70210. * @param b number
  70211. * @param epsilon (default = 1.401298E-45)
  70212. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  70213. */
  70214. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  70215. /**
  70216. * Returns a string : the upper case translation of the number i to hexadecimal.
  70217. * @param i number
  70218. * @returns the upper case translation of the number i to hexadecimal.
  70219. */
  70220. static ToHex(i: number): string;
  70221. /**
  70222. * Returns -1 if value is negative and +1 is value is positive.
  70223. * @param value the value
  70224. * @returns the value itself if it's equal to zero.
  70225. */
  70226. static Sign(value: number): number;
  70227. /**
  70228. * Returns the value itself if it's between min and max.
  70229. * Returns min if the value is lower than min.
  70230. * Returns max if the value is greater than max.
  70231. * @param value the value to clmap
  70232. * @param min the min value to clamp to (default: 0)
  70233. * @param max the max value to clamp to (default: 1)
  70234. * @returns the clamped value
  70235. */
  70236. static Clamp(value: number, min?: number, max?: number): number;
  70237. /**
  70238. * the log2 of value.
  70239. * @param value the value to compute log2 of
  70240. * @returns the log2 of value.
  70241. */
  70242. static Log2(value: number): number;
  70243. /**
  70244. * Loops the value, so that it is never larger than length and never smaller than 0.
  70245. *
  70246. * This is similar to the modulo operator but it works with floating point numbers.
  70247. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  70248. * With t = 5 and length = 2.5, the result would be 0.0.
  70249. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  70250. * @param value the value
  70251. * @param length the length
  70252. * @returns the looped value
  70253. */
  70254. static Repeat(value: number, length: number): number;
  70255. /**
  70256. * Normalize the value between 0.0 and 1.0 using min and max values
  70257. * @param value value to normalize
  70258. * @param min max to normalize between
  70259. * @param max min to normalize between
  70260. * @returns the normalized value
  70261. */
  70262. static Normalize(value: number, min: number, max: number): number;
  70263. /**
  70264. * Denormalize the value from 0.0 and 1.0 using min and max values
  70265. * @param normalized value to denormalize
  70266. * @param min max to denormalize between
  70267. * @param max min to denormalize between
  70268. * @returns the denormalized value
  70269. */
  70270. static Denormalize(normalized: number, min: number, max: number): number;
  70271. /**
  70272. * Calculates the shortest difference between two given angles given in degrees.
  70273. * @param current current angle in degrees
  70274. * @param target target angle in degrees
  70275. * @returns the delta
  70276. */
  70277. static DeltaAngle(current: number, target: number): number;
  70278. /**
  70279. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  70280. * @param tx value
  70281. * @param length length
  70282. * @returns The returned value will move back and forth between 0 and length
  70283. */
  70284. static PingPong(tx: number, length: number): number;
  70285. /**
  70286. * Interpolates between min and max with smoothing at the limits.
  70287. *
  70288. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  70289. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  70290. * @param from from
  70291. * @param to to
  70292. * @param tx value
  70293. * @returns the smooth stepped value
  70294. */
  70295. static SmoothStep(from: number, to: number, tx: number): number;
  70296. /**
  70297. * Moves a value current towards target.
  70298. *
  70299. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  70300. * Negative values of maxDelta pushes the value away from target.
  70301. * @param current current value
  70302. * @param target target value
  70303. * @param maxDelta max distance to move
  70304. * @returns resulting value
  70305. */
  70306. static MoveTowards(current: number, target: number, maxDelta: number): number;
  70307. /**
  70308. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70309. *
  70310. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  70311. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  70312. * @param current current value
  70313. * @param target target value
  70314. * @param maxDelta max distance to move
  70315. * @returns resulting angle
  70316. */
  70317. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  70318. /**
  70319. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  70320. * @param start start value
  70321. * @param end target value
  70322. * @param amount amount to lerp between
  70323. * @returns the lerped value
  70324. */
  70325. static Lerp(start: number, end: number, amount: number): number;
  70326. /**
  70327. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70328. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  70329. * @param start start value
  70330. * @param end target value
  70331. * @param amount amount to lerp between
  70332. * @returns the lerped value
  70333. */
  70334. static LerpAngle(start: number, end: number, amount: number): number;
  70335. /**
  70336. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  70337. * @param a start value
  70338. * @param b target value
  70339. * @param value value between a and b
  70340. * @returns the inverseLerp value
  70341. */
  70342. static InverseLerp(a: number, b: number, value: number): number;
  70343. /**
  70344. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  70345. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  70346. * @param value1 spline value
  70347. * @param tangent1 spline value
  70348. * @param value2 spline value
  70349. * @param tangent2 spline value
  70350. * @param amount input value
  70351. * @returns hermite result
  70352. */
  70353. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  70354. /**
  70355. * Returns a random float number between and min and max values
  70356. * @param min min value of random
  70357. * @param max max value of random
  70358. * @returns random value
  70359. */
  70360. static RandomRange(min: number, max: number): number;
  70361. /**
  70362. * This function returns percentage of a number in a given range.
  70363. *
  70364. * RangeToPercent(40,20,60) will return 0.5 (50%)
  70365. * RangeToPercent(34,0,100) will return 0.34 (34%)
  70366. * @param number to convert to percentage
  70367. * @param min min range
  70368. * @param max max range
  70369. * @returns the percentage
  70370. */
  70371. static RangeToPercent(number: number, min: number, max: number): number;
  70372. /**
  70373. * This function returns number that corresponds to the percentage in a given range.
  70374. *
  70375. * PercentToRange(0.34,0,100) will return 34.
  70376. * @param percent to convert to number
  70377. * @param min min range
  70378. * @param max max range
  70379. * @returns the number
  70380. */
  70381. static PercentToRange(percent: number, min: number, max: number): number;
  70382. /**
  70383. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  70384. * @param angle The angle to normalize in radian.
  70385. * @return The converted angle.
  70386. */
  70387. static NormalizeRadians(angle: number): number;
  70388. }
  70389. }
  70390. declare module BABYLON {
  70391. /**
  70392. * Constant used to convert a value to gamma space
  70393. * @ignorenaming
  70394. */
  70395. export const ToGammaSpace: number;
  70396. /**
  70397. * Constant used to convert a value to linear space
  70398. * @ignorenaming
  70399. */
  70400. export const ToLinearSpace = 2.2;
  70401. /**
  70402. * Constant used to define the minimal number value in Babylon.js
  70403. * @ignorenaming
  70404. */
  70405. let Epsilon: number;
  70406. }
  70407. declare module BABYLON {
  70408. /**
  70409. * Class used to represent a viewport on screen
  70410. */
  70411. export class Viewport {
  70412. /** viewport left coordinate */
  70413. x: number;
  70414. /** viewport top coordinate */
  70415. y: number;
  70416. /**viewport width */
  70417. width: number;
  70418. /** viewport height */
  70419. height: number;
  70420. /**
  70421. * Creates a Viewport object located at (x, y) and sized (width, height)
  70422. * @param x defines viewport left coordinate
  70423. * @param y defines viewport top coordinate
  70424. * @param width defines the viewport width
  70425. * @param height defines the viewport height
  70426. */
  70427. constructor(
  70428. /** viewport left coordinate */
  70429. x: number,
  70430. /** viewport top coordinate */
  70431. y: number,
  70432. /**viewport width */
  70433. width: number,
  70434. /** viewport height */
  70435. height: number);
  70436. /**
  70437. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  70438. * @param renderWidth defines the rendering width
  70439. * @param renderHeight defines the rendering height
  70440. * @returns a new Viewport
  70441. */
  70442. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  70443. /**
  70444. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  70445. * @param renderWidth defines the rendering width
  70446. * @param renderHeight defines the rendering height
  70447. * @param ref defines the target viewport
  70448. * @returns the current viewport
  70449. */
  70450. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  70451. /**
  70452. * Returns a new Viewport copied from the current one
  70453. * @returns a new Viewport
  70454. */
  70455. clone(): Viewport;
  70456. }
  70457. }
  70458. declare module BABYLON {
  70459. /**
  70460. * Class containing a set of static utilities functions for arrays.
  70461. */
  70462. export class ArrayTools {
  70463. /**
  70464. * Returns an array of the given size filled with element built from the given constructor and the paramters
  70465. * @param size the number of element to construct and put in the array
  70466. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  70467. * @returns a new array filled with new objects
  70468. */
  70469. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  70470. }
  70471. }
  70472. declare module BABYLON {
  70473. /**
  70474. * Class representing a vector containing 2 coordinates
  70475. */
  70476. export class Vector2 {
  70477. /** defines the first coordinate */
  70478. x: number;
  70479. /** defines the second coordinate */
  70480. y: number;
  70481. /**
  70482. * Creates a new Vector2 from the given x and y coordinates
  70483. * @param x defines the first coordinate
  70484. * @param y defines the second coordinate
  70485. */
  70486. constructor(
  70487. /** defines the first coordinate */
  70488. x?: number,
  70489. /** defines the second coordinate */
  70490. y?: number);
  70491. /**
  70492. * Gets a string with the Vector2 coordinates
  70493. * @returns a string with the Vector2 coordinates
  70494. */
  70495. toString(): string;
  70496. /**
  70497. * Gets class name
  70498. * @returns the string "Vector2"
  70499. */
  70500. getClassName(): string;
  70501. /**
  70502. * Gets current vector hash code
  70503. * @returns the Vector2 hash code as a number
  70504. */
  70505. getHashCode(): number;
  70506. /**
  70507. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  70508. * @param array defines the source array
  70509. * @param index defines the offset in source array
  70510. * @returns the current Vector2
  70511. */
  70512. toArray(array: FloatArray, index?: number): Vector2;
  70513. /**
  70514. * Copy the current vector to an array
  70515. * @returns a new array with 2 elements: the Vector2 coordinates.
  70516. */
  70517. asArray(): number[];
  70518. /**
  70519. * Sets the Vector2 coordinates with the given Vector2 coordinates
  70520. * @param source defines the source Vector2
  70521. * @returns the current updated Vector2
  70522. */
  70523. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  70524. /**
  70525. * Sets the Vector2 coordinates with the given floats
  70526. * @param x defines the first coordinate
  70527. * @param y defines the second coordinate
  70528. * @returns the current updated Vector2
  70529. */
  70530. copyFromFloats(x: number, y: number): Vector2;
  70531. /**
  70532. * Sets the Vector2 coordinates with the given floats
  70533. * @param x defines the first coordinate
  70534. * @param y defines the second coordinate
  70535. * @returns the current updated Vector2
  70536. */
  70537. set(x: number, y: number): Vector2;
  70538. /**
  70539. * Add another vector with the current one
  70540. * @param otherVector defines the other vector
  70541. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  70542. */
  70543. add(otherVector: DeepImmutable<Vector2>): Vector2;
  70544. /**
  70545. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  70546. * @param otherVector defines the other vector
  70547. * @param result defines the target vector
  70548. * @returns the unmodified current Vector2
  70549. */
  70550. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70551. /**
  70552. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  70553. * @param otherVector defines the other vector
  70554. * @returns the current updated Vector2
  70555. */
  70556. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70557. /**
  70558. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  70559. * @param otherVector defines the other vector
  70560. * @returns a new Vector2
  70561. */
  70562. addVector3(otherVector: Vector3): Vector2;
  70563. /**
  70564. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  70565. * @param otherVector defines the other vector
  70566. * @returns a new Vector2
  70567. */
  70568. subtract(otherVector: Vector2): Vector2;
  70569. /**
  70570. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  70571. * @param otherVector defines the other vector
  70572. * @param result defines the target vector
  70573. * @returns the unmodified current Vector2
  70574. */
  70575. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70576. /**
  70577. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  70578. * @param otherVector defines the other vector
  70579. * @returns the current updated Vector2
  70580. */
  70581. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70582. /**
  70583. * Multiplies in place the current Vector2 coordinates by the given ones
  70584. * @param otherVector defines the other vector
  70585. * @returns the current updated Vector2
  70586. */
  70587. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70588. /**
  70589. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  70590. * @param otherVector defines the other vector
  70591. * @returns a new Vector2
  70592. */
  70593. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  70594. /**
  70595. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  70596. * @param otherVector defines the other vector
  70597. * @param result defines the target vector
  70598. * @returns the unmodified current Vector2
  70599. */
  70600. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70601. /**
  70602. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  70603. * @param x defines the first coordinate
  70604. * @param y defines the second coordinate
  70605. * @returns a new Vector2
  70606. */
  70607. multiplyByFloats(x: number, y: number): Vector2;
  70608. /**
  70609. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  70610. * @param otherVector defines the other vector
  70611. * @returns a new Vector2
  70612. */
  70613. divide(otherVector: Vector2): Vector2;
  70614. /**
  70615. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  70616. * @param otherVector defines the other vector
  70617. * @param result defines the target vector
  70618. * @returns the unmodified current Vector2
  70619. */
  70620. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70621. /**
  70622. * Divides the current Vector2 coordinates by the given ones
  70623. * @param otherVector defines the other vector
  70624. * @returns the current updated Vector2
  70625. */
  70626. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70627. /**
  70628. * Gets a new Vector2 with current Vector2 negated coordinates
  70629. * @returns a new Vector2
  70630. */
  70631. negate(): Vector2;
  70632. /**
  70633. * Multiply the Vector2 coordinates by scale
  70634. * @param scale defines the scaling factor
  70635. * @returns the current updated Vector2
  70636. */
  70637. scaleInPlace(scale: number): Vector2;
  70638. /**
  70639. * Returns a new Vector2 scaled by "scale" from the current Vector2
  70640. * @param scale defines the scaling factor
  70641. * @returns a new Vector2
  70642. */
  70643. scale(scale: number): Vector2;
  70644. /**
  70645. * Scale the current Vector2 values by a factor to a given Vector2
  70646. * @param scale defines the scale factor
  70647. * @param result defines the Vector2 object where to store the result
  70648. * @returns the unmodified current Vector2
  70649. */
  70650. scaleToRef(scale: number, result: Vector2): Vector2;
  70651. /**
  70652. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  70653. * @param scale defines the scale factor
  70654. * @param result defines the Vector2 object where to store the result
  70655. * @returns the unmodified current Vector2
  70656. */
  70657. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  70658. /**
  70659. * Gets a boolean if two vectors are equals
  70660. * @param otherVector defines the other vector
  70661. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  70662. */
  70663. equals(otherVector: DeepImmutable<Vector2>): boolean;
  70664. /**
  70665. * Gets a boolean if two vectors are equals (using an epsilon value)
  70666. * @param otherVector defines the other vector
  70667. * @param epsilon defines the minimal distance to consider equality
  70668. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  70669. */
  70670. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  70671. /**
  70672. * Gets a new Vector2 from current Vector2 floored values
  70673. * @returns a new Vector2
  70674. */
  70675. floor(): Vector2;
  70676. /**
  70677. * Gets a new Vector2 from current Vector2 floored values
  70678. * @returns a new Vector2
  70679. */
  70680. fract(): Vector2;
  70681. /**
  70682. * Gets the length of the vector
  70683. * @returns the vector length (float)
  70684. */
  70685. length(): number;
  70686. /**
  70687. * Gets the vector squared length
  70688. * @returns the vector squared length (float)
  70689. */
  70690. lengthSquared(): number;
  70691. /**
  70692. * Normalize the vector
  70693. * @returns the current updated Vector2
  70694. */
  70695. normalize(): Vector2;
  70696. /**
  70697. * Gets a new Vector2 copied from the Vector2
  70698. * @returns a new Vector2
  70699. */
  70700. clone(): Vector2;
  70701. /**
  70702. * Gets a new Vector2(0, 0)
  70703. * @returns a new Vector2
  70704. */
  70705. static Zero(): Vector2;
  70706. /**
  70707. * Gets a new Vector2(1, 1)
  70708. * @returns a new Vector2
  70709. */
  70710. static One(): Vector2;
  70711. /**
  70712. * Gets a new Vector2 set from the given index element of the given array
  70713. * @param array defines the data source
  70714. * @param offset defines the offset in the data source
  70715. * @returns a new Vector2
  70716. */
  70717. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  70718. /**
  70719. * Sets "result" from the given index element of the given array
  70720. * @param array defines the data source
  70721. * @param offset defines the offset in the data source
  70722. * @param result defines the target vector
  70723. */
  70724. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  70725. /**
  70726. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  70727. * @param value1 defines 1st point of control
  70728. * @param value2 defines 2nd point of control
  70729. * @param value3 defines 3rd point of control
  70730. * @param value4 defines 4th point of control
  70731. * @param amount defines the interpolation factor
  70732. * @returns a new Vector2
  70733. */
  70734. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  70735. /**
  70736. * 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".
  70737. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  70738. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  70739. * @param value defines the value to clamp
  70740. * @param min defines the lower limit
  70741. * @param max defines the upper limit
  70742. * @returns a new Vector2
  70743. */
  70744. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  70745. /**
  70746. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  70747. * @param value1 defines the 1st control point
  70748. * @param tangent1 defines the outgoing tangent
  70749. * @param value2 defines the 2nd control point
  70750. * @param tangent2 defines the incoming tangent
  70751. * @param amount defines the interpolation factor
  70752. * @returns a new Vector2
  70753. */
  70754. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  70755. /**
  70756. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  70757. * @param start defines the start vector
  70758. * @param end defines the end vector
  70759. * @param amount defines the interpolation factor
  70760. * @returns a new Vector2
  70761. */
  70762. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  70763. /**
  70764. * Gets the dot product of the vector "left" and the vector "right"
  70765. * @param left defines first vector
  70766. * @param right defines second vector
  70767. * @returns the dot product (float)
  70768. */
  70769. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  70770. /**
  70771. * Returns a new Vector2 equal to the normalized given vector
  70772. * @param vector defines the vector to normalize
  70773. * @returns a new Vector2
  70774. */
  70775. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  70776. /**
  70777. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  70778. * @param left defines 1st vector
  70779. * @param right defines 2nd vector
  70780. * @returns a new Vector2
  70781. */
  70782. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70783. /**
  70784. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  70785. * @param left defines 1st vector
  70786. * @param right defines 2nd vector
  70787. * @returns a new Vector2
  70788. */
  70789. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70790. /**
  70791. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  70792. * @param vector defines the vector to transform
  70793. * @param transformation defines the matrix to apply
  70794. * @returns a new Vector2
  70795. */
  70796. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  70797. /**
  70798. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  70799. * @param vector defines the vector to transform
  70800. * @param transformation defines the matrix to apply
  70801. * @param result defines the target vector
  70802. */
  70803. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70804. /**
  70805. * Determines if a given vector is included in a triangle
  70806. * @param p defines the vector to test
  70807. * @param p0 defines 1st triangle point
  70808. * @param p1 defines 2nd triangle point
  70809. * @param p2 defines 3rd triangle point
  70810. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70811. */
  70812. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70813. /**
  70814. * Gets the distance between the vectors "value1" and "value2"
  70815. * @param value1 defines first vector
  70816. * @param value2 defines second vector
  70817. * @returns the distance between vectors
  70818. */
  70819. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70820. /**
  70821. * Returns the squared distance between the vectors "value1" and "value2"
  70822. * @param value1 defines first vector
  70823. * @param value2 defines second vector
  70824. * @returns the squared distance between vectors
  70825. */
  70826. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70827. /**
  70828. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70829. * @param value1 defines first vector
  70830. * @param value2 defines second vector
  70831. * @returns a new Vector2
  70832. */
  70833. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70834. /**
  70835. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70836. * @param p defines the middle point
  70837. * @param segA defines one point of the segment
  70838. * @param segB defines the other point of the segment
  70839. * @returns the shortest distance
  70840. */
  70841. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70842. }
  70843. /**
  70844. * Classed used to store (x,y,z) vector representation
  70845. * A Vector3 is the main object used in 3D geometry
  70846. * It can represent etiher the coordinates of a point the space, either a direction
  70847. * Reminder: js uses a left handed forward facing system
  70848. */
  70849. export class Vector3 {
  70850. /**
  70851. * Defines the first coordinates (on X axis)
  70852. */
  70853. x: number;
  70854. /**
  70855. * Defines the second coordinates (on Y axis)
  70856. */
  70857. y: number;
  70858. /**
  70859. * Defines the third coordinates (on Z axis)
  70860. */
  70861. z: number;
  70862. private static _UpReadOnly;
  70863. private static _ZeroReadOnly;
  70864. /**
  70865. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70866. * @param x defines the first coordinates (on X axis)
  70867. * @param y defines the second coordinates (on Y axis)
  70868. * @param z defines the third coordinates (on Z axis)
  70869. */
  70870. constructor(
  70871. /**
  70872. * Defines the first coordinates (on X axis)
  70873. */
  70874. x?: number,
  70875. /**
  70876. * Defines the second coordinates (on Y axis)
  70877. */
  70878. y?: number,
  70879. /**
  70880. * Defines the third coordinates (on Z axis)
  70881. */
  70882. z?: number);
  70883. /**
  70884. * Creates a string representation of the Vector3
  70885. * @returns a string with the Vector3 coordinates.
  70886. */
  70887. toString(): string;
  70888. /**
  70889. * Gets the class name
  70890. * @returns the string "Vector3"
  70891. */
  70892. getClassName(): string;
  70893. /**
  70894. * Creates the Vector3 hash code
  70895. * @returns a number which tends to be unique between Vector3 instances
  70896. */
  70897. getHashCode(): number;
  70898. /**
  70899. * Creates an array containing three elements : the coordinates of the Vector3
  70900. * @returns a new array of numbers
  70901. */
  70902. asArray(): number[];
  70903. /**
  70904. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70905. * @param array defines the destination array
  70906. * @param index defines the offset in the destination array
  70907. * @returns the current Vector3
  70908. */
  70909. toArray(array: FloatArray, index?: number): Vector3;
  70910. /**
  70911. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70912. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70913. */
  70914. toQuaternion(): Quaternion;
  70915. /**
  70916. * Adds the given vector to the current Vector3
  70917. * @param otherVector defines the second operand
  70918. * @returns the current updated Vector3
  70919. */
  70920. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70921. /**
  70922. * Adds the given coordinates to the current Vector3
  70923. * @param x defines the x coordinate of the operand
  70924. * @param y defines the y coordinate of the operand
  70925. * @param z defines the z coordinate of the operand
  70926. * @returns the current updated Vector3
  70927. */
  70928. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70929. /**
  70930. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70931. * @param otherVector defines the second operand
  70932. * @returns the resulting Vector3
  70933. */
  70934. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70935. /**
  70936. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70937. * @param otherVector defines the second operand
  70938. * @param result defines the Vector3 object where to store the result
  70939. * @returns the current Vector3
  70940. */
  70941. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70942. /**
  70943. * Subtract the given vector from the current Vector3
  70944. * @param otherVector defines the second operand
  70945. * @returns the current updated Vector3
  70946. */
  70947. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70948. /**
  70949. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70950. * @param otherVector defines the second operand
  70951. * @returns the resulting Vector3
  70952. */
  70953. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70954. /**
  70955. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70956. * @param otherVector defines the second operand
  70957. * @param result defines the Vector3 object where to store the result
  70958. * @returns the current Vector3
  70959. */
  70960. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70961. /**
  70962. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70963. * @param x defines the x coordinate of the operand
  70964. * @param y defines the y coordinate of the operand
  70965. * @param z defines the z coordinate of the operand
  70966. * @returns the resulting Vector3
  70967. */
  70968. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70969. /**
  70970. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70971. * @param x defines the x coordinate of the operand
  70972. * @param y defines the y coordinate of the operand
  70973. * @param z defines the z coordinate of the operand
  70974. * @param result defines the Vector3 object where to store the result
  70975. * @returns the current Vector3
  70976. */
  70977. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70978. /**
  70979. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70980. * @returns a new Vector3
  70981. */
  70982. negate(): Vector3;
  70983. /**
  70984. * Multiplies the Vector3 coordinates by the float "scale"
  70985. * @param scale defines the multiplier factor
  70986. * @returns the current updated Vector3
  70987. */
  70988. scaleInPlace(scale: number): Vector3;
  70989. /**
  70990. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70991. * @param scale defines the multiplier factor
  70992. * @returns a new Vector3
  70993. */
  70994. scale(scale: number): Vector3;
  70995. /**
  70996. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70997. * @param scale defines the multiplier factor
  70998. * @param result defines the Vector3 object where to store the result
  70999. * @returns the current Vector3
  71000. */
  71001. scaleToRef(scale: number, result: Vector3): Vector3;
  71002. /**
  71003. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  71004. * @param scale defines the scale factor
  71005. * @param result defines the Vector3 object where to store the result
  71006. * @returns the unmodified current Vector3
  71007. */
  71008. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  71009. /**
  71010. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  71011. * @param otherVector defines the second operand
  71012. * @returns true if both vectors are equals
  71013. */
  71014. equals(otherVector: DeepImmutable<Vector3>): boolean;
  71015. /**
  71016. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  71017. * @param otherVector defines the second operand
  71018. * @param epsilon defines the minimal distance to define values as equals
  71019. * @returns true if both vectors are distant less than epsilon
  71020. */
  71021. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  71022. /**
  71023. * Returns true if the current Vector3 coordinates equals the given floats
  71024. * @param x defines the x coordinate of the operand
  71025. * @param y defines the y coordinate of the operand
  71026. * @param z defines the z coordinate of the operand
  71027. * @returns true if both vectors are equals
  71028. */
  71029. equalsToFloats(x: number, y: number, z: number): boolean;
  71030. /**
  71031. * Multiplies the current Vector3 coordinates by the given ones
  71032. * @param otherVector defines the second operand
  71033. * @returns the current updated Vector3
  71034. */
  71035. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  71036. /**
  71037. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  71038. * @param otherVector defines the second operand
  71039. * @returns the new Vector3
  71040. */
  71041. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  71042. /**
  71043. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  71044. * @param otherVector defines the second operand
  71045. * @param result defines the Vector3 object where to store the result
  71046. * @returns the current Vector3
  71047. */
  71048. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  71049. /**
  71050. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  71051. * @param x defines the x coordinate of the operand
  71052. * @param y defines the y coordinate of the operand
  71053. * @param z defines the z coordinate of the operand
  71054. * @returns the new Vector3
  71055. */
  71056. multiplyByFloats(x: number, y: number, z: number): Vector3;
  71057. /**
  71058. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  71059. * @param otherVector defines the second operand
  71060. * @returns the new Vector3
  71061. */
  71062. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  71063. /**
  71064. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  71065. * @param otherVector defines the second operand
  71066. * @param result defines the Vector3 object where to store the result
  71067. * @returns the current Vector3
  71068. */
  71069. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  71070. /**
  71071. * Divides the current Vector3 coordinates by the given ones.
  71072. * @param otherVector defines the second operand
  71073. * @returns the current updated Vector3
  71074. */
  71075. divideInPlace(otherVector: Vector3): Vector3;
  71076. /**
  71077. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  71078. * @param other defines the second operand
  71079. * @returns the current updated Vector3
  71080. */
  71081. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  71082. /**
  71083. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  71084. * @param other defines the second operand
  71085. * @returns the current updated Vector3
  71086. */
  71087. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  71088. /**
  71089. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  71090. * @param x defines the x coordinate of the operand
  71091. * @param y defines the y coordinate of the operand
  71092. * @param z defines the z coordinate of the operand
  71093. * @returns the current updated Vector3
  71094. */
  71095. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  71096. /**
  71097. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  71098. * @param x defines the x coordinate of the operand
  71099. * @param y defines the y coordinate of the operand
  71100. * @param z defines the z coordinate of the operand
  71101. * @returns the current updated Vector3
  71102. */
  71103. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  71104. /**
  71105. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  71106. * Check if is non uniform within a certain amount of decimal places to account for this
  71107. * @param epsilon the amount the values can differ
  71108. * @returns if the the vector is non uniform to a certain number of decimal places
  71109. */
  71110. isNonUniformWithinEpsilon(epsilon: number): boolean;
  71111. /**
  71112. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  71113. */
  71114. readonly isNonUniform: boolean;
  71115. /**
  71116. * Gets a new Vector3 from current Vector3 floored values
  71117. * @returns a new Vector3
  71118. */
  71119. floor(): Vector3;
  71120. /**
  71121. * Gets a new Vector3 from current Vector3 floored values
  71122. * @returns a new Vector3
  71123. */
  71124. fract(): Vector3;
  71125. /**
  71126. * Gets the length of the Vector3
  71127. * @returns the length of the Vector3
  71128. */
  71129. length(): number;
  71130. /**
  71131. * Gets the squared length of the Vector3
  71132. * @returns squared length of the Vector3
  71133. */
  71134. lengthSquared(): number;
  71135. /**
  71136. * Normalize the current Vector3.
  71137. * Please note that this is an in place operation.
  71138. * @returns the current updated Vector3
  71139. */
  71140. normalize(): Vector3;
  71141. /**
  71142. * Reorders the x y z properties of the vector in place
  71143. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  71144. * @returns the current updated vector
  71145. */
  71146. reorderInPlace(order: string): this;
  71147. /**
  71148. * Rotates the vector around 0,0,0 by a quaternion
  71149. * @param quaternion the rotation quaternion
  71150. * @param result vector to store the result
  71151. * @returns the resulting vector
  71152. */
  71153. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  71154. /**
  71155. * Rotates a vector around a given point
  71156. * @param quaternion the rotation quaternion
  71157. * @param point the point to rotate around
  71158. * @param result vector to store the result
  71159. * @returns the resulting vector
  71160. */
  71161. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  71162. /**
  71163. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  71164. * The cross product is then orthogonal to both current and "other"
  71165. * @param other defines the right operand
  71166. * @returns the cross product
  71167. */
  71168. cross(other: Vector3): Vector3;
  71169. /**
  71170. * Normalize the current Vector3 with the given input length.
  71171. * Please note that this is an in place operation.
  71172. * @param len the length of the vector
  71173. * @returns the current updated Vector3
  71174. */
  71175. normalizeFromLength(len: number): Vector3;
  71176. /**
  71177. * Normalize the current Vector3 to a new vector
  71178. * @returns the new Vector3
  71179. */
  71180. normalizeToNew(): Vector3;
  71181. /**
  71182. * Normalize the current Vector3 to the reference
  71183. * @param reference define the Vector3 to update
  71184. * @returns the updated Vector3
  71185. */
  71186. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  71187. /**
  71188. * Creates a new Vector3 copied from the current Vector3
  71189. * @returns the new Vector3
  71190. */
  71191. clone(): Vector3;
  71192. /**
  71193. * Copies the given vector coordinates to the current Vector3 ones
  71194. * @param source defines the source Vector3
  71195. * @returns the current updated Vector3
  71196. */
  71197. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  71198. /**
  71199. * Copies the given floats to the current Vector3 coordinates
  71200. * @param x defines the x coordinate of the operand
  71201. * @param y defines the y coordinate of the operand
  71202. * @param z defines the z coordinate of the operand
  71203. * @returns the current updated Vector3
  71204. */
  71205. copyFromFloats(x: number, y: number, z: number): Vector3;
  71206. /**
  71207. * Copies the given floats to the current Vector3 coordinates
  71208. * @param x defines the x coordinate of the operand
  71209. * @param y defines the y coordinate of the operand
  71210. * @param z defines the z coordinate of the operand
  71211. * @returns the current updated Vector3
  71212. */
  71213. set(x: number, y: number, z: number): Vector3;
  71214. /**
  71215. * Copies the given float to the current Vector3 coordinates
  71216. * @param v defines the x, y and z coordinates of the operand
  71217. * @returns the current updated Vector3
  71218. */
  71219. setAll(v: number): Vector3;
  71220. /**
  71221. * Get the clip factor between two vectors
  71222. * @param vector0 defines the first operand
  71223. * @param vector1 defines the second operand
  71224. * @param axis defines the axis to use
  71225. * @param size defines the size along the axis
  71226. * @returns the clip factor
  71227. */
  71228. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  71229. /**
  71230. * Get angle between two vectors
  71231. * @param vector0 angle between vector0 and vector1
  71232. * @param vector1 angle between vector0 and vector1
  71233. * @param normal direction of the normal
  71234. * @return the angle between vector0 and vector1
  71235. */
  71236. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  71237. /**
  71238. * Returns a new Vector3 set from the index "offset" of the given array
  71239. * @param array defines the source array
  71240. * @param offset defines the offset in the source array
  71241. * @returns the new Vector3
  71242. */
  71243. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  71244. /**
  71245. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  71246. * This function is deprecated. Use FromArray instead
  71247. * @param array defines the source array
  71248. * @param offset defines the offset in the source array
  71249. * @returns the new Vector3
  71250. */
  71251. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  71252. /**
  71253. * Sets the given vector "result" with the element values from the index "offset" of the given array
  71254. * @param array defines the source array
  71255. * @param offset defines the offset in the source array
  71256. * @param result defines the Vector3 where to store the result
  71257. */
  71258. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  71259. /**
  71260. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  71261. * This function is deprecated. Use FromArrayToRef instead.
  71262. * @param array defines the source array
  71263. * @param offset defines the offset in the source array
  71264. * @param result defines the Vector3 where to store the result
  71265. */
  71266. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  71267. /**
  71268. * Sets the given vector "result" with the given floats.
  71269. * @param x defines the x coordinate of the source
  71270. * @param y defines the y coordinate of the source
  71271. * @param z defines the z coordinate of the source
  71272. * @param result defines the Vector3 where to store the result
  71273. */
  71274. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  71275. /**
  71276. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  71277. * @returns a new empty Vector3
  71278. */
  71279. static Zero(): Vector3;
  71280. /**
  71281. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  71282. * @returns a new unit Vector3
  71283. */
  71284. static One(): Vector3;
  71285. /**
  71286. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  71287. * @returns a new up Vector3
  71288. */
  71289. static Up(): Vector3;
  71290. /**
  71291. * Gets a up Vector3 that must not be updated
  71292. */
  71293. static readonly UpReadOnly: DeepImmutable<Vector3>;
  71294. /**
  71295. * Gets a zero Vector3 that must not be updated
  71296. */
  71297. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  71298. /**
  71299. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  71300. * @returns a new down Vector3
  71301. */
  71302. static Down(): Vector3;
  71303. /**
  71304. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  71305. * @returns a new forward Vector3
  71306. */
  71307. static Forward(): Vector3;
  71308. /**
  71309. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  71310. * @returns a new forward Vector3
  71311. */
  71312. static Backward(): Vector3;
  71313. /**
  71314. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  71315. * @returns a new right Vector3
  71316. */
  71317. static Right(): Vector3;
  71318. /**
  71319. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  71320. * @returns a new left Vector3
  71321. */
  71322. static Left(): Vector3;
  71323. /**
  71324. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  71325. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71326. * @param vector defines the Vector3 to transform
  71327. * @param transformation defines the transformation matrix
  71328. * @returns the transformed Vector3
  71329. */
  71330. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71331. /**
  71332. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  71333. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71334. * @param vector defines the Vector3 to transform
  71335. * @param transformation defines the transformation matrix
  71336. * @param result defines the Vector3 where to store the result
  71337. */
  71338. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71339. /**
  71340. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  71341. * This method computes tranformed coordinates only, not transformed direction vectors
  71342. * @param x define the x coordinate of the source vector
  71343. * @param y define the y coordinate of the source vector
  71344. * @param z define the z coordinate of the source vector
  71345. * @param transformation defines the transformation matrix
  71346. * @param result defines the Vector3 where to store the result
  71347. */
  71348. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71349. /**
  71350. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  71351. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71352. * @param vector defines the Vector3 to transform
  71353. * @param transformation defines the transformation matrix
  71354. * @returns the new Vector3
  71355. */
  71356. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71357. /**
  71358. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  71359. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71360. * @param vector defines the Vector3 to transform
  71361. * @param transformation defines the transformation matrix
  71362. * @param result defines the Vector3 where to store the result
  71363. */
  71364. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71365. /**
  71366. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  71367. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71368. * @param x define the x coordinate of the source vector
  71369. * @param y define the y coordinate of the source vector
  71370. * @param z define the z coordinate of the source vector
  71371. * @param transformation defines the transformation matrix
  71372. * @param result defines the Vector3 where to store the result
  71373. */
  71374. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71375. /**
  71376. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  71377. * @param value1 defines the first control point
  71378. * @param value2 defines the second control point
  71379. * @param value3 defines the third control point
  71380. * @param value4 defines the fourth control point
  71381. * @param amount defines the amount on the spline to use
  71382. * @returns the new Vector3
  71383. */
  71384. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  71385. /**
  71386. * 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"
  71387. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71388. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71389. * @param value defines the current value
  71390. * @param min defines the lower range value
  71391. * @param max defines the upper range value
  71392. * @returns the new Vector3
  71393. */
  71394. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  71395. /**
  71396. * 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"
  71397. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71398. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71399. * @param value defines the current value
  71400. * @param min defines the lower range value
  71401. * @param max defines the upper range value
  71402. * @param result defines the Vector3 where to store the result
  71403. */
  71404. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  71405. /**
  71406. * Checks if a given vector is inside a specific range
  71407. * @param v defines the vector to test
  71408. * @param min defines the minimum range
  71409. * @param max defines the maximum range
  71410. */
  71411. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  71412. /**
  71413. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  71414. * @param value1 defines the first control point
  71415. * @param tangent1 defines the first tangent vector
  71416. * @param value2 defines the second control point
  71417. * @param tangent2 defines the second tangent vector
  71418. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  71419. * @returns the new Vector3
  71420. */
  71421. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  71422. /**
  71423. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  71424. * @param start defines the start value
  71425. * @param end defines the end value
  71426. * @param amount max defines amount between both (between 0 and 1)
  71427. * @returns the new Vector3
  71428. */
  71429. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  71430. /**
  71431. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  71432. * @param start defines the start value
  71433. * @param end defines the end value
  71434. * @param amount max defines amount between both (between 0 and 1)
  71435. * @param result defines the Vector3 where to store the result
  71436. */
  71437. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  71438. /**
  71439. * Returns the dot product (float) between the vectors "left" and "right"
  71440. * @param left defines the left operand
  71441. * @param right defines the right operand
  71442. * @returns the dot product
  71443. */
  71444. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  71445. /**
  71446. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  71447. * The cross product is then orthogonal to both "left" and "right"
  71448. * @param left defines the left operand
  71449. * @param right defines the right operand
  71450. * @returns the cross product
  71451. */
  71452. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71453. /**
  71454. * Sets the given vector "result" with the cross product of "left" and "right"
  71455. * The cross product is then orthogonal to both "left" and "right"
  71456. * @param left defines the left operand
  71457. * @param right defines the right operand
  71458. * @param result defines the Vector3 where to store the result
  71459. */
  71460. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  71461. /**
  71462. * Returns a new Vector3 as the normalization of the given vector
  71463. * @param vector defines the Vector3 to normalize
  71464. * @returns the new Vector3
  71465. */
  71466. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  71467. /**
  71468. * Sets the given vector "result" with the normalization of the given first vector
  71469. * @param vector defines the Vector3 to normalize
  71470. * @param result defines the Vector3 where to store the result
  71471. */
  71472. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  71473. /**
  71474. * Project a Vector3 onto screen space
  71475. * @param vector defines the Vector3 to project
  71476. * @param world defines the world matrix to use
  71477. * @param transform defines the transform (view x projection) matrix to use
  71478. * @param viewport defines the screen viewport to use
  71479. * @returns the new Vector3
  71480. */
  71481. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  71482. /** @hidden */
  71483. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  71484. /**
  71485. * Unproject from screen space to object space
  71486. * @param source defines the screen space Vector3 to use
  71487. * @param viewportWidth defines the current width of the viewport
  71488. * @param viewportHeight defines the current height of the viewport
  71489. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71490. * @param transform defines the transform (view x projection) matrix to use
  71491. * @returns the new Vector3
  71492. */
  71493. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  71494. /**
  71495. * Unproject from screen space to object space
  71496. * @param source defines the screen space Vector3 to use
  71497. * @param viewportWidth defines the current width of the viewport
  71498. * @param viewportHeight defines the current height of the viewport
  71499. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71500. * @param view defines the view matrix to use
  71501. * @param projection defines the projection matrix to use
  71502. * @returns the new Vector3
  71503. */
  71504. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  71505. /**
  71506. * Unproject from screen space to object space
  71507. * @param source defines the screen space Vector3 to use
  71508. * @param viewportWidth defines the current width of the viewport
  71509. * @param viewportHeight defines the current height of the viewport
  71510. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71511. * @param view defines the view matrix to use
  71512. * @param projection defines the projection matrix to use
  71513. * @param result defines the Vector3 where to store the result
  71514. */
  71515. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71516. /**
  71517. * Unproject from screen space to object space
  71518. * @param sourceX defines the screen space x coordinate to use
  71519. * @param sourceY defines the screen space y coordinate to use
  71520. * @param sourceZ defines the screen space z coordinate to use
  71521. * @param viewportWidth defines the current width of the viewport
  71522. * @param viewportHeight defines the current height of the viewport
  71523. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71524. * @param view defines the view matrix to use
  71525. * @param projection defines the projection matrix to use
  71526. * @param result defines the Vector3 where to store the result
  71527. */
  71528. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71529. /**
  71530. * Gets the minimal coordinate values between two Vector3
  71531. * @param left defines the first operand
  71532. * @param right defines the second operand
  71533. * @returns the new Vector3
  71534. */
  71535. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71536. /**
  71537. * Gets the maximal coordinate values between two Vector3
  71538. * @param left defines the first operand
  71539. * @param right defines the second operand
  71540. * @returns the new Vector3
  71541. */
  71542. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71543. /**
  71544. * Returns the distance between the vectors "value1" and "value2"
  71545. * @param value1 defines the first operand
  71546. * @param value2 defines the second operand
  71547. * @returns the distance
  71548. */
  71549. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71550. /**
  71551. * Returns the squared distance between the vectors "value1" and "value2"
  71552. * @param value1 defines the first operand
  71553. * @param value2 defines the second operand
  71554. * @returns the squared distance
  71555. */
  71556. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71557. /**
  71558. * Returns a new Vector3 located at the center between "value1" and "value2"
  71559. * @param value1 defines the first operand
  71560. * @param value2 defines the second operand
  71561. * @returns the new Vector3
  71562. */
  71563. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  71564. /**
  71565. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  71566. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  71567. * to something in order to rotate it from its local system to the given target system
  71568. * Note: axis1, axis2 and axis3 are normalized during this operation
  71569. * @param axis1 defines the first axis
  71570. * @param axis2 defines the second axis
  71571. * @param axis3 defines the third axis
  71572. * @returns a new Vector3
  71573. */
  71574. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  71575. /**
  71576. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  71577. * @param axis1 defines the first axis
  71578. * @param axis2 defines the second axis
  71579. * @param axis3 defines the third axis
  71580. * @param ref defines the Vector3 where to store the result
  71581. */
  71582. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  71583. }
  71584. /**
  71585. * Vector4 class created for EulerAngle class conversion to Quaternion
  71586. */
  71587. export class Vector4 {
  71588. /** x value of the vector */
  71589. x: number;
  71590. /** y value of the vector */
  71591. y: number;
  71592. /** z value of the vector */
  71593. z: number;
  71594. /** w value of the vector */
  71595. w: number;
  71596. /**
  71597. * Creates a Vector4 object from the given floats.
  71598. * @param x x value of the vector
  71599. * @param y y value of the vector
  71600. * @param z z value of the vector
  71601. * @param w w value of the vector
  71602. */
  71603. constructor(
  71604. /** x value of the vector */
  71605. x: number,
  71606. /** y value of the vector */
  71607. y: number,
  71608. /** z value of the vector */
  71609. z: number,
  71610. /** w value of the vector */
  71611. w: number);
  71612. /**
  71613. * Returns the string with the Vector4 coordinates.
  71614. * @returns a string containing all the vector values
  71615. */
  71616. toString(): string;
  71617. /**
  71618. * Returns the string "Vector4".
  71619. * @returns "Vector4"
  71620. */
  71621. getClassName(): string;
  71622. /**
  71623. * Returns the Vector4 hash code.
  71624. * @returns a unique hash code
  71625. */
  71626. getHashCode(): number;
  71627. /**
  71628. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  71629. * @returns the resulting array
  71630. */
  71631. asArray(): number[];
  71632. /**
  71633. * Populates the given array from the given index with the Vector4 coordinates.
  71634. * @param array array to populate
  71635. * @param index index of the array to start at (default: 0)
  71636. * @returns the Vector4.
  71637. */
  71638. toArray(array: FloatArray, index?: number): Vector4;
  71639. /**
  71640. * Adds the given vector to the current Vector4.
  71641. * @param otherVector the vector to add
  71642. * @returns the updated Vector4.
  71643. */
  71644. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71645. /**
  71646. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  71647. * @param otherVector the vector to add
  71648. * @returns the resulting vector
  71649. */
  71650. add(otherVector: DeepImmutable<Vector4>): Vector4;
  71651. /**
  71652. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  71653. * @param otherVector the vector to add
  71654. * @param result the vector to store the result
  71655. * @returns the current Vector4.
  71656. */
  71657. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71658. /**
  71659. * Subtract in place the given vector from the current Vector4.
  71660. * @param otherVector the vector to subtract
  71661. * @returns the updated Vector4.
  71662. */
  71663. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71664. /**
  71665. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  71666. * @param otherVector the vector to add
  71667. * @returns the new vector with the result
  71668. */
  71669. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  71670. /**
  71671. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  71672. * @param otherVector the vector to subtract
  71673. * @param result the vector to store the result
  71674. * @returns the current Vector4.
  71675. */
  71676. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71677. /**
  71678. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71679. */
  71680. /**
  71681. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71682. * @param x value to subtract
  71683. * @param y value to subtract
  71684. * @param z value to subtract
  71685. * @param w value to subtract
  71686. * @returns new vector containing the result
  71687. */
  71688. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71689. /**
  71690. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71691. * @param x value to subtract
  71692. * @param y value to subtract
  71693. * @param z value to subtract
  71694. * @param w value to subtract
  71695. * @param result the vector to store the result in
  71696. * @returns the current Vector4.
  71697. */
  71698. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  71699. /**
  71700. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  71701. * @returns a new vector with the negated values
  71702. */
  71703. negate(): Vector4;
  71704. /**
  71705. * Multiplies the current Vector4 coordinates by scale (float).
  71706. * @param scale the number to scale with
  71707. * @returns the updated Vector4.
  71708. */
  71709. scaleInPlace(scale: number): Vector4;
  71710. /**
  71711. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  71712. * @param scale the number to scale with
  71713. * @returns a new vector with the result
  71714. */
  71715. scale(scale: number): Vector4;
  71716. /**
  71717. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  71718. * @param scale the number to scale with
  71719. * @param result a vector to store the result in
  71720. * @returns the current Vector4.
  71721. */
  71722. scaleToRef(scale: number, result: Vector4): Vector4;
  71723. /**
  71724. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  71725. * @param scale defines the scale factor
  71726. * @param result defines the Vector4 object where to store the result
  71727. * @returns the unmodified current Vector4
  71728. */
  71729. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  71730. /**
  71731. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  71732. * @param otherVector the vector to compare against
  71733. * @returns true if they are equal
  71734. */
  71735. equals(otherVector: DeepImmutable<Vector4>): boolean;
  71736. /**
  71737. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  71738. * @param otherVector vector to compare against
  71739. * @param epsilon (Default: very small number)
  71740. * @returns true if they are equal
  71741. */
  71742. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  71743. /**
  71744. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  71745. * @param x x value to compare against
  71746. * @param y y value to compare against
  71747. * @param z z value to compare against
  71748. * @param w w value to compare against
  71749. * @returns true if equal
  71750. */
  71751. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  71752. /**
  71753. * Multiplies in place the current Vector4 by the given one.
  71754. * @param otherVector vector to multiple with
  71755. * @returns the updated Vector4.
  71756. */
  71757. multiplyInPlace(otherVector: Vector4): Vector4;
  71758. /**
  71759. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  71760. * @param otherVector vector to multiple with
  71761. * @returns resulting new vector
  71762. */
  71763. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  71764. /**
  71765. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  71766. * @param otherVector vector to multiple with
  71767. * @param result vector to store the result
  71768. * @returns the current Vector4.
  71769. */
  71770. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71771. /**
  71772. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  71773. * @param x x value multiply with
  71774. * @param y y value multiply with
  71775. * @param z z value multiply with
  71776. * @param w w value multiply with
  71777. * @returns resulting new vector
  71778. */
  71779. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  71780. /**
  71781. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  71782. * @param otherVector vector to devide with
  71783. * @returns resulting new vector
  71784. */
  71785. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  71786. /**
  71787. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  71788. * @param otherVector vector to devide with
  71789. * @param result vector to store the result
  71790. * @returns the current Vector4.
  71791. */
  71792. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71793. /**
  71794. * Divides the current Vector3 coordinates by the given ones.
  71795. * @param otherVector vector to devide with
  71796. * @returns the updated Vector3.
  71797. */
  71798. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71799. /**
  71800. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  71801. * @param other defines the second operand
  71802. * @returns the current updated Vector4
  71803. */
  71804. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71805. /**
  71806. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71807. * @param other defines the second operand
  71808. * @returns the current updated Vector4
  71809. */
  71810. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71811. /**
  71812. * Gets a new Vector4 from current Vector4 floored values
  71813. * @returns a new Vector4
  71814. */
  71815. floor(): Vector4;
  71816. /**
  71817. * Gets a new Vector4 from current Vector3 floored values
  71818. * @returns a new Vector4
  71819. */
  71820. fract(): Vector4;
  71821. /**
  71822. * Returns the Vector4 length (float).
  71823. * @returns the length
  71824. */
  71825. length(): number;
  71826. /**
  71827. * Returns the Vector4 squared length (float).
  71828. * @returns the length squared
  71829. */
  71830. lengthSquared(): number;
  71831. /**
  71832. * Normalizes in place the Vector4.
  71833. * @returns the updated Vector4.
  71834. */
  71835. normalize(): Vector4;
  71836. /**
  71837. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71838. * @returns this converted to a new vector3
  71839. */
  71840. toVector3(): Vector3;
  71841. /**
  71842. * Returns a new Vector4 copied from the current one.
  71843. * @returns the new cloned vector
  71844. */
  71845. clone(): Vector4;
  71846. /**
  71847. * Updates the current Vector4 with the given one coordinates.
  71848. * @param source the source vector to copy from
  71849. * @returns the updated Vector4.
  71850. */
  71851. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71852. /**
  71853. * Updates the current Vector4 coordinates with the given floats.
  71854. * @param x float to copy from
  71855. * @param y float to copy from
  71856. * @param z float to copy from
  71857. * @param w float to copy from
  71858. * @returns the updated Vector4.
  71859. */
  71860. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71861. /**
  71862. * Updates the current Vector4 coordinates with the given floats.
  71863. * @param x float to set from
  71864. * @param y float to set from
  71865. * @param z float to set from
  71866. * @param w float to set from
  71867. * @returns the updated Vector4.
  71868. */
  71869. set(x: number, y: number, z: number, w: number): Vector4;
  71870. /**
  71871. * Copies the given float to the current Vector3 coordinates
  71872. * @param v defines the x, y, z and w coordinates of the operand
  71873. * @returns the current updated Vector3
  71874. */
  71875. setAll(v: number): Vector4;
  71876. /**
  71877. * Returns a new Vector4 set from the starting index of the given array.
  71878. * @param array the array to pull values from
  71879. * @param offset the offset into the array to start at
  71880. * @returns the new vector
  71881. */
  71882. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71883. /**
  71884. * Updates the given vector "result" from the starting index of the given array.
  71885. * @param array the array to pull values from
  71886. * @param offset the offset into the array to start at
  71887. * @param result the vector to store the result in
  71888. */
  71889. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71890. /**
  71891. * Updates the given vector "result" from the starting index of the given Float32Array.
  71892. * @param array the array to pull values from
  71893. * @param offset the offset into the array to start at
  71894. * @param result the vector to store the result in
  71895. */
  71896. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71897. /**
  71898. * Updates the given vector "result" coordinates from the given floats.
  71899. * @param x float to set from
  71900. * @param y float to set from
  71901. * @param z float to set from
  71902. * @param w float to set from
  71903. * @param result the vector to the floats in
  71904. */
  71905. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71906. /**
  71907. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71908. * @returns the new vector
  71909. */
  71910. static Zero(): Vector4;
  71911. /**
  71912. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71913. * @returns the new vector
  71914. */
  71915. static One(): Vector4;
  71916. /**
  71917. * Returns a new normalized Vector4 from the given one.
  71918. * @param vector the vector to normalize
  71919. * @returns the vector
  71920. */
  71921. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71922. /**
  71923. * Updates the given vector "result" from the normalization of the given one.
  71924. * @param vector the vector to normalize
  71925. * @param result the vector to store the result in
  71926. */
  71927. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71928. /**
  71929. * Returns a vector with the minimum values from the left and right vectors
  71930. * @param left left vector to minimize
  71931. * @param right right vector to minimize
  71932. * @returns a new vector with the minimum of the left and right vector values
  71933. */
  71934. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71935. /**
  71936. * Returns a vector with the maximum values from the left and right vectors
  71937. * @param left left vector to maximize
  71938. * @param right right vector to maximize
  71939. * @returns a new vector with the maximum of the left and right vector values
  71940. */
  71941. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71942. /**
  71943. * Returns the distance (float) between the vectors "value1" and "value2".
  71944. * @param value1 value to calulate the distance between
  71945. * @param value2 value to calulate the distance between
  71946. * @return the distance between the two vectors
  71947. */
  71948. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71949. /**
  71950. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71951. * @param value1 value to calulate the distance between
  71952. * @param value2 value to calulate the distance between
  71953. * @return the distance between the two vectors squared
  71954. */
  71955. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71956. /**
  71957. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71958. * @param value1 value to calulate the center between
  71959. * @param value2 value to calulate the center between
  71960. * @return the center between the two vectors
  71961. */
  71962. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71963. /**
  71964. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71965. * This methods computes transformed normalized direction vectors only.
  71966. * @param vector the vector to transform
  71967. * @param transformation the transformation matrix to apply
  71968. * @returns the new vector
  71969. */
  71970. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71971. /**
  71972. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71973. * This methods computes transformed normalized direction vectors only.
  71974. * @param vector the vector to transform
  71975. * @param transformation the transformation matrix to apply
  71976. * @param result the vector to store the result in
  71977. */
  71978. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71979. /**
  71980. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71981. * This methods computes transformed normalized direction vectors only.
  71982. * @param x value to transform
  71983. * @param y value to transform
  71984. * @param z value to transform
  71985. * @param w value to transform
  71986. * @param transformation the transformation matrix to apply
  71987. * @param result the vector to store the results in
  71988. */
  71989. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71990. /**
  71991. * Creates a new Vector4 from a Vector3
  71992. * @param source defines the source data
  71993. * @param w defines the 4th component (default is 0)
  71994. * @returns a new Vector4
  71995. */
  71996. static FromVector3(source: Vector3, w?: number): Vector4;
  71997. }
  71998. /**
  71999. * Class used to store quaternion data
  72000. * @see https://en.wikipedia.org/wiki/Quaternion
  72001. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  72002. */
  72003. export class Quaternion {
  72004. /** defines the first component (0 by default) */
  72005. x: number;
  72006. /** defines the second component (0 by default) */
  72007. y: number;
  72008. /** defines the third component (0 by default) */
  72009. z: number;
  72010. /** defines the fourth component (1.0 by default) */
  72011. w: number;
  72012. /**
  72013. * Creates a new Quaternion from the given floats
  72014. * @param x defines the first component (0 by default)
  72015. * @param y defines the second component (0 by default)
  72016. * @param z defines the third component (0 by default)
  72017. * @param w defines the fourth component (1.0 by default)
  72018. */
  72019. constructor(
  72020. /** defines the first component (0 by default) */
  72021. x?: number,
  72022. /** defines the second component (0 by default) */
  72023. y?: number,
  72024. /** defines the third component (0 by default) */
  72025. z?: number,
  72026. /** defines the fourth component (1.0 by default) */
  72027. w?: number);
  72028. /**
  72029. * Gets a string representation for the current quaternion
  72030. * @returns a string with the Quaternion coordinates
  72031. */
  72032. toString(): string;
  72033. /**
  72034. * Gets the class name of the quaternion
  72035. * @returns the string "Quaternion"
  72036. */
  72037. getClassName(): string;
  72038. /**
  72039. * Gets a hash code for this quaternion
  72040. * @returns the quaternion hash code
  72041. */
  72042. getHashCode(): number;
  72043. /**
  72044. * Copy the quaternion to an array
  72045. * @returns a new array populated with 4 elements from the quaternion coordinates
  72046. */
  72047. asArray(): number[];
  72048. /**
  72049. * Check if two quaternions are equals
  72050. * @param otherQuaternion defines the second operand
  72051. * @return true if the current quaternion and the given one coordinates are strictly equals
  72052. */
  72053. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  72054. /**
  72055. * Clone the current quaternion
  72056. * @returns a new quaternion copied from the current one
  72057. */
  72058. clone(): Quaternion;
  72059. /**
  72060. * Copy a quaternion to the current one
  72061. * @param other defines the other quaternion
  72062. * @returns the updated current quaternion
  72063. */
  72064. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  72065. /**
  72066. * Updates the current quaternion with the given float coordinates
  72067. * @param x defines the x coordinate
  72068. * @param y defines the y coordinate
  72069. * @param z defines the z coordinate
  72070. * @param w defines the w coordinate
  72071. * @returns the updated current quaternion
  72072. */
  72073. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  72074. /**
  72075. * Updates the current quaternion from the given float coordinates
  72076. * @param x defines the x coordinate
  72077. * @param y defines the y coordinate
  72078. * @param z defines the z coordinate
  72079. * @param w defines the w coordinate
  72080. * @returns the updated current quaternion
  72081. */
  72082. set(x: number, y: number, z: number, w: number): Quaternion;
  72083. /**
  72084. * Adds two quaternions
  72085. * @param other defines the second operand
  72086. * @returns a new quaternion as the addition result of the given one and the current quaternion
  72087. */
  72088. add(other: DeepImmutable<Quaternion>): Quaternion;
  72089. /**
  72090. * Add a quaternion to the current one
  72091. * @param other defines the quaternion to add
  72092. * @returns the current quaternion
  72093. */
  72094. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  72095. /**
  72096. * Subtract two quaternions
  72097. * @param other defines the second operand
  72098. * @returns a new quaternion as the subtraction result of the given one from the current one
  72099. */
  72100. subtract(other: Quaternion): Quaternion;
  72101. /**
  72102. * Multiplies the current quaternion by a scale factor
  72103. * @param value defines the scale factor
  72104. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  72105. */
  72106. scale(value: number): Quaternion;
  72107. /**
  72108. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  72109. * @param scale defines the scale factor
  72110. * @param result defines the Quaternion object where to store the result
  72111. * @returns the unmodified current quaternion
  72112. */
  72113. scaleToRef(scale: number, result: Quaternion): Quaternion;
  72114. /**
  72115. * Multiplies in place the current quaternion by a scale factor
  72116. * @param value defines the scale factor
  72117. * @returns the current modified quaternion
  72118. */
  72119. scaleInPlace(value: number): Quaternion;
  72120. /**
  72121. * Scale the current quaternion values by a factor and add the result to a given quaternion
  72122. * @param scale defines the scale factor
  72123. * @param result defines the Quaternion object where to store the result
  72124. * @returns the unmodified current quaternion
  72125. */
  72126. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  72127. /**
  72128. * Multiplies two quaternions
  72129. * @param q1 defines the second operand
  72130. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  72131. */
  72132. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  72133. /**
  72134. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  72135. * @param q1 defines the second operand
  72136. * @param result defines the target quaternion
  72137. * @returns the current quaternion
  72138. */
  72139. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  72140. /**
  72141. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  72142. * @param q1 defines the second operand
  72143. * @returns the currentupdated quaternion
  72144. */
  72145. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  72146. /**
  72147. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  72148. * @param ref defines the target quaternion
  72149. * @returns the current quaternion
  72150. */
  72151. conjugateToRef(ref: Quaternion): Quaternion;
  72152. /**
  72153. * Conjugates in place (1-q) the current quaternion
  72154. * @returns the current updated quaternion
  72155. */
  72156. conjugateInPlace(): Quaternion;
  72157. /**
  72158. * Conjugates in place (1-q) the current quaternion
  72159. * @returns a new quaternion
  72160. */
  72161. conjugate(): Quaternion;
  72162. /**
  72163. * Gets length of current quaternion
  72164. * @returns the quaternion length (float)
  72165. */
  72166. length(): number;
  72167. /**
  72168. * Normalize in place the current quaternion
  72169. * @returns the current updated quaternion
  72170. */
  72171. normalize(): Quaternion;
  72172. /**
  72173. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  72174. * @param order is a reserved parameter and is ignore for now
  72175. * @returns a new Vector3 containing the Euler angles
  72176. */
  72177. toEulerAngles(order?: string): Vector3;
  72178. /**
  72179. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  72180. * @param result defines the vector which will be filled with the Euler angles
  72181. * @param order is a reserved parameter and is ignore for now
  72182. * @returns the current unchanged quaternion
  72183. */
  72184. toEulerAnglesToRef(result: Vector3): Quaternion;
  72185. /**
  72186. * Updates the given rotation matrix with the current quaternion values
  72187. * @param result defines the target matrix
  72188. * @returns the current unchanged quaternion
  72189. */
  72190. toRotationMatrix(result: Matrix): Quaternion;
  72191. /**
  72192. * Updates the current quaternion from the given rotation matrix values
  72193. * @param matrix defines the source matrix
  72194. * @returns the current updated quaternion
  72195. */
  72196. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  72197. /**
  72198. * Creates a new quaternion from a rotation matrix
  72199. * @param matrix defines the source matrix
  72200. * @returns a new quaternion created from the given rotation matrix values
  72201. */
  72202. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  72203. /**
  72204. * Updates the given quaternion with the given rotation matrix values
  72205. * @param matrix defines the source matrix
  72206. * @param result defines the target quaternion
  72207. */
  72208. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  72209. /**
  72210. * Returns the dot product (float) between the quaternions "left" and "right"
  72211. * @param left defines the left operand
  72212. * @param right defines the right operand
  72213. * @returns the dot product
  72214. */
  72215. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  72216. /**
  72217. * Checks if the two quaternions are close to each other
  72218. * @param quat0 defines the first quaternion to check
  72219. * @param quat1 defines the second quaternion to check
  72220. * @returns true if the two quaternions are close to each other
  72221. */
  72222. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  72223. /**
  72224. * Creates an empty quaternion
  72225. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  72226. */
  72227. static Zero(): Quaternion;
  72228. /**
  72229. * Inverse a given quaternion
  72230. * @param q defines the source quaternion
  72231. * @returns a new quaternion as the inverted current quaternion
  72232. */
  72233. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  72234. /**
  72235. * Inverse a given quaternion
  72236. * @param q defines the source quaternion
  72237. * @param result the quaternion the result will be stored in
  72238. * @returns the result quaternion
  72239. */
  72240. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  72241. /**
  72242. * Creates an identity quaternion
  72243. * @returns the identity quaternion
  72244. */
  72245. static Identity(): Quaternion;
  72246. /**
  72247. * Gets a boolean indicating if the given quaternion is identity
  72248. * @param quaternion defines the quaternion to check
  72249. * @returns true if the quaternion is identity
  72250. */
  72251. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  72252. /**
  72253. * Creates a quaternion from a rotation around an axis
  72254. * @param axis defines the axis to use
  72255. * @param angle defines the angle to use
  72256. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  72257. */
  72258. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  72259. /**
  72260. * Creates a rotation around an axis and stores it into the given quaternion
  72261. * @param axis defines the axis to use
  72262. * @param angle defines the angle to use
  72263. * @param result defines the target quaternion
  72264. * @returns the target quaternion
  72265. */
  72266. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  72267. /**
  72268. * Creates a new quaternion from data stored into an array
  72269. * @param array defines the data source
  72270. * @param offset defines the offset in the source array where the data starts
  72271. * @returns a new quaternion
  72272. */
  72273. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  72274. /**
  72275. * Create a quaternion from Euler rotation angles
  72276. * @param x Pitch
  72277. * @param y Yaw
  72278. * @param z Roll
  72279. * @returns the new Quaternion
  72280. */
  72281. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  72282. /**
  72283. * Updates a quaternion from Euler rotation angles
  72284. * @param x Pitch
  72285. * @param y Yaw
  72286. * @param z Roll
  72287. * @param result the quaternion to store the result
  72288. * @returns the updated quaternion
  72289. */
  72290. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  72291. /**
  72292. * Create a quaternion from Euler rotation vector
  72293. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72294. * @returns the new Quaternion
  72295. */
  72296. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  72297. /**
  72298. * Updates a quaternion from Euler rotation vector
  72299. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72300. * @param result the quaternion to store the result
  72301. * @returns the updated quaternion
  72302. */
  72303. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  72304. /**
  72305. * Creates a new quaternion from the given Euler float angles (y, x, z)
  72306. * @param yaw defines the rotation around Y axis
  72307. * @param pitch defines the rotation around X axis
  72308. * @param roll defines the rotation around Z axis
  72309. * @returns the new quaternion
  72310. */
  72311. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  72312. /**
  72313. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  72314. * @param yaw defines the rotation around Y axis
  72315. * @param pitch defines the rotation around X axis
  72316. * @param roll defines the rotation around Z axis
  72317. * @param result defines the target quaternion
  72318. */
  72319. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  72320. /**
  72321. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  72322. * @param alpha defines the rotation around first axis
  72323. * @param beta defines the rotation around second axis
  72324. * @param gamma defines the rotation around third axis
  72325. * @returns the new quaternion
  72326. */
  72327. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  72328. /**
  72329. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  72330. * @param alpha defines the rotation around first axis
  72331. * @param beta defines the rotation around second axis
  72332. * @param gamma defines the rotation around third axis
  72333. * @param result defines the target quaternion
  72334. */
  72335. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  72336. /**
  72337. * 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)
  72338. * @param axis1 defines the first axis
  72339. * @param axis2 defines the second axis
  72340. * @param axis3 defines the third axis
  72341. * @returns the new quaternion
  72342. */
  72343. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  72344. /**
  72345. * 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
  72346. * @param axis1 defines the first axis
  72347. * @param axis2 defines the second axis
  72348. * @param axis3 defines the third axis
  72349. * @param ref defines the target quaternion
  72350. */
  72351. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  72352. /**
  72353. * Interpolates between two quaternions
  72354. * @param left defines first quaternion
  72355. * @param right defines second quaternion
  72356. * @param amount defines the gradient to use
  72357. * @returns the new interpolated quaternion
  72358. */
  72359. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72360. /**
  72361. * Interpolates between two quaternions and stores it into a target quaternion
  72362. * @param left defines first quaternion
  72363. * @param right defines second quaternion
  72364. * @param amount defines the gradient to use
  72365. * @param result defines the target quaternion
  72366. */
  72367. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  72368. /**
  72369. * Interpolate between two quaternions using Hermite interpolation
  72370. * @param value1 defines first quaternion
  72371. * @param tangent1 defines the incoming tangent
  72372. * @param value2 defines second quaternion
  72373. * @param tangent2 defines the outgoing tangent
  72374. * @param amount defines the target quaternion
  72375. * @returns the new interpolated quaternion
  72376. */
  72377. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72378. }
  72379. /**
  72380. * Class used to store matrix data (4x4)
  72381. */
  72382. export class Matrix {
  72383. private static _updateFlagSeed;
  72384. private static _identityReadOnly;
  72385. private _isIdentity;
  72386. private _isIdentityDirty;
  72387. private _isIdentity3x2;
  72388. private _isIdentity3x2Dirty;
  72389. /**
  72390. * Gets the update flag of the matrix which is an unique number for the matrix.
  72391. * It will be incremented every time the matrix data change.
  72392. * You can use it to speed the comparison between two versions of the same matrix.
  72393. */
  72394. updateFlag: number;
  72395. private readonly _m;
  72396. /**
  72397. * Gets the internal data of the matrix
  72398. */
  72399. readonly m: DeepImmutable<Float32Array>;
  72400. /** @hidden */
  72401. _markAsUpdated(): void;
  72402. /** @hidden */
  72403. private _updateIdentityStatus;
  72404. /**
  72405. * Creates an empty matrix (filled with zeros)
  72406. */
  72407. constructor();
  72408. /**
  72409. * Check if the current matrix is identity
  72410. * @returns true is the matrix is the identity matrix
  72411. */
  72412. isIdentity(): boolean;
  72413. /**
  72414. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  72415. * @returns true is the matrix is the identity matrix
  72416. */
  72417. isIdentityAs3x2(): boolean;
  72418. /**
  72419. * Gets the determinant of the matrix
  72420. * @returns the matrix determinant
  72421. */
  72422. determinant(): number;
  72423. /**
  72424. * Returns the matrix as a Float32Array
  72425. * @returns the matrix underlying array
  72426. */
  72427. toArray(): DeepImmutable<Float32Array>;
  72428. /**
  72429. * Returns the matrix as a Float32Array
  72430. * @returns the matrix underlying array.
  72431. */
  72432. asArray(): DeepImmutable<Float32Array>;
  72433. /**
  72434. * Inverts the current matrix in place
  72435. * @returns the current inverted matrix
  72436. */
  72437. invert(): Matrix;
  72438. /**
  72439. * Sets all the matrix elements to zero
  72440. * @returns the current matrix
  72441. */
  72442. reset(): Matrix;
  72443. /**
  72444. * Adds the current matrix with a second one
  72445. * @param other defines the matrix to add
  72446. * @returns a new matrix as the addition of the current matrix and the given one
  72447. */
  72448. add(other: DeepImmutable<Matrix>): Matrix;
  72449. /**
  72450. * Sets the given matrix "result" to the addition of the current matrix and the given one
  72451. * @param other defines the matrix to add
  72452. * @param result defines the target matrix
  72453. * @returns the current matrix
  72454. */
  72455. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72456. /**
  72457. * Adds in place the given matrix to the current matrix
  72458. * @param other defines the second operand
  72459. * @returns the current updated matrix
  72460. */
  72461. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  72462. /**
  72463. * Sets the given matrix to the current inverted Matrix
  72464. * @param other defines the target matrix
  72465. * @returns the unmodified current matrix
  72466. */
  72467. invertToRef(other: Matrix): Matrix;
  72468. /**
  72469. * add a value at the specified position in the current Matrix
  72470. * @param index the index of the value within the matrix. between 0 and 15.
  72471. * @param value the value to be added
  72472. * @returns the current updated matrix
  72473. */
  72474. addAtIndex(index: number, value: number): Matrix;
  72475. /**
  72476. * mutiply the specified position in the current Matrix by a value
  72477. * @param index the index of the value within the matrix. between 0 and 15.
  72478. * @param value the value to be added
  72479. * @returns the current updated matrix
  72480. */
  72481. multiplyAtIndex(index: number, value: number): Matrix;
  72482. /**
  72483. * Inserts the translation vector (using 3 floats) in the current matrix
  72484. * @param x defines the 1st component of the translation
  72485. * @param y defines the 2nd component of the translation
  72486. * @param z defines the 3rd component of the translation
  72487. * @returns the current updated matrix
  72488. */
  72489. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72490. /**
  72491. * Adds the translation vector (using 3 floats) in the current matrix
  72492. * @param x defines the 1st component of the translation
  72493. * @param y defines the 2nd component of the translation
  72494. * @param z defines the 3rd component of the translation
  72495. * @returns the current updated matrix
  72496. */
  72497. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72498. /**
  72499. * Inserts the translation vector in the current matrix
  72500. * @param vector3 defines the translation to insert
  72501. * @returns the current updated matrix
  72502. */
  72503. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  72504. /**
  72505. * Gets the translation value of the current matrix
  72506. * @returns a new Vector3 as the extracted translation from the matrix
  72507. */
  72508. getTranslation(): Vector3;
  72509. /**
  72510. * Fill a Vector3 with the extracted translation from the matrix
  72511. * @param result defines the Vector3 where to store the translation
  72512. * @returns the current matrix
  72513. */
  72514. getTranslationToRef(result: Vector3): Matrix;
  72515. /**
  72516. * Remove rotation and scaling part from the matrix
  72517. * @returns the updated matrix
  72518. */
  72519. removeRotationAndScaling(): Matrix;
  72520. /**
  72521. * Multiply two matrices
  72522. * @param other defines the second operand
  72523. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  72524. */
  72525. multiply(other: DeepImmutable<Matrix>): Matrix;
  72526. /**
  72527. * Copy the current matrix from the given one
  72528. * @param other defines the source matrix
  72529. * @returns the current updated matrix
  72530. */
  72531. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  72532. /**
  72533. * Populates the given array from the starting index with the current matrix values
  72534. * @param array defines the target array
  72535. * @param offset defines the offset in the target array where to start storing values
  72536. * @returns the current matrix
  72537. */
  72538. copyToArray(array: Float32Array, offset?: number): Matrix;
  72539. /**
  72540. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  72541. * @param other defines the second operand
  72542. * @param result defines the matrix where to store the multiplication
  72543. * @returns the current matrix
  72544. */
  72545. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72546. /**
  72547. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  72548. * @param other defines the second operand
  72549. * @param result defines the array where to store the multiplication
  72550. * @param offset defines the offset in the target array where to start storing values
  72551. * @returns the current matrix
  72552. */
  72553. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  72554. /**
  72555. * Check equality between this matrix and a second one
  72556. * @param value defines the second matrix to compare
  72557. * @returns true is the current matrix and the given one values are strictly equal
  72558. */
  72559. equals(value: DeepImmutable<Matrix>): boolean;
  72560. /**
  72561. * Clone the current matrix
  72562. * @returns a new matrix from the current matrix
  72563. */
  72564. clone(): Matrix;
  72565. /**
  72566. * Returns the name of the current matrix class
  72567. * @returns the string "Matrix"
  72568. */
  72569. getClassName(): string;
  72570. /**
  72571. * Gets the hash code of the current matrix
  72572. * @returns the hash code
  72573. */
  72574. getHashCode(): number;
  72575. /**
  72576. * Decomposes the current Matrix into a translation, rotation and scaling components
  72577. * @param scale defines the scale vector3 given as a reference to update
  72578. * @param rotation defines the rotation quaternion given as a reference to update
  72579. * @param translation defines the translation vector3 given as a reference to update
  72580. * @returns true if operation was successful
  72581. */
  72582. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  72583. /**
  72584. * Gets specific row of the matrix
  72585. * @param index defines the number of the row to get
  72586. * @returns the index-th row of the current matrix as a new Vector4
  72587. */
  72588. getRow(index: number): Nullable<Vector4>;
  72589. /**
  72590. * Sets the index-th row of the current matrix to the vector4 values
  72591. * @param index defines the number of the row to set
  72592. * @param row defines the target vector4
  72593. * @returns the updated current matrix
  72594. */
  72595. setRow(index: number, row: Vector4): Matrix;
  72596. /**
  72597. * Compute the transpose of the matrix
  72598. * @returns the new transposed matrix
  72599. */
  72600. transpose(): Matrix;
  72601. /**
  72602. * Compute the transpose of the matrix and store it in a given matrix
  72603. * @param result defines the target matrix
  72604. * @returns the current matrix
  72605. */
  72606. transposeToRef(result: Matrix): Matrix;
  72607. /**
  72608. * Sets the index-th row of the current matrix with the given 4 x float values
  72609. * @param index defines the row index
  72610. * @param x defines the x component to set
  72611. * @param y defines the y component to set
  72612. * @param z defines the z component to set
  72613. * @param w defines the w component to set
  72614. * @returns the updated current matrix
  72615. */
  72616. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  72617. /**
  72618. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  72619. * @param scale defines the scale factor
  72620. * @returns a new matrix
  72621. */
  72622. scale(scale: number): Matrix;
  72623. /**
  72624. * Scale the current matrix values by a factor to a given result matrix
  72625. * @param scale defines the scale factor
  72626. * @param result defines the matrix to store the result
  72627. * @returns the current matrix
  72628. */
  72629. scaleToRef(scale: number, result: Matrix): Matrix;
  72630. /**
  72631. * Scale the current matrix values by a factor and add the result to a given matrix
  72632. * @param scale defines the scale factor
  72633. * @param result defines the Matrix to store the result
  72634. * @returns the current matrix
  72635. */
  72636. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  72637. /**
  72638. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  72639. * @param ref matrix to store the result
  72640. */
  72641. toNormalMatrix(ref: Matrix): void;
  72642. /**
  72643. * Gets only rotation part of the current matrix
  72644. * @returns a new matrix sets to the extracted rotation matrix from the current one
  72645. */
  72646. getRotationMatrix(): Matrix;
  72647. /**
  72648. * Extracts the rotation matrix from the current one and sets it as the given "result"
  72649. * @param result defines the target matrix to store data to
  72650. * @returns the current matrix
  72651. */
  72652. getRotationMatrixToRef(result: Matrix): Matrix;
  72653. /**
  72654. * Toggles model matrix from being right handed to left handed in place and vice versa
  72655. */
  72656. toggleModelMatrixHandInPlace(): void;
  72657. /**
  72658. * Toggles projection matrix from being right handed to left handed in place and vice versa
  72659. */
  72660. toggleProjectionMatrixHandInPlace(): void;
  72661. /**
  72662. * Creates a matrix from an array
  72663. * @param array defines the source array
  72664. * @param offset defines an offset in the source array
  72665. * @returns a new Matrix set from the starting index of the given array
  72666. */
  72667. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  72668. /**
  72669. * Copy the content of an array into a given matrix
  72670. * @param array defines the source array
  72671. * @param offset defines an offset in the source array
  72672. * @param result defines the target matrix
  72673. */
  72674. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  72675. /**
  72676. * Stores an array into a matrix after having multiplied each component by a given factor
  72677. * @param array defines the source array
  72678. * @param offset defines the offset in the source array
  72679. * @param scale defines the scaling factor
  72680. * @param result defines the target matrix
  72681. */
  72682. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  72683. /**
  72684. * Gets an identity matrix that must not be updated
  72685. */
  72686. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  72687. /**
  72688. * Stores a list of values (16) inside a given matrix
  72689. * @param initialM11 defines 1st value of 1st row
  72690. * @param initialM12 defines 2nd value of 1st row
  72691. * @param initialM13 defines 3rd value of 1st row
  72692. * @param initialM14 defines 4th value of 1st row
  72693. * @param initialM21 defines 1st value of 2nd row
  72694. * @param initialM22 defines 2nd value of 2nd row
  72695. * @param initialM23 defines 3rd value of 2nd row
  72696. * @param initialM24 defines 4th value of 2nd row
  72697. * @param initialM31 defines 1st value of 3rd row
  72698. * @param initialM32 defines 2nd value of 3rd row
  72699. * @param initialM33 defines 3rd value of 3rd row
  72700. * @param initialM34 defines 4th value of 3rd row
  72701. * @param initialM41 defines 1st value of 4th row
  72702. * @param initialM42 defines 2nd value of 4th row
  72703. * @param initialM43 defines 3rd value of 4th row
  72704. * @param initialM44 defines 4th value of 4th row
  72705. * @param result defines the target matrix
  72706. */
  72707. 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;
  72708. /**
  72709. * Creates new matrix from a list of values (16)
  72710. * @param initialM11 defines 1st value of 1st row
  72711. * @param initialM12 defines 2nd value of 1st row
  72712. * @param initialM13 defines 3rd value of 1st row
  72713. * @param initialM14 defines 4th value of 1st row
  72714. * @param initialM21 defines 1st value of 2nd row
  72715. * @param initialM22 defines 2nd value of 2nd row
  72716. * @param initialM23 defines 3rd value of 2nd row
  72717. * @param initialM24 defines 4th value of 2nd row
  72718. * @param initialM31 defines 1st value of 3rd row
  72719. * @param initialM32 defines 2nd value of 3rd row
  72720. * @param initialM33 defines 3rd value of 3rd row
  72721. * @param initialM34 defines 4th value of 3rd row
  72722. * @param initialM41 defines 1st value of 4th row
  72723. * @param initialM42 defines 2nd value of 4th row
  72724. * @param initialM43 defines 3rd value of 4th row
  72725. * @param initialM44 defines 4th value of 4th row
  72726. * @returns the new matrix
  72727. */
  72728. 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;
  72729. /**
  72730. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72731. * @param scale defines the scale vector3
  72732. * @param rotation defines the rotation quaternion
  72733. * @param translation defines the translation vector3
  72734. * @returns a new matrix
  72735. */
  72736. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  72737. /**
  72738. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72739. * @param scale defines the scale vector3
  72740. * @param rotation defines the rotation quaternion
  72741. * @param translation defines the translation vector3
  72742. * @param result defines the target matrix
  72743. */
  72744. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  72745. /**
  72746. * Creates a new identity matrix
  72747. * @returns a new identity matrix
  72748. */
  72749. static Identity(): Matrix;
  72750. /**
  72751. * Creates a new identity matrix and stores the result in a given matrix
  72752. * @param result defines the target matrix
  72753. */
  72754. static IdentityToRef(result: Matrix): void;
  72755. /**
  72756. * Creates a new zero matrix
  72757. * @returns a new zero matrix
  72758. */
  72759. static Zero(): Matrix;
  72760. /**
  72761. * Creates a new rotation matrix for "angle" radians around the X axis
  72762. * @param angle defines the angle (in radians) to use
  72763. * @return the new matrix
  72764. */
  72765. static RotationX(angle: number): Matrix;
  72766. /**
  72767. * Creates a new matrix as the invert of a given matrix
  72768. * @param source defines the source matrix
  72769. * @returns the new matrix
  72770. */
  72771. static Invert(source: DeepImmutable<Matrix>): Matrix;
  72772. /**
  72773. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  72774. * @param angle defines the angle (in radians) to use
  72775. * @param result defines the target matrix
  72776. */
  72777. static RotationXToRef(angle: number, result: Matrix): void;
  72778. /**
  72779. * Creates a new rotation matrix for "angle" radians around the Y axis
  72780. * @param angle defines the angle (in radians) to use
  72781. * @return the new matrix
  72782. */
  72783. static RotationY(angle: number): Matrix;
  72784. /**
  72785. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  72786. * @param angle defines the angle (in radians) to use
  72787. * @param result defines the target matrix
  72788. */
  72789. static RotationYToRef(angle: number, result: Matrix): void;
  72790. /**
  72791. * Creates a new rotation matrix for "angle" radians around the Z axis
  72792. * @param angle defines the angle (in radians) to use
  72793. * @return the new matrix
  72794. */
  72795. static RotationZ(angle: number): Matrix;
  72796. /**
  72797. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  72798. * @param angle defines the angle (in radians) to use
  72799. * @param result defines the target matrix
  72800. */
  72801. static RotationZToRef(angle: number, result: Matrix): void;
  72802. /**
  72803. * Creates a new rotation matrix for "angle" radians around the given axis
  72804. * @param axis defines the axis to use
  72805. * @param angle defines the angle (in radians) to use
  72806. * @return the new matrix
  72807. */
  72808. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72809. /**
  72810. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72811. * @param axis defines the axis to use
  72812. * @param angle defines the angle (in radians) to use
  72813. * @param result defines the target matrix
  72814. */
  72815. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72816. /**
  72817. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72818. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72819. * @param from defines the vector to align
  72820. * @param to defines the vector to align to
  72821. * @param result defines the target matrix
  72822. */
  72823. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72824. /**
  72825. * Creates a rotation matrix
  72826. * @param yaw defines the yaw angle in radians (Y axis)
  72827. * @param pitch defines the pitch angle in radians (X axis)
  72828. * @param roll defines the roll angle in radians (X axis)
  72829. * @returns the new rotation matrix
  72830. */
  72831. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72832. /**
  72833. * Creates a rotation matrix and stores it in a given matrix
  72834. * @param yaw defines the yaw angle in radians (Y axis)
  72835. * @param pitch defines the pitch angle in radians (X axis)
  72836. * @param roll defines the roll angle in radians (X axis)
  72837. * @param result defines the target matrix
  72838. */
  72839. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72840. /**
  72841. * Creates a scaling matrix
  72842. * @param x defines the scale factor on X axis
  72843. * @param y defines the scale factor on Y axis
  72844. * @param z defines the scale factor on Z axis
  72845. * @returns the new matrix
  72846. */
  72847. static Scaling(x: number, y: number, z: number): Matrix;
  72848. /**
  72849. * Creates a scaling matrix and stores it in a given matrix
  72850. * @param x defines the scale factor on X axis
  72851. * @param y defines the scale factor on Y axis
  72852. * @param z defines the scale factor on Z axis
  72853. * @param result defines the target matrix
  72854. */
  72855. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72856. /**
  72857. * Creates a translation matrix
  72858. * @param x defines the translation on X axis
  72859. * @param y defines the translation on Y axis
  72860. * @param z defines the translationon Z axis
  72861. * @returns the new matrix
  72862. */
  72863. static Translation(x: number, y: number, z: number): Matrix;
  72864. /**
  72865. * Creates a translation matrix and stores it in a given matrix
  72866. * @param x defines the translation on X axis
  72867. * @param y defines the translation on Y axis
  72868. * @param z defines the translationon Z axis
  72869. * @param result defines the target matrix
  72870. */
  72871. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72872. /**
  72873. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72874. * @param startValue defines the start value
  72875. * @param endValue defines the end value
  72876. * @param gradient defines the gradient factor
  72877. * @returns the new matrix
  72878. */
  72879. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72880. /**
  72881. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72882. * @param startValue defines the start value
  72883. * @param endValue defines the end value
  72884. * @param gradient defines the gradient factor
  72885. * @param result defines the Matrix object where to store data
  72886. */
  72887. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72888. /**
  72889. * Builds a new matrix whose values are computed by:
  72890. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72891. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72892. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72893. * @param startValue defines the first matrix
  72894. * @param endValue defines the second matrix
  72895. * @param gradient defines the gradient between the two matrices
  72896. * @returns the new matrix
  72897. */
  72898. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72899. /**
  72900. * Update a matrix to values which are computed by:
  72901. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72902. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72903. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72904. * @param startValue defines the first matrix
  72905. * @param endValue defines the second matrix
  72906. * @param gradient defines the gradient between the two matrices
  72907. * @param result defines the target matrix
  72908. */
  72909. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72910. /**
  72911. * 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"
  72912. * This function works in left handed mode
  72913. * @param eye defines the final position of the entity
  72914. * @param target defines where the entity should look at
  72915. * @param up defines the up vector for the entity
  72916. * @returns the new matrix
  72917. */
  72918. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72919. /**
  72920. * 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".
  72921. * This function works in left handed mode
  72922. * @param eye defines the final position of the entity
  72923. * @param target defines where the entity should look at
  72924. * @param up defines the up vector for the entity
  72925. * @param result defines the target matrix
  72926. */
  72927. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72928. /**
  72929. * 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"
  72930. * This function works in right handed mode
  72931. * @param eye defines the final position of the entity
  72932. * @param target defines where the entity should look at
  72933. * @param up defines the up vector for the entity
  72934. * @returns the new matrix
  72935. */
  72936. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72937. /**
  72938. * 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".
  72939. * This function works in right handed mode
  72940. * @param eye defines the final position of the entity
  72941. * @param target defines where the entity should look at
  72942. * @param up defines the up vector for the entity
  72943. * @param result defines the target matrix
  72944. */
  72945. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72946. /**
  72947. * Create a left-handed orthographic projection matrix
  72948. * @param width defines the viewport width
  72949. * @param height defines the viewport height
  72950. * @param znear defines the near clip plane
  72951. * @param zfar defines the far clip plane
  72952. * @returns a new matrix as a left-handed orthographic projection matrix
  72953. */
  72954. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72955. /**
  72956. * Store a left-handed orthographic projection to a given matrix
  72957. * @param width defines the viewport width
  72958. * @param height defines the viewport height
  72959. * @param znear defines the near clip plane
  72960. * @param zfar defines the far clip plane
  72961. * @param result defines the target matrix
  72962. */
  72963. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72964. /**
  72965. * Create a left-handed orthographic projection matrix
  72966. * @param left defines the viewport left coordinate
  72967. * @param right defines the viewport right coordinate
  72968. * @param bottom defines the viewport bottom coordinate
  72969. * @param top defines the viewport top coordinate
  72970. * @param znear defines the near clip plane
  72971. * @param zfar defines the far clip plane
  72972. * @returns a new matrix as a left-handed orthographic projection matrix
  72973. */
  72974. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72975. /**
  72976. * Stores a left-handed orthographic projection into a given matrix
  72977. * @param left defines the viewport left coordinate
  72978. * @param right defines the viewport right coordinate
  72979. * @param bottom defines the viewport bottom coordinate
  72980. * @param top defines the viewport top coordinate
  72981. * @param znear defines the near clip plane
  72982. * @param zfar defines the far clip plane
  72983. * @param result defines the target matrix
  72984. */
  72985. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72986. /**
  72987. * Creates a right-handed orthographic projection matrix
  72988. * @param left defines the viewport left coordinate
  72989. * @param right defines the viewport right coordinate
  72990. * @param bottom defines the viewport bottom coordinate
  72991. * @param top defines the viewport top coordinate
  72992. * @param znear defines the near clip plane
  72993. * @param zfar defines the far clip plane
  72994. * @returns a new matrix as a right-handed orthographic projection matrix
  72995. */
  72996. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72997. /**
  72998. * Stores a right-handed orthographic projection into a given matrix
  72999. * @param left defines the viewport left coordinate
  73000. * @param right defines the viewport right coordinate
  73001. * @param bottom defines the viewport bottom coordinate
  73002. * @param top defines the viewport top coordinate
  73003. * @param znear defines the near clip plane
  73004. * @param zfar defines the far clip plane
  73005. * @param result defines the target matrix
  73006. */
  73007. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  73008. /**
  73009. * Creates a left-handed perspective projection matrix
  73010. * @param width defines the viewport width
  73011. * @param height defines the viewport height
  73012. * @param znear defines the near clip plane
  73013. * @param zfar defines the far clip plane
  73014. * @returns a new matrix as a left-handed perspective projection matrix
  73015. */
  73016. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  73017. /**
  73018. * Creates a left-handed perspective projection matrix
  73019. * @param fov defines the horizontal field of view
  73020. * @param aspect defines the aspect ratio
  73021. * @param znear defines the near clip plane
  73022. * @param zfar defines the far clip plane
  73023. * @returns a new matrix as a left-handed perspective projection matrix
  73024. */
  73025. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  73026. /**
  73027. * Stores a left-handed perspective projection into a given matrix
  73028. * @param fov defines the horizontal field of view
  73029. * @param aspect defines the aspect ratio
  73030. * @param znear defines the near clip plane
  73031. * @param zfar defines the far clip plane
  73032. * @param result defines the target matrix
  73033. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  73034. */
  73035. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  73036. /**
  73037. * Stores a left-handed perspective projection into a given matrix with depth reversed
  73038. * @param fov defines the horizontal field of view
  73039. * @param aspect defines the aspect ratio
  73040. * @param znear defines the near clip plane
  73041. * @param zfar not used as infinity is used as far clip
  73042. * @param result defines the target matrix
  73043. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  73044. */
  73045. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  73046. /**
  73047. * Creates a right-handed perspective projection matrix
  73048. * @param fov defines the horizontal field of view
  73049. * @param aspect defines the aspect ratio
  73050. * @param znear defines the near clip plane
  73051. * @param zfar defines the far clip plane
  73052. * @returns a new matrix as a right-handed perspective projection matrix
  73053. */
  73054. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  73055. /**
  73056. * Stores a right-handed perspective projection into a given matrix
  73057. * @param fov defines the horizontal field of view
  73058. * @param aspect defines the aspect ratio
  73059. * @param znear defines the near clip plane
  73060. * @param zfar defines the far clip plane
  73061. * @param result defines the target matrix
  73062. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  73063. */
  73064. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  73065. /**
  73066. * Stores a right-handed perspective projection into a given matrix
  73067. * @param fov defines the horizontal field of view
  73068. * @param aspect defines the aspect ratio
  73069. * @param znear defines the near clip plane
  73070. * @param zfar not used as infinity is used as far clip
  73071. * @param result defines the target matrix
  73072. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  73073. */
  73074. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  73075. /**
  73076. * Stores a perspective projection for WebVR info a given matrix
  73077. * @param fov defines the field of view
  73078. * @param znear defines the near clip plane
  73079. * @param zfar defines the far clip plane
  73080. * @param result defines the target matrix
  73081. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  73082. */
  73083. static PerspectiveFovWebVRToRef(fov: {
  73084. upDegrees: number;
  73085. downDegrees: number;
  73086. leftDegrees: number;
  73087. rightDegrees: number;
  73088. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  73089. /**
  73090. * Computes a complete transformation matrix
  73091. * @param viewport defines the viewport to use
  73092. * @param world defines the world matrix
  73093. * @param view defines the view matrix
  73094. * @param projection defines the projection matrix
  73095. * @param zmin defines the near clip plane
  73096. * @param zmax defines the far clip plane
  73097. * @returns the transformation matrix
  73098. */
  73099. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  73100. /**
  73101. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  73102. * @param matrix defines the matrix to use
  73103. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  73104. */
  73105. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  73106. /**
  73107. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  73108. * @param matrix defines the matrix to use
  73109. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  73110. */
  73111. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  73112. /**
  73113. * Compute the transpose of a given matrix
  73114. * @param matrix defines the matrix to transpose
  73115. * @returns the new matrix
  73116. */
  73117. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  73118. /**
  73119. * Compute the transpose of a matrix and store it in a target matrix
  73120. * @param matrix defines the matrix to transpose
  73121. * @param result defines the target matrix
  73122. */
  73123. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  73124. /**
  73125. * Computes a reflection matrix from a plane
  73126. * @param plane defines the reflection plane
  73127. * @returns a new matrix
  73128. */
  73129. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  73130. /**
  73131. * Computes a reflection matrix from a plane
  73132. * @param plane defines the reflection plane
  73133. * @param result defines the target matrix
  73134. */
  73135. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  73136. /**
  73137. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  73138. * @param xaxis defines the value of the 1st axis
  73139. * @param yaxis defines the value of the 2nd axis
  73140. * @param zaxis defines the value of the 3rd axis
  73141. * @param result defines the target matrix
  73142. */
  73143. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  73144. /**
  73145. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  73146. * @param quat defines the quaternion to use
  73147. * @param result defines the target matrix
  73148. */
  73149. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  73150. }
  73151. /**
  73152. * @hidden
  73153. */
  73154. export class TmpVectors {
  73155. static Vector2: Vector2[];
  73156. static Vector3: Vector3[];
  73157. static Vector4: Vector4[];
  73158. static Quaternion: Quaternion[];
  73159. static Matrix: Matrix[];
  73160. }
  73161. }
  73162. declare module BABYLON {
  73163. /**
  73164. * Defines potential orientation for back face culling
  73165. */
  73166. export enum Orientation {
  73167. /**
  73168. * Clockwise
  73169. */
  73170. CW = 0,
  73171. /** Counter clockwise */
  73172. CCW = 1
  73173. }
  73174. /** Class used to represent a Bezier curve */
  73175. export class BezierCurve {
  73176. /**
  73177. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  73178. * @param t defines the time
  73179. * @param x1 defines the left coordinate on X axis
  73180. * @param y1 defines the left coordinate on Y axis
  73181. * @param x2 defines the right coordinate on X axis
  73182. * @param y2 defines the right coordinate on Y axis
  73183. * @returns the interpolated value
  73184. */
  73185. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  73186. }
  73187. /**
  73188. * Defines angle representation
  73189. */
  73190. export class Angle {
  73191. private _radians;
  73192. /**
  73193. * Creates an Angle object of "radians" radians (float).
  73194. * @param radians the angle in radians
  73195. */
  73196. constructor(radians: number);
  73197. /**
  73198. * Get value in degrees
  73199. * @returns the Angle value in degrees (float)
  73200. */
  73201. degrees(): number;
  73202. /**
  73203. * Get value in radians
  73204. * @returns the Angle value in radians (float)
  73205. */
  73206. radians(): number;
  73207. /**
  73208. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  73209. * @param a defines first vector
  73210. * @param b defines second vector
  73211. * @returns a new Angle
  73212. */
  73213. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  73214. /**
  73215. * Gets a new Angle object from the given float in radians
  73216. * @param radians defines the angle value in radians
  73217. * @returns a new Angle
  73218. */
  73219. static FromRadians(radians: number): Angle;
  73220. /**
  73221. * Gets a new Angle object from the given float in degrees
  73222. * @param degrees defines the angle value in degrees
  73223. * @returns a new Angle
  73224. */
  73225. static FromDegrees(degrees: number): Angle;
  73226. }
  73227. /**
  73228. * This represents an arc in a 2d space.
  73229. */
  73230. export class Arc2 {
  73231. /** Defines the start point of the arc */
  73232. startPoint: Vector2;
  73233. /** Defines the mid point of the arc */
  73234. midPoint: Vector2;
  73235. /** Defines the end point of the arc */
  73236. endPoint: Vector2;
  73237. /**
  73238. * Defines the center point of the arc.
  73239. */
  73240. centerPoint: Vector2;
  73241. /**
  73242. * Defines the radius of the arc.
  73243. */
  73244. radius: number;
  73245. /**
  73246. * Defines the angle of the arc (from mid point to end point).
  73247. */
  73248. angle: Angle;
  73249. /**
  73250. * Defines the start angle of the arc (from start point to middle point).
  73251. */
  73252. startAngle: Angle;
  73253. /**
  73254. * Defines the orientation of the arc (clock wise/counter clock wise).
  73255. */
  73256. orientation: Orientation;
  73257. /**
  73258. * Creates an Arc object from the three given points : start, middle and end.
  73259. * @param startPoint Defines the start point of the arc
  73260. * @param midPoint Defines the midlle point of the arc
  73261. * @param endPoint Defines the end point of the arc
  73262. */
  73263. constructor(
  73264. /** Defines the start point of the arc */
  73265. startPoint: Vector2,
  73266. /** Defines the mid point of the arc */
  73267. midPoint: Vector2,
  73268. /** Defines the end point of the arc */
  73269. endPoint: Vector2);
  73270. }
  73271. /**
  73272. * Represents a 2D path made up of multiple 2D points
  73273. */
  73274. export class Path2 {
  73275. private _points;
  73276. private _length;
  73277. /**
  73278. * If the path start and end point are the same
  73279. */
  73280. closed: boolean;
  73281. /**
  73282. * Creates a Path2 object from the starting 2D coordinates x and y.
  73283. * @param x the starting points x value
  73284. * @param y the starting points y value
  73285. */
  73286. constructor(x: number, y: number);
  73287. /**
  73288. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  73289. * @param x the added points x value
  73290. * @param y the added points y value
  73291. * @returns the updated Path2.
  73292. */
  73293. addLineTo(x: number, y: number): Path2;
  73294. /**
  73295. * 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.
  73296. * @param midX middle point x value
  73297. * @param midY middle point y value
  73298. * @param endX end point x value
  73299. * @param endY end point y value
  73300. * @param numberOfSegments (default: 36)
  73301. * @returns the updated Path2.
  73302. */
  73303. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  73304. /**
  73305. * Closes the Path2.
  73306. * @returns the Path2.
  73307. */
  73308. close(): Path2;
  73309. /**
  73310. * Gets the sum of the distance between each sequential point in the path
  73311. * @returns the Path2 total length (float).
  73312. */
  73313. length(): number;
  73314. /**
  73315. * Gets the points which construct the path
  73316. * @returns the Path2 internal array of points.
  73317. */
  73318. getPoints(): Vector2[];
  73319. /**
  73320. * Retreives the point at the distance aways from the starting point
  73321. * @param normalizedLengthPosition the length along the path to retreive the point from
  73322. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  73323. */
  73324. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  73325. /**
  73326. * Creates a new path starting from an x and y position
  73327. * @param x starting x value
  73328. * @param y starting y value
  73329. * @returns a new Path2 starting at the coordinates (x, y).
  73330. */
  73331. static StartingAt(x: number, y: number): Path2;
  73332. }
  73333. /**
  73334. * Represents a 3D path made up of multiple 3D points
  73335. */
  73336. export class Path3D {
  73337. /**
  73338. * an array of Vector3, the curve axis of the Path3D
  73339. */
  73340. path: Vector3[];
  73341. private _curve;
  73342. private _distances;
  73343. private _tangents;
  73344. private _normals;
  73345. private _binormals;
  73346. private _raw;
  73347. private _alignTangentsWithPath;
  73348. private readonly _pointAtData;
  73349. /**
  73350. * new Path3D(path, normal, raw)
  73351. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  73352. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  73353. * @param path an array of Vector3, the curve axis of the Path3D
  73354. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  73355. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  73356. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  73357. */
  73358. constructor(
  73359. /**
  73360. * an array of Vector3, the curve axis of the Path3D
  73361. */
  73362. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  73363. /**
  73364. * Returns the Path3D array of successive Vector3 designing its curve.
  73365. * @returns the Path3D array of successive Vector3 designing its curve.
  73366. */
  73367. getCurve(): Vector3[];
  73368. /**
  73369. * Returns the Path3D array of successive Vector3 designing its curve.
  73370. * @returns the Path3D array of successive Vector3 designing its curve.
  73371. */
  73372. getPoints(): Vector3[];
  73373. /**
  73374. * @returns the computed length (float) of the path.
  73375. */
  73376. length(): number;
  73377. /**
  73378. * Returns an array populated with tangent vectors on each Path3D curve point.
  73379. * @returns an array populated with tangent vectors on each Path3D curve point.
  73380. */
  73381. getTangents(): Vector3[];
  73382. /**
  73383. * Returns an array populated with normal vectors on each Path3D curve point.
  73384. * @returns an array populated with normal vectors on each Path3D curve point.
  73385. */
  73386. getNormals(): Vector3[];
  73387. /**
  73388. * Returns an array populated with binormal vectors on each Path3D curve point.
  73389. * @returns an array populated with binormal vectors on each Path3D curve point.
  73390. */
  73391. getBinormals(): Vector3[];
  73392. /**
  73393. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  73394. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  73395. */
  73396. getDistances(): number[];
  73397. /**
  73398. * Returns an interpolated point along this path
  73399. * @param position the position of the point along this path, from 0.0 to 1.0
  73400. * @returns a new Vector3 as the point
  73401. */
  73402. getPointAt(position: number): Vector3;
  73403. /**
  73404. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73405. * @param position the position of the point along this path, from 0.0 to 1.0
  73406. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  73407. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  73408. */
  73409. getTangentAt(position: number, interpolated?: boolean): Vector3;
  73410. /**
  73411. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73412. * @param position the position of the point along this path, from 0.0 to 1.0
  73413. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  73414. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  73415. */
  73416. getNormalAt(position: number, interpolated?: boolean): Vector3;
  73417. /**
  73418. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  73419. * @param position the position of the point along this path, from 0.0 to 1.0
  73420. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  73421. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  73422. */
  73423. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  73424. /**
  73425. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  73426. * @param position the position of the point along this path, from 0.0 to 1.0
  73427. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  73428. */
  73429. getDistanceAt(position: number): number;
  73430. /**
  73431. * Returns the array index of the previous point of an interpolated point along this path
  73432. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73433. * @returns the array index
  73434. */
  73435. getPreviousPointIndexAt(position: number): number;
  73436. /**
  73437. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  73438. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73439. * @returns the sub position
  73440. */
  73441. getSubPositionAt(position: number): number;
  73442. /**
  73443. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  73444. * @param target the vector of which to get the closest position to
  73445. * @returns the position of the closest virtual point on this path to the target vector
  73446. */
  73447. getClosestPositionTo(target: Vector3): number;
  73448. /**
  73449. * Returns a sub path (slice) of this path
  73450. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73451. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73452. * @returns a sub path (slice) of this path
  73453. */
  73454. slice(start?: number, end?: number): Path3D;
  73455. /**
  73456. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  73457. * @param path path which all values are copied into the curves points
  73458. * @param firstNormal which should be projected onto the curve
  73459. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  73460. * @returns the same object updated.
  73461. */
  73462. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  73463. private _compute;
  73464. private _getFirstNonNullVector;
  73465. private _getLastNonNullVector;
  73466. private _normalVector;
  73467. /**
  73468. * Updates the point at data for an interpolated point along this curve
  73469. * @param position the position of the point along this curve, from 0.0 to 1.0
  73470. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  73471. * @returns the (updated) point at data
  73472. */
  73473. private _updatePointAtData;
  73474. /**
  73475. * Updates the point at data from the specified parameters
  73476. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  73477. * @param point the interpolated point
  73478. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  73479. */
  73480. private _setPointAtData;
  73481. /**
  73482. * Updates the point at interpolation matrix for the tangents, normals and binormals
  73483. */
  73484. private _updateInterpolationMatrix;
  73485. }
  73486. /**
  73487. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73488. * A Curve3 is designed from a series of successive Vector3.
  73489. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  73490. */
  73491. export class Curve3 {
  73492. private _points;
  73493. private _length;
  73494. /**
  73495. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  73496. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  73497. * @param v1 (Vector3) the control point
  73498. * @param v2 (Vector3) the end point of the Quadratic Bezier
  73499. * @param nbPoints (integer) the wanted number of points in the curve
  73500. * @returns the created Curve3
  73501. */
  73502. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73503. /**
  73504. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  73505. * @param v0 (Vector3) the origin point of the Cubic Bezier
  73506. * @param v1 (Vector3) the first control point
  73507. * @param v2 (Vector3) the second control point
  73508. * @param v3 (Vector3) the end point of the Cubic Bezier
  73509. * @param nbPoints (integer) the wanted number of points in the curve
  73510. * @returns the created Curve3
  73511. */
  73512. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73513. /**
  73514. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  73515. * @param p1 (Vector3) the origin point of the Hermite Spline
  73516. * @param t1 (Vector3) the tangent vector at the origin point
  73517. * @param p2 (Vector3) the end point of the Hermite Spline
  73518. * @param t2 (Vector3) the tangent vector at the end point
  73519. * @param nbPoints (integer) the wanted number of points in the curve
  73520. * @returns the created Curve3
  73521. */
  73522. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73523. /**
  73524. * Returns a Curve3 object along a CatmullRom Spline curve :
  73525. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  73526. * @param nbPoints (integer) the wanted number of points between each curve control points
  73527. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  73528. * @returns the created Curve3
  73529. */
  73530. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  73531. /**
  73532. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73533. * A Curve3 is designed from a series of successive Vector3.
  73534. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  73535. * @param points points which make up the curve
  73536. */
  73537. constructor(points: Vector3[]);
  73538. /**
  73539. * @returns the Curve3 stored array of successive Vector3
  73540. */
  73541. getPoints(): Vector3[];
  73542. /**
  73543. * @returns the computed length (float) of the curve.
  73544. */
  73545. length(): number;
  73546. /**
  73547. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  73548. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  73549. * curveA and curveB keep unchanged.
  73550. * @param curve the curve to continue from this curve
  73551. * @returns the newly constructed curve
  73552. */
  73553. continue(curve: DeepImmutable<Curve3>): Curve3;
  73554. private _computeLength;
  73555. }
  73556. }
  73557. declare module BABYLON {
  73558. /**
  73559. * This represents the main contract an easing function should follow.
  73560. * Easing functions are used throughout the animation system.
  73561. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73562. */
  73563. export interface IEasingFunction {
  73564. /**
  73565. * Given an input gradient between 0 and 1, this returns the corrseponding value
  73566. * of the easing function.
  73567. * The link below provides some of the most common examples of easing functions.
  73568. * @see https://easings.net/
  73569. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73570. * @returns the corresponding value on the curve defined by the easing function
  73571. */
  73572. ease(gradient: number): number;
  73573. }
  73574. /**
  73575. * Base class used for every default easing function.
  73576. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73577. */
  73578. export class EasingFunction implements IEasingFunction {
  73579. /**
  73580. * Interpolation follows the mathematical formula associated with the easing function.
  73581. */
  73582. static readonly EASINGMODE_EASEIN: number;
  73583. /**
  73584. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  73585. */
  73586. static readonly EASINGMODE_EASEOUT: number;
  73587. /**
  73588. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  73589. */
  73590. static readonly EASINGMODE_EASEINOUT: number;
  73591. private _easingMode;
  73592. /**
  73593. * Sets the easing mode of the current function.
  73594. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  73595. */
  73596. setEasingMode(easingMode: number): void;
  73597. /**
  73598. * Gets the current easing mode.
  73599. * @returns the easing mode
  73600. */
  73601. getEasingMode(): number;
  73602. /**
  73603. * @hidden
  73604. */
  73605. easeInCore(gradient: number): number;
  73606. /**
  73607. * Given an input gradient between 0 and 1, this returns the corresponding value
  73608. * of the easing function.
  73609. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73610. * @returns the corresponding value on the curve defined by the easing function
  73611. */
  73612. ease(gradient: number): number;
  73613. }
  73614. /**
  73615. * Easing function with a circle shape (see link below).
  73616. * @see https://easings.net/#easeInCirc
  73617. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73618. */
  73619. export class CircleEase extends EasingFunction implements IEasingFunction {
  73620. /** @hidden */
  73621. easeInCore(gradient: number): number;
  73622. }
  73623. /**
  73624. * Easing function with a ease back shape (see link below).
  73625. * @see https://easings.net/#easeInBack
  73626. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73627. */
  73628. export class BackEase extends EasingFunction implements IEasingFunction {
  73629. /** Defines the amplitude of the function */
  73630. amplitude: number;
  73631. /**
  73632. * Instantiates a back ease easing
  73633. * @see https://easings.net/#easeInBack
  73634. * @param amplitude Defines the amplitude of the function
  73635. */
  73636. constructor(
  73637. /** Defines the amplitude of the function */
  73638. amplitude?: number);
  73639. /** @hidden */
  73640. easeInCore(gradient: number): number;
  73641. }
  73642. /**
  73643. * Easing function with a bouncing shape (see link below).
  73644. * @see https://easings.net/#easeInBounce
  73645. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73646. */
  73647. export class BounceEase extends EasingFunction implements IEasingFunction {
  73648. /** Defines the number of bounces */
  73649. bounces: number;
  73650. /** Defines the amplitude of the bounce */
  73651. bounciness: number;
  73652. /**
  73653. * Instantiates a bounce easing
  73654. * @see https://easings.net/#easeInBounce
  73655. * @param bounces Defines the number of bounces
  73656. * @param bounciness Defines the amplitude of the bounce
  73657. */
  73658. constructor(
  73659. /** Defines the number of bounces */
  73660. bounces?: number,
  73661. /** Defines the amplitude of the bounce */
  73662. bounciness?: number);
  73663. /** @hidden */
  73664. easeInCore(gradient: number): number;
  73665. }
  73666. /**
  73667. * Easing function with a power of 3 shape (see link below).
  73668. * @see https://easings.net/#easeInCubic
  73669. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73670. */
  73671. export class CubicEase extends EasingFunction implements IEasingFunction {
  73672. /** @hidden */
  73673. easeInCore(gradient: number): number;
  73674. }
  73675. /**
  73676. * Easing function with an elastic shape (see link below).
  73677. * @see https://easings.net/#easeInElastic
  73678. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73679. */
  73680. export class ElasticEase extends EasingFunction implements IEasingFunction {
  73681. /** Defines the number of oscillations*/
  73682. oscillations: number;
  73683. /** Defines the amplitude of the oscillations*/
  73684. springiness: number;
  73685. /**
  73686. * Instantiates an elastic easing function
  73687. * @see https://easings.net/#easeInElastic
  73688. * @param oscillations Defines the number of oscillations
  73689. * @param springiness Defines the amplitude of the oscillations
  73690. */
  73691. constructor(
  73692. /** Defines the number of oscillations*/
  73693. oscillations?: number,
  73694. /** Defines the amplitude of the oscillations*/
  73695. springiness?: number);
  73696. /** @hidden */
  73697. easeInCore(gradient: number): number;
  73698. }
  73699. /**
  73700. * Easing function with an exponential shape (see link below).
  73701. * @see https://easings.net/#easeInExpo
  73702. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73703. */
  73704. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  73705. /** Defines the exponent of the function */
  73706. exponent: number;
  73707. /**
  73708. * Instantiates an exponential easing function
  73709. * @see https://easings.net/#easeInExpo
  73710. * @param exponent Defines the exponent of the function
  73711. */
  73712. constructor(
  73713. /** Defines the exponent of the function */
  73714. exponent?: number);
  73715. /** @hidden */
  73716. easeInCore(gradient: number): number;
  73717. }
  73718. /**
  73719. * Easing function with a power shape (see link below).
  73720. * @see https://easings.net/#easeInQuad
  73721. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73722. */
  73723. export class PowerEase extends EasingFunction implements IEasingFunction {
  73724. /** Defines the power of the function */
  73725. power: number;
  73726. /**
  73727. * Instantiates an power base easing function
  73728. * @see https://easings.net/#easeInQuad
  73729. * @param power Defines the power of the function
  73730. */
  73731. constructor(
  73732. /** Defines the power of the function */
  73733. power?: number);
  73734. /** @hidden */
  73735. easeInCore(gradient: number): number;
  73736. }
  73737. /**
  73738. * Easing function with a power of 2 shape (see link below).
  73739. * @see https://easings.net/#easeInQuad
  73740. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73741. */
  73742. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  73743. /** @hidden */
  73744. easeInCore(gradient: number): number;
  73745. }
  73746. /**
  73747. * Easing function with a power of 4 shape (see link below).
  73748. * @see https://easings.net/#easeInQuart
  73749. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73750. */
  73751. export class QuarticEase extends EasingFunction implements IEasingFunction {
  73752. /** @hidden */
  73753. easeInCore(gradient: number): number;
  73754. }
  73755. /**
  73756. * Easing function with a power of 5 shape (see link below).
  73757. * @see https://easings.net/#easeInQuint
  73758. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73759. */
  73760. export class QuinticEase extends EasingFunction implements IEasingFunction {
  73761. /** @hidden */
  73762. easeInCore(gradient: number): number;
  73763. }
  73764. /**
  73765. * Easing function with a sin shape (see link below).
  73766. * @see https://easings.net/#easeInSine
  73767. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73768. */
  73769. export class SineEase extends EasingFunction implements IEasingFunction {
  73770. /** @hidden */
  73771. easeInCore(gradient: number): number;
  73772. }
  73773. /**
  73774. * Easing function with a bezier shape (see link below).
  73775. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73776. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73777. */
  73778. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  73779. /** Defines the x component of the start tangent in the bezier curve */
  73780. x1: number;
  73781. /** Defines the y component of the start tangent in the bezier curve */
  73782. y1: number;
  73783. /** Defines the x component of the end tangent in the bezier curve */
  73784. x2: number;
  73785. /** Defines the y component of the end tangent in the bezier curve */
  73786. y2: number;
  73787. /**
  73788. * Instantiates a bezier function
  73789. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73790. * @param x1 Defines the x component of the start tangent in the bezier curve
  73791. * @param y1 Defines the y component of the start tangent in the bezier curve
  73792. * @param x2 Defines the x component of the end tangent in the bezier curve
  73793. * @param y2 Defines the y component of the end tangent in the bezier curve
  73794. */
  73795. constructor(
  73796. /** Defines the x component of the start tangent in the bezier curve */
  73797. x1?: number,
  73798. /** Defines the y component of the start tangent in the bezier curve */
  73799. y1?: number,
  73800. /** Defines the x component of the end tangent in the bezier curve */
  73801. x2?: number,
  73802. /** Defines the y component of the end tangent in the bezier curve */
  73803. y2?: number);
  73804. /** @hidden */
  73805. easeInCore(gradient: number): number;
  73806. }
  73807. }
  73808. declare module BABYLON {
  73809. /**
  73810. * Class used to hold a RBG color
  73811. */
  73812. export class Color3 {
  73813. /**
  73814. * Defines the red component (between 0 and 1, default is 0)
  73815. */
  73816. r: number;
  73817. /**
  73818. * Defines the green component (between 0 and 1, default is 0)
  73819. */
  73820. g: number;
  73821. /**
  73822. * Defines the blue component (between 0 and 1, default is 0)
  73823. */
  73824. b: number;
  73825. /**
  73826. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  73827. * @param r defines the red component (between 0 and 1, default is 0)
  73828. * @param g defines the green component (between 0 and 1, default is 0)
  73829. * @param b defines the blue component (between 0 and 1, default is 0)
  73830. */
  73831. constructor(
  73832. /**
  73833. * Defines the red component (between 0 and 1, default is 0)
  73834. */
  73835. r?: number,
  73836. /**
  73837. * Defines the green component (between 0 and 1, default is 0)
  73838. */
  73839. g?: number,
  73840. /**
  73841. * Defines the blue component (between 0 and 1, default is 0)
  73842. */
  73843. b?: number);
  73844. /**
  73845. * Creates a string with the Color3 current values
  73846. * @returns the string representation of the Color3 object
  73847. */
  73848. toString(): string;
  73849. /**
  73850. * Returns the string "Color3"
  73851. * @returns "Color3"
  73852. */
  73853. getClassName(): string;
  73854. /**
  73855. * Compute the Color3 hash code
  73856. * @returns an unique number that can be used to hash Color3 objects
  73857. */
  73858. getHashCode(): number;
  73859. /**
  73860. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  73861. * @param array defines the array where to store the r,g,b components
  73862. * @param index defines an optional index in the target array to define where to start storing values
  73863. * @returns the current Color3 object
  73864. */
  73865. toArray(array: FloatArray, index?: number): Color3;
  73866. /**
  73867. * Returns a new Color4 object from the current Color3 and the given alpha
  73868. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  73869. * @returns a new Color4 object
  73870. */
  73871. toColor4(alpha?: number): Color4;
  73872. /**
  73873. * Returns a new array populated with 3 numeric elements : red, green and blue values
  73874. * @returns the new array
  73875. */
  73876. asArray(): number[];
  73877. /**
  73878. * Returns the luminance value
  73879. * @returns a float value
  73880. */
  73881. toLuminance(): number;
  73882. /**
  73883. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  73884. * @param otherColor defines the second operand
  73885. * @returns the new Color3 object
  73886. */
  73887. multiply(otherColor: DeepImmutable<Color3>): Color3;
  73888. /**
  73889. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  73890. * @param otherColor defines the second operand
  73891. * @param result defines the Color3 object where to store the result
  73892. * @returns the current Color3
  73893. */
  73894. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73895. /**
  73896. * Determines equality between Color3 objects
  73897. * @param otherColor defines the second operand
  73898. * @returns true if the rgb values are equal to the given ones
  73899. */
  73900. equals(otherColor: DeepImmutable<Color3>): boolean;
  73901. /**
  73902. * Determines equality between the current Color3 object and a set of r,b,g values
  73903. * @param r defines the red component to check
  73904. * @param g defines the green component to check
  73905. * @param b defines the blue component to check
  73906. * @returns true if the rgb values are equal to the given ones
  73907. */
  73908. equalsFloats(r: number, g: number, b: number): boolean;
  73909. /**
  73910. * Multiplies in place each rgb value by scale
  73911. * @param scale defines the scaling factor
  73912. * @returns the updated Color3
  73913. */
  73914. scale(scale: number): Color3;
  73915. /**
  73916. * Multiplies the rgb values by scale and stores the result into "result"
  73917. * @param scale defines the scaling factor
  73918. * @param result defines the Color3 object where to store the result
  73919. * @returns the unmodified current Color3
  73920. */
  73921. scaleToRef(scale: number, result: Color3): Color3;
  73922. /**
  73923. * Scale the current Color3 values by a factor and add the result to a given Color3
  73924. * @param scale defines the scale factor
  73925. * @param result defines color to store the result into
  73926. * @returns the unmodified current Color3
  73927. */
  73928. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73929. /**
  73930. * Clamps the rgb values by the min and max values and stores the result into "result"
  73931. * @param min defines minimum clamping value (default is 0)
  73932. * @param max defines maximum clamping value (default is 1)
  73933. * @param result defines color to store the result into
  73934. * @returns the original Color3
  73935. */
  73936. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73937. /**
  73938. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73939. * @param otherColor defines the second operand
  73940. * @returns the new Color3
  73941. */
  73942. add(otherColor: DeepImmutable<Color3>): Color3;
  73943. /**
  73944. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73945. * @param otherColor defines the second operand
  73946. * @param result defines Color3 object to store the result into
  73947. * @returns the unmodified current Color3
  73948. */
  73949. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73950. /**
  73951. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73952. * @param otherColor defines the second operand
  73953. * @returns the new Color3
  73954. */
  73955. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73956. /**
  73957. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73958. * @param otherColor defines the second operand
  73959. * @param result defines Color3 object to store the result into
  73960. * @returns the unmodified current Color3
  73961. */
  73962. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73963. /**
  73964. * Copy the current object
  73965. * @returns a new Color3 copied the current one
  73966. */
  73967. clone(): Color3;
  73968. /**
  73969. * Copies the rgb values from the source in the current Color3
  73970. * @param source defines the source Color3 object
  73971. * @returns the updated Color3 object
  73972. */
  73973. copyFrom(source: DeepImmutable<Color3>): Color3;
  73974. /**
  73975. * Updates the Color3 rgb values from the given floats
  73976. * @param r defines the red component to read from
  73977. * @param g defines the green component to read from
  73978. * @param b defines the blue component to read from
  73979. * @returns the current Color3 object
  73980. */
  73981. copyFromFloats(r: number, g: number, b: number): Color3;
  73982. /**
  73983. * Updates the Color3 rgb values from the given floats
  73984. * @param r defines the red component to read from
  73985. * @param g defines the green component to read from
  73986. * @param b defines the blue component to read from
  73987. * @returns the current Color3 object
  73988. */
  73989. set(r: number, g: number, b: number): Color3;
  73990. /**
  73991. * Compute the Color3 hexadecimal code as a string
  73992. * @returns a string containing the hexadecimal representation of the Color3 object
  73993. */
  73994. toHexString(): string;
  73995. /**
  73996. * Computes a new Color3 converted from the current one to linear space
  73997. * @returns a new Color3 object
  73998. */
  73999. toLinearSpace(): Color3;
  74000. /**
  74001. * Converts current color in rgb space to HSV values
  74002. * @returns a new color3 representing the HSV values
  74003. */
  74004. toHSV(): Color3;
  74005. /**
  74006. * Converts current color in rgb space to HSV values
  74007. * @param result defines the Color3 where to store the HSV values
  74008. */
  74009. toHSVToRef(result: Color3): void;
  74010. /**
  74011. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  74012. * @param convertedColor defines the Color3 object where to store the linear space version
  74013. * @returns the unmodified Color3
  74014. */
  74015. toLinearSpaceToRef(convertedColor: Color3): Color3;
  74016. /**
  74017. * Computes a new Color3 converted from the current one to gamma space
  74018. * @returns a new Color3 object
  74019. */
  74020. toGammaSpace(): Color3;
  74021. /**
  74022. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  74023. * @param convertedColor defines the Color3 object where to store the gamma space version
  74024. * @returns the unmodified Color3
  74025. */
  74026. toGammaSpaceToRef(convertedColor: Color3): Color3;
  74027. private static _BlackReadOnly;
  74028. /**
  74029. * Convert Hue, saturation and value to a Color3 (RGB)
  74030. * @param hue defines the hue
  74031. * @param saturation defines the saturation
  74032. * @param value defines the value
  74033. * @param result defines the Color3 where to store the RGB values
  74034. */
  74035. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  74036. /**
  74037. * Creates a new Color3 from the string containing valid hexadecimal values
  74038. * @param hex defines a string containing valid hexadecimal values
  74039. * @returns a new Color3 object
  74040. */
  74041. static FromHexString(hex: string): Color3;
  74042. /**
  74043. * Creates a new Color3 from the starting index of the given array
  74044. * @param array defines the source array
  74045. * @param offset defines an offset in the source array
  74046. * @returns a new Color3 object
  74047. */
  74048. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  74049. /**
  74050. * Creates a new Color3 from integer values (< 256)
  74051. * @param r defines the red component to read from (value between 0 and 255)
  74052. * @param g defines the green component to read from (value between 0 and 255)
  74053. * @param b defines the blue component to read from (value between 0 and 255)
  74054. * @returns a new Color3 object
  74055. */
  74056. static FromInts(r: number, g: number, b: number): Color3;
  74057. /**
  74058. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  74059. * @param start defines the start Color3 value
  74060. * @param end defines the end Color3 value
  74061. * @param amount defines the gradient value between start and end
  74062. * @returns a new Color3 object
  74063. */
  74064. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  74065. /**
  74066. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  74067. * @param left defines the start value
  74068. * @param right defines the end value
  74069. * @param amount defines the gradient factor
  74070. * @param result defines the Color3 object where to store the result
  74071. */
  74072. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  74073. /**
  74074. * Returns a Color3 value containing a red color
  74075. * @returns a new Color3 object
  74076. */
  74077. static Red(): Color3;
  74078. /**
  74079. * Returns a Color3 value containing a green color
  74080. * @returns a new Color3 object
  74081. */
  74082. static Green(): Color3;
  74083. /**
  74084. * Returns a Color3 value containing a blue color
  74085. * @returns a new Color3 object
  74086. */
  74087. static Blue(): Color3;
  74088. /**
  74089. * Returns a Color3 value containing a black color
  74090. * @returns a new Color3 object
  74091. */
  74092. static Black(): Color3;
  74093. /**
  74094. * Gets a Color3 value containing a black color that must not be updated
  74095. */
  74096. static readonly BlackReadOnly: DeepImmutable<Color3>;
  74097. /**
  74098. * Returns a Color3 value containing a white color
  74099. * @returns a new Color3 object
  74100. */
  74101. static White(): Color3;
  74102. /**
  74103. * Returns a Color3 value containing a purple color
  74104. * @returns a new Color3 object
  74105. */
  74106. static Purple(): Color3;
  74107. /**
  74108. * Returns a Color3 value containing a magenta color
  74109. * @returns a new Color3 object
  74110. */
  74111. static Magenta(): Color3;
  74112. /**
  74113. * Returns a Color3 value containing a yellow color
  74114. * @returns a new Color3 object
  74115. */
  74116. static Yellow(): Color3;
  74117. /**
  74118. * Returns a Color3 value containing a gray color
  74119. * @returns a new Color3 object
  74120. */
  74121. static Gray(): Color3;
  74122. /**
  74123. * Returns a Color3 value containing a teal color
  74124. * @returns a new Color3 object
  74125. */
  74126. static Teal(): Color3;
  74127. /**
  74128. * Returns a Color3 value containing a random color
  74129. * @returns a new Color3 object
  74130. */
  74131. static Random(): Color3;
  74132. }
  74133. /**
  74134. * Class used to hold a RBGA color
  74135. */
  74136. export class Color4 {
  74137. /**
  74138. * Defines the red component (between 0 and 1, default is 0)
  74139. */
  74140. r: number;
  74141. /**
  74142. * Defines the green component (between 0 and 1, default is 0)
  74143. */
  74144. g: number;
  74145. /**
  74146. * Defines the blue component (between 0 and 1, default is 0)
  74147. */
  74148. b: number;
  74149. /**
  74150. * Defines the alpha component (between 0 and 1, default is 1)
  74151. */
  74152. a: number;
  74153. /**
  74154. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  74155. * @param r defines the red component (between 0 and 1, default is 0)
  74156. * @param g defines the green component (between 0 and 1, default is 0)
  74157. * @param b defines the blue component (between 0 and 1, default is 0)
  74158. * @param a defines the alpha component (between 0 and 1, default is 1)
  74159. */
  74160. constructor(
  74161. /**
  74162. * Defines the red component (between 0 and 1, default is 0)
  74163. */
  74164. r?: number,
  74165. /**
  74166. * Defines the green component (between 0 and 1, default is 0)
  74167. */
  74168. g?: number,
  74169. /**
  74170. * Defines the blue component (between 0 and 1, default is 0)
  74171. */
  74172. b?: number,
  74173. /**
  74174. * Defines the alpha component (between 0 and 1, default is 1)
  74175. */
  74176. a?: number);
  74177. /**
  74178. * Adds in place the given Color4 values to the current Color4 object
  74179. * @param right defines the second operand
  74180. * @returns the current updated Color4 object
  74181. */
  74182. addInPlace(right: DeepImmutable<Color4>): Color4;
  74183. /**
  74184. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  74185. * @returns the new array
  74186. */
  74187. asArray(): number[];
  74188. /**
  74189. * Stores from the starting index in the given array the Color4 successive values
  74190. * @param array defines the array where to store the r,g,b components
  74191. * @param index defines an optional index in the target array to define where to start storing values
  74192. * @returns the current Color4 object
  74193. */
  74194. toArray(array: number[], index?: number): Color4;
  74195. /**
  74196. * Determines equality between Color4 objects
  74197. * @param otherColor defines the second operand
  74198. * @returns true if the rgba values are equal to the given ones
  74199. */
  74200. equals(otherColor: DeepImmutable<Color4>): boolean;
  74201. /**
  74202. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  74203. * @param right defines the second operand
  74204. * @returns a new Color4 object
  74205. */
  74206. add(right: DeepImmutable<Color4>): Color4;
  74207. /**
  74208. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  74209. * @param right defines the second operand
  74210. * @returns a new Color4 object
  74211. */
  74212. subtract(right: DeepImmutable<Color4>): Color4;
  74213. /**
  74214. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  74215. * @param right defines the second operand
  74216. * @param result defines the Color4 object where to store the result
  74217. * @returns the current Color4 object
  74218. */
  74219. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  74220. /**
  74221. * Creates a new Color4 with the current Color4 values multiplied by scale
  74222. * @param scale defines the scaling factor to apply
  74223. * @returns a new Color4 object
  74224. */
  74225. scale(scale: number): Color4;
  74226. /**
  74227. * Multiplies the current Color4 values by scale and stores the result in "result"
  74228. * @param scale defines the scaling factor to apply
  74229. * @param result defines the Color4 object where to store the result
  74230. * @returns the current unmodified Color4
  74231. */
  74232. scaleToRef(scale: number, result: Color4): Color4;
  74233. /**
  74234. * Scale the current Color4 values by a factor and add the result to a given Color4
  74235. * @param scale defines the scale factor
  74236. * @param result defines the Color4 object where to store the result
  74237. * @returns the unmodified current Color4
  74238. */
  74239. scaleAndAddToRef(scale: number, result: Color4): Color4;
  74240. /**
  74241. * Clamps the rgb values by the min and max values and stores the result into "result"
  74242. * @param min defines minimum clamping value (default is 0)
  74243. * @param max defines maximum clamping value (default is 1)
  74244. * @param result defines color to store the result into.
  74245. * @returns the cuurent Color4
  74246. */
  74247. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  74248. /**
  74249. * Multipy an Color4 value by another and return a new Color4 object
  74250. * @param color defines the Color4 value to multiply by
  74251. * @returns a new Color4 object
  74252. */
  74253. multiply(color: Color4): Color4;
  74254. /**
  74255. * Multipy a Color4 value by another and push the result in a reference value
  74256. * @param color defines the Color4 value to multiply by
  74257. * @param result defines the Color4 to fill the result in
  74258. * @returns the result Color4
  74259. */
  74260. multiplyToRef(color: Color4, result: Color4): Color4;
  74261. /**
  74262. * Creates a string with the Color4 current values
  74263. * @returns the string representation of the Color4 object
  74264. */
  74265. toString(): string;
  74266. /**
  74267. * Returns the string "Color4"
  74268. * @returns "Color4"
  74269. */
  74270. getClassName(): string;
  74271. /**
  74272. * Compute the Color4 hash code
  74273. * @returns an unique number that can be used to hash Color4 objects
  74274. */
  74275. getHashCode(): number;
  74276. /**
  74277. * Creates a new Color4 copied from the current one
  74278. * @returns a new Color4 object
  74279. */
  74280. clone(): Color4;
  74281. /**
  74282. * Copies the given Color4 values into the current one
  74283. * @param source defines the source Color4 object
  74284. * @returns the current updated Color4 object
  74285. */
  74286. copyFrom(source: Color4): Color4;
  74287. /**
  74288. * Copies the given float values into the current one
  74289. * @param r defines the red component to read from
  74290. * @param g defines the green component to read from
  74291. * @param b defines the blue component to read from
  74292. * @param a defines the alpha component to read from
  74293. * @returns the current updated Color4 object
  74294. */
  74295. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  74296. /**
  74297. * Copies the given float values into the current one
  74298. * @param r defines the red component to read from
  74299. * @param g defines the green component to read from
  74300. * @param b defines the blue component to read from
  74301. * @param a defines the alpha component to read from
  74302. * @returns the current updated Color4 object
  74303. */
  74304. set(r: number, g: number, b: number, a: number): Color4;
  74305. /**
  74306. * Compute the Color4 hexadecimal code as a string
  74307. * @returns a string containing the hexadecimal representation of the Color4 object
  74308. */
  74309. toHexString(): string;
  74310. /**
  74311. * Computes a new Color4 converted from the current one to linear space
  74312. * @returns a new Color4 object
  74313. */
  74314. toLinearSpace(): Color4;
  74315. /**
  74316. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  74317. * @param convertedColor defines the Color4 object where to store the linear space version
  74318. * @returns the unmodified Color4
  74319. */
  74320. toLinearSpaceToRef(convertedColor: Color4): Color4;
  74321. /**
  74322. * Computes a new Color4 converted from the current one to gamma space
  74323. * @returns a new Color4 object
  74324. */
  74325. toGammaSpace(): Color4;
  74326. /**
  74327. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  74328. * @param convertedColor defines the Color4 object where to store the gamma space version
  74329. * @returns the unmodified Color4
  74330. */
  74331. toGammaSpaceToRef(convertedColor: Color4): Color4;
  74332. /**
  74333. * Creates a new Color4 from the string containing valid hexadecimal values
  74334. * @param hex defines a string containing valid hexadecimal values
  74335. * @returns a new Color4 object
  74336. */
  74337. static FromHexString(hex: string): Color4;
  74338. /**
  74339. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74340. * @param left defines the start value
  74341. * @param right defines the end value
  74342. * @param amount defines the gradient factor
  74343. * @returns a new Color4 object
  74344. */
  74345. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  74346. /**
  74347. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74348. * @param left defines the start value
  74349. * @param right defines the end value
  74350. * @param amount defines the gradient factor
  74351. * @param result defines the Color4 object where to store data
  74352. */
  74353. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  74354. /**
  74355. * Creates a new Color4 from a Color3 and an alpha value
  74356. * @param color3 defines the source Color3 to read from
  74357. * @param alpha defines the alpha component (1.0 by default)
  74358. * @returns a new Color4 object
  74359. */
  74360. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  74361. /**
  74362. * Creates a new Color4 from the starting index element of the given array
  74363. * @param array defines the source array to read from
  74364. * @param offset defines the offset in the source array
  74365. * @returns a new Color4 object
  74366. */
  74367. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  74368. /**
  74369. * Creates a new Color3 from integer values (< 256)
  74370. * @param r defines the red component to read from (value between 0 and 255)
  74371. * @param g defines the green component to read from (value between 0 and 255)
  74372. * @param b defines the blue component to read from (value between 0 and 255)
  74373. * @param a defines the alpha component to read from (value between 0 and 255)
  74374. * @returns a new Color3 object
  74375. */
  74376. static FromInts(r: number, g: number, b: number, a: number): Color4;
  74377. /**
  74378. * Check the content of a given array and convert it to an array containing RGBA data
  74379. * If the original array was already containing count * 4 values then it is returned directly
  74380. * @param colors defines the array to check
  74381. * @param count defines the number of RGBA data to expect
  74382. * @returns an array containing count * 4 values (RGBA)
  74383. */
  74384. static CheckColors4(colors: number[], count: number): number[];
  74385. }
  74386. /**
  74387. * @hidden
  74388. */
  74389. export class TmpColors {
  74390. static Color3: Color3[];
  74391. static Color4: Color4[];
  74392. }
  74393. }
  74394. declare module BABYLON {
  74395. /**
  74396. * Defines an interface which represents an animation key frame
  74397. */
  74398. export interface IAnimationKey {
  74399. /**
  74400. * Frame of the key frame
  74401. */
  74402. frame: number;
  74403. /**
  74404. * Value at the specifies key frame
  74405. */
  74406. value: any;
  74407. /**
  74408. * The input tangent for the cubic hermite spline
  74409. */
  74410. inTangent?: any;
  74411. /**
  74412. * The output tangent for the cubic hermite spline
  74413. */
  74414. outTangent?: any;
  74415. /**
  74416. * The animation interpolation type
  74417. */
  74418. interpolation?: AnimationKeyInterpolation;
  74419. }
  74420. /**
  74421. * Enum for the animation key frame interpolation type
  74422. */
  74423. export enum AnimationKeyInterpolation {
  74424. /**
  74425. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  74426. */
  74427. STEP = 1
  74428. }
  74429. }
  74430. declare module BABYLON {
  74431. /**
  74432. * Represents the range of an animation
  74433. */
  74434. export class AnimationRange {
  74435. /**The name of the animation range**/
  74436. name: string;
  74437. /**The starting frame of the animation */
  74438. from: number;
  74439. /**The ending frame of the animation*/
  74440. to: number;
  74441. /**
  74442. * Initializes the range of an animation
  74443. * @param name The name of the animation range
  74444. * @param from The starting frame of the animation
  74445. * @param to The ending frame of the animation
  74446. */
  74447. constructor(
  74448. /**The name of the animation range**/
  74449. name: string,
  74450. /**The starting frame of the animation */
  74451. from: number,
  74452. /**The ending frame of the animation*/
  74453. to: number);
  74454. /**
  74455. * Makes a copy of the animation range
  74456. * @returns A copy of the animation range
  74457. */
  74458. clone(): AnimationRange;
  74459. }
  74460. }
  74461. declare module BABYLON {
  74462. /**
  74463. * Composed of a frame, and an action function
  74464. */
  74465. export class AnimationEvent {
  74466. /** The frame for which the event is triggered **/
  74467. frame: number;
  74468. /** The event to perform when triggered **/
  74469. action: (currentFrame: number) => void;
  74470. /** Specifies if the event should be triggered only once**/
  74471. onlyOnce?: boolean | undefined;
  74472. /**
  74473. * Specifies if the animation event is done
  74474. */
  74475. isDone: boolean;
  74476. /**
  74477. * Initializes the animation event
  74478. * @param frame The frame for which the event is triggered
  74479. * @param action The event to perform when triggered
  74480. * @param onlyOnce Specifies if the event should be triggered only once
  74481. */
  74482. constructor(
  74483. /** The frame for which the event is triggered **/
  74484. frame: number,
  74485. /** The event to perform when triggered **/
  74486. action: (currentFrame: number) => void,
  74487. /** Specifies if the event should be triggered only once**/
  74488. onlyOnce?: boolean | undefined);
  74489. /** @hidden */
  74490. _clone(): AnimationEvent;
  74491. }
  74492. }
  74493. declare module BABYLON {
  74494. /**
  74495. * Interface used to define a behavior
  74496. */
  74497. export interface Behavior<T> {
  74498. /** gets or sets behavior's name */
  74499. name: string;
  74500. /**
  74501. * Function called when the behavior needs to be initialized (after attaching it to a target)
  74502. */
  74503. init(): void;
  74504. /**
  74505. * Called when the behavior is attached to a target
  74506. * @param target defines the target where the behavior is attached to
  74507. */
  74508. attach(target: T): void;
  74509. /**
  74510. * Called when the behavior is detached from its target
  74511. */
  74512. detach(): void;
  74513. }
  74514. /**
  74515. * Interface implemented by classes supporting behaviors
  74516. */
  74517. export interface IBehaviorAware<T> {
  74518. /**
  74519. * Attach a behavior
  74520. * @param behavior defines the behavior to attach
  74521. * @returns the current host
  74522. */
  74523. addBehavior(behavior: Behavior<T>): T;
  74524. /**
  74525. * Remove a behavior from the current object
  74526. * @param behavior defines the behavior to detach
  74527. * @returns the current host
  74528. */
  74529. removeBehavior(behavior: Behavior<T>): T;
  74530. /**
  74531. * Gets a behavior using its name to search
  74532. * @param name defines the name to search
  74533. * @returns the behavior or null if not found
  74534. */
  74535. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  74536. }
  74537. }
  74538. declare module BABYLON {
  74539. /**
  74540. * Defines an array and its length.
  74541. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  74542. */
  74543. export interface ISmartArrayLike<T> {
  74544. /**
  74545. * The data of the array.
  74546. */
  74547. data: Array<T>;
  74548. /**
  74549. * The active length of the array.
  74550. */
  74551. length: number;
  74552. }
  74553. /**
  74554. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74555. */
  74556. export class SmartArray<T> implements ISmartArrayLike<T> {
  74557. /**
  74558. * The full set of data from the array.
  74559. */
  74560. data: Array<T>;
  74561. /**
  74562. * The active length of the array.
  74563. */
  74564. length: number;
  74565. protected _id: number;
  74566. /**
  74567. * Instantiates a Smart Array.
  74568. * @param capacity defines the default capacity of the array.
  74569. */
  74570. constructor(capacity: number);
  74571. /**
  74572. * Pushes a value at the end of the active data.
  74573. * @param value defines the object to push in the array.
  74574. */
  74575. push(value: T): void;
  74576. /**
  74577. * Iterates over the active data and apply the lambda to them.
  74578. * @param func defines the action to apply on each value.
  74579. */
  74580. forEach(func: (content: T) => void): void;
  74581. /**
  74582. * Sorts the full sets of data.
  74583. * @param compareFn defines the comparison function to apply.
  74584. */
  74585. sort(compareFn: (a: T, b: T) => number): void;
  74586. /**
  74587. * Resets the active data to an empty array.
  74588. */
  74589. reset(): void;
  74590. /**
  74591. * Releases all the data from the array as well as the array.
  74592. */
  74593. dispose(): void;
  74594. /**
  74595. * Concats the active data with a given array.
  74596. * @param array defines the data to concatenate with.
  74597. */
  74598. concat(array: any): void;
  74599. /**
  74600. * Returns the position of a value in the active data.
  74601. * @param value defines the value to find the index for
  74602. * @returns the index if found in the active data otherwise -1
  74603. */
  74604. indexOf(value: T): number;
  74605. /**
  74606. * Returns whether an element is part of the active data.
  74607. * @param value defines the value to look for
  74608. * @returns true if found in the active data otherwise false
  74609. */
  74610. contains(value: T): boolean;
  74611. private static _GlobalId;
  74612. }
  74613. /**
  74614. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74615. * The data in this array can only be present once
  74616. */
  74617. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  74618. private _duplicateId;
  74619. /**
  74620. * Pushes a value at the end of the active data.
  74621. * THIS DOES NOT PREVENT DUPPLICATE DATA
  74622. * @param value defines the object to push in the array.
  74623. */
  74624. push(value: T): void;
  74625. /**
  74626. * Pushes a value at the end of the active data.
  74627. * If the data is already present, it won t be added again
  74628. * @param value defines the object to push in the array.
  74629. * @returns true if added false if it was already present
  74630. */
  74631. pushNoDuplicate(value: T): boolean;
  74632. /**
  74633. * Resets the active data to an empty array.
  74634. */
  74635. reset(): void;
  74636. /**
  74637. * Concats the active data with a given array.
  74638. * This ensures no dupplicate will be present in the result.
  74639. * @param array defines the data to concatenate with.
  74640. */
  74641. concatWithNoDuplicate(array: any): void;
  74642. }
  74643. }
  74644. declare module BABYLON {
  74645. /**
  74646. * @ignore
  74647. * This is a list of all the different input types that are available in the application.
  74648. * Fo instance: ArcRotateCameraGamepadInput...
  74649. */
  74650. export var CameraInputTypes: {};
  74651. /**
  74652. * This is the contract to implement in order to create a new input class.
  74653. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  74654. */
  74655. export interface ICameraInput<TCamera extends Camera> {
  74656. /**
  74657. * Defines the camera the input is attached to.
  74658. */
  74659. camera: Nullable<TCamera>;
  74660. /**
  74661. * Gets the class name of the current intput.
  74662. * @returns the class name
  74663. */
  74664. getClassName(): string;
  74665. /**
  74666. * Get the friendly name associated with the input class.
  74667. * @returns the input friendly name
  74668. */
  74669. getSimpleName(): string;
  74670. /**
  74671. * Attach the input controls to a specific dom element to get the input from.
  74672. * @param element Defines the element the controls should be listened from
  74673. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74674. */
  74675. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74676. /**
  74677. * Detach the current controls from the specified dom element.
  74678. * @param element Defines the element to stop listening the inputs from
  74679. */
  74680. detachControl(element: Nullable<HTMLElement>): void;
  74681. /**
  74682. * Update the current camera state depending on the inputs that have been used this frame.
  74683. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74684. */
  74685. checkInputs?: () => void;
  74686. }
  74687. /**
  74688. * Represents a map of input types to input instance or input index to input instance.
  74689. */
  74690. export interface CameraInputsMap<TCamera extends Camera> {
  74691. /**
  74692. * Accessor to the input by input type.
  74693. */
  74694. [name: string]: ICameraInput<TCamera>;
  74695. /**
  74696. * Accessor to the input by input index.
  74697. */
  74698. [idx: number]: ICameraInput<TCamera>;
  74699. }
  74700. /**
  74701. * This represents the input manager used within a camera.
  74702. * It helps dealing with all the different kind of input attached to a camera.
  74703. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74704. */
  74705. export class CameraInputsManager<TCamera extends Camera> {
  74706. /**
  74707. * Defines the list of inputs attahed to the camera.
  74708. */
  74709. attached: CameraInputsMap<TCamera>;
  74710. /**
  74711. * Defines the dom element the camera is collecting inputs from.
  74712. * This is null if the controls have not been attached.
  74713. */
  74714. attachedElement: Nullable<HTMLElement>;
  74715. /**
  74716. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74717. */
  74718. noPreventDefault: boolean;
  74719. /**
  74720. * Defined the camera the input manager belongs to.
  74721. */
  74722. camera: TCamera;
  74723. /**
  74724. * Update the current camera state depending on the inputs that have been used this frame.
  74725. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74726. */
  74727. checkInputs: () => void;
  74728. /**
  74729. * Instantiate a new Camera Input Manager.
  74730. * @param camera Defines the camera the input manager blongs to
  74731. */
  74732. constructor(camera: TCamera);
  74733. /**
  74734. * Add an input method to a camera
  74735. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74736. * @param input camera input method
  74737. */
  74738. add(input: ICameraInput<TCamera>): void;
  74739. /**
  74740. * Remove a specific input method from a camera
  74741. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  74742. * @param inputToRemove camera input method
  74743. */
  74744. remove(inputToRemove: ICameraInput<TCamera>): void;
  74745. /**
  74746. * Remove a specific input type from a camera
  74747. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  74748. * @param inputType the type of the input to remove
  74749. */
  74750. removeByType(inputType: string): void;
  74751. private _addCheckInputs;
  74752. /**
  74753. * Attach the input controls to the currently attached dom element to listen the events from.
  74754. * @param input Defines the input to attach
  74755. */
  74756. attachInput(input: ICameraInput<TCamera>): void;
  74757. /**
  74758. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  74759. * @param element Defines the dom element to collect the events from
  74760. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74761. */
  74762. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  74763. /**
  74764. * Detach the current manager inputs controls from a specific dom element.
  74765. * @param element Defines the dom element to collect the events from
  74766. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  74767. */
  74768. detachElement(element: HTMLElement, disconnect?: boolean): void;
  74769. /**
  74770. * Rebuild the dynamic inputCheck function from the current list of
  74771. * defined inputs in the manager.
  74772. */
  74773. rebuildInputCheck(): void;
  74774. /**
  74775. * Remove all attached input methods from a camera
  74776. */
  74777. clear(): void;
  74778. /**
  74779. * Serialize the current input manager attached to a camera.
  74780. * This ensures than once parsed,
  74781. * the input associated to the camera will be identical to the current ones
  74782. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  74783. */
  74784. serialize(serializedCamera: any): void;
  74785. /**
  74786. * Parses an input manager serialized JSON to restore the previous list of inputs
  74787. * and states associated to a camera.
  74788. * @param parsedCamera Defines the JSON to parse
  74789. */
  74790. parse(parsedCamera: any): void;
  74791. }
  74792. }
  74793. declare module BABYLON {
  74794. /**
  74795. * Class used to store data that will be store in GPU memory
  74796. */
  74797. export class Buffer {
  74798. private _engine;
  74799. private _buffer;
  74800. /** @hidden */
  74801. _data: Nullable<DataArray>;
  74802. private _updatable;
  74803. private _instanced;
  74804. private _divisor;
  74805. /**
  74806. * Gets the byte stride.
  74807. */
  74808. readonly byteStride: number;
  74809. /**
  74810. * Constructor
  74811. * @param engine the engine
  74812. * @param data the data to use for this buffer
  74813. * @param updatable whether the data is updatable
  74814. * @param stride the stride (optional)
  74815. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74816. * @param instanced whether the buffer is instanced (optional)
  74817. * @param useBytes set to true if the stride in in bytes (optional)
  74818. * @param divisor sets an optional divisor for instances (1 by default)
  74819. */
  74820. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  74821. /**
  74822. * Create a new VertexBuffer based on the current buffer
  74823. * @param kind defines the vertex buffer kind (position, normal, etc.)
  74824. * @param offset defines offset in the buffer (0 by default)
  74825. * @param size defines the size in floats of attributes (position is 3 for instance)
  74826. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  74827. * @param instanced defines if the vertex buffer contains indexed data
  74828. * @param useBytes defines if the offset and stride are in bytes *
  74829. * @param divisor sets an optional divisor for instances (1 by default)
  74830. * @returns the new vertex buffer
  74831. */
  74832. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  74833. /**
  74834. * Gets a boolean indicating if the Buffer is updatable?
  74835. * @returns true if the buffer is updatable
  74836. */
  74837. isUpdatable(): boolean;
  74838. /**
  74839. * Gets current buffer's data
  74840. * @returns a DataArray or null
  74841. */
  74842. getData(): Nullable<DataArray>;
  74843. /**
  74844. * Gets underlying native buffer
  74845. * @returns underlying native buffer
  74846. */
  74847. getBuffer(): Nullable<DataBuffer>;
  74848. /**
  74849. * Gets the stride in float32 units (i.e. byte stride / 4).
  74850. * May not be an integer if the byte stride is not divisible by 4.
  74851. * DEPRECATED. Use byteStride instead.
  74852. * @returns the stride in float32 units
  74853. */
  74854. getStrideSize(): number;
  74855. /**
  74856. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74857. * @param data defines the data to store
  74858. */
  74859. create(data?: Nullable<DataArray>): void;
  74860. /** @hidden */
  74861. _rebuild(): void;
  74862. /**
  74863. * Update current buffer data
  74864. * @param data defines the data to store
  74865. */
  74866. update(data: DataArray): void;
  74867. /**
  74868. * Updates the data directly.
  74869. * @param data the new data
  74870. * @param offset the new offset
  74871. * @param vertexCount the vertex count (optional)
  74872. * @param useBytes set to true if the offset is in bytes
  74873. */
  74874. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  74875. /**
  74876. * Release all resources
  74877. */
  74878. dispose(): void;
  74879. }
  74880. /**
  74881. * Specialized buffer used to store vertex data
  74882. */
  74883. export class VertexBuffer {
  74884. /** @hidden */
  74885. _buffer: Buffer;
  74886. private _kind;
  74887. private _size;
  74888. private _ownsBuffer;
  74889. private _instanced;
  74890. private _instanceDivisor;
  74891. /**
  74892. * The byte type.
  74893. */
  74894. static readonly BYTE: number;
  74895. /**
  74896. * The unsigned byte type.
  74897. */
  74898. static readonly UNSIGNED_BYTE: number;
  74899. /**
  74900. * The short type.
  74901. */
  74902. static readonly SHORT: number;
  74903. /**
  74904. * The unsigned short type.
  74905. */
  74906. static readonly UNSIGNED_SHORT: number;
  74907. /**
  74908. * The integer type.
  74909. */
  74910. static readonly INT: number;
  74911. /**
  74912. * The unsigned integer type.
  74913. */
  74914. static readonly UNSIGNED_INT: number;
  74915. /**
  74916. * The float type.
  74917. */
  74918. static readonly FLOAT: number;
  74919. /**
  74920. * Gets or sets the instance divisor when in instanced mode
  74921. */
  74922. instanceDivisor: number;
  74923. /**
  74924. * Gets the byte stride.
  74925. */
  74926. readonly byteStride: number;
  74927. /**
  74928. * Gets the byte offset.
  74929. */
  74930. readonly byteOffset: number;
  74931. /**
  74932. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74933. */
  74934. readonly normalized: boolean;
  74935. /**
  74936. * Gets the data type of each component in the array.
  74937. */
  74938. readonly type: number;
  74939. /**
  74940. * Constructor
  74941. * @param engine the engine
  74942. * @param data the data to use for this vertex buffer
  74943. * @param kind the vertex buffer kind
  74944. * @param updatable whether the data is updatable
  74945. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74946. * @param stride the stride (optional)
  74947. * @param instanced whether the buffer is instanced (optional)
  74948. * @param offset the offset of the data (optional)
  74949. * @param size the number of components (optional)
  74950. * @param type the type of the component (optional)
  74951. * @param normalized whether the data contains normalized data (optional)
  74952. * @param useBytes set to true if stride and offset are in bytes (optional)
  74953. * @param divisor defines the instance divisor to use (1 by default)
  74954. */
  74955. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  74956. /** @hidden */
  74957. _rebuild(): void;
  74958. /**
  74959. * Returns the kind of the VertexBuffer (string)
  74960. * @returns a string
  74961. */
  74962. getKind(): string;
  74963. /**
  74964. * Gets a boolean indicating if the VertexBuffer is updatable?
  74965. * @returns true if the buffer is updatable
  74966. */
  74967. isUpdatable(): boolean;
  74968. /**
  74969. * Gets current buffer's data
  74970. * @returns a DataArray or null
  74971. */
  74972. getData(): Nullable<DataArray>;
  74973. /**
  74974. * Gets underlying native buffer
  74975. * @returns underlying native buffer
  74976. */
  74977. getBuffer(): Nullable<DataBuffer>;
  74978. /**
  74979. * Gets the stride in float32 units (i.e. byte stride / 4).
  74980. * May not be an integer if the byte stride is not divisible by 4.
  74981. * DEPRECATED. Use byteStride instead.
  74982. * @returns the stride in float32 units
  74983. */
  74984. getStrideSize(): number;
  74985. /**
  74986. * Returns the offset as a multiple of the type byte length.
  74987. * DEPRECATED. Use byteOffset instead.
  74988. * @returns the offset in bytes
  74989. */
  74990. getOffset(): number;
  74991. /**
  74992. * Returns the number of components per vertex attribute (integer)
  74993. * @returns the size in float
  74994. */
  74995. getSize(): number;
  74996. /**
  74997. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74998. * @returns true if this buffer is instanced
  74999. */
  75000. getIsInstanced(): boolean;
  75001. /**
  75002. * Returns the instancing divisor, zero for non-instanced (integer).
  75003. * @returns a number
  75004. */
  75005. getInstanceDivisor(): number;
  75006. /**
  75007. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  75008. * @param data defines the data to store
  75009. */
  75010. create(data?: DataArray): void;
  75011. /**
  75012. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  75013. * This function will create a new buffer if the current one is not updatable
  75014. * @param data defines the data to store
  75015. */
  75016. update(data: DataArray): void;
  75017. /**
  75018. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  75019. * Returns the directly updated WebGLBuffer.
  75020. * @param data the new data
  75021. * @param offset the new offset
  75022. * @param useBytes set to true if the offset is in bytes
  75023. */
  75024. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  75025. /**
  75026. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  75027. */
  75028. dispose(): void;
  75029. /**
  75030. * Enumerates each value of this vertex buffer as numbers.
  75031. * @param count the number of values to enumerate
  75032. * @param callback the callback function called for each value
  75033. */
  75034. forEach(count: number, callback: (value: number, index: number) => void): void;
  75035. /**
  75036. * Positions
  75037. */
  75038. static readonly PositionKind: string;
  75039. /**
  75040. * Normals
  75041. */
  75042. static readonly NormalKind: string;
  75043. /**
  75044. * Tangents
  75045. */
  75046. static readonly TangentKind: string;
  75047. /**
  75048. * Texture coordinates
  75049. */
  75050. static readonly UVKind: string;
  75051. /**
  75052. * Texture coordinates 2
  75053. */
  75054. static readonly UV2Kind: string;
  75055. /**
  75056. * Texture coordinates 3
  75057. */
  75058. static readonly UV3Kind: string;
  75059. /**
  75060. * Texture coordinates 4
  75061. */
  75062. static readonly UV4Kind: string;
  75063. /**
  75064. * Texture coordinates 5
  75065. */
  75066. static readonly UV5Kind: string;
  75067. /**
  75068. * Texture coordinates 6
  75069. */
  75070. static readonly UV6Kind: string;
  75071. /**
  75072. * Colors
  75073. */
  75074. static readonly ColorKind: string;
  75075. /**
  75076. * Matrix indices (for bones)
  75077. */
  75078. static readonly MatricesIndicesKind: string;
  75079. /**
  75080. * Matrix weights (for bones)
  75081. */
  75082. static readonly MatricesWeightsKind: string;
  75083. /**
  75084. * Additional matrix indices (for bones)
  75085. */
  75086. static readonly MatricesIndicesExtraKind: string;
  75087. /**
  75088. * Additional matrix weights (for bones)
  75089. */
  75090. static readonly MatricesWeightsExtraKind: string;
  75091. /**
  75092. * Deduces the stride given a kind.
  75093. * @param kind The kind string to deduce
  75094. * @returns The deduced stride
  75095. */
  75096. static DeduceStride(kind: string): number;
  75097. /**
  75098. * Gets the byte length of the given type.
  75099. * @param type the type
  75100. * @returns the number of bytes
  75101. */
  75102. static GetTypeByteLength(type: number): number;
  75103. /**
  75104. * Enumerates each value of the given parameters as numbers.
  75105. * @param data the data to enumerate
  75106. * @param byteOffset the byte offset of the data
  75107. * @param byteStride the byte stride of the data
  75108. * @param componentCount the number of components per element
  75109. * @param componentType the type of the component
  75110. * @param count the number of values to enumerate
  75111. * @param normalized whether the data is normalized
  75112. * @param callback the callback function called for each value
  75113. */
  75114. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  75115. private static _GetFloatValue;
  75116. }
  75117. }
  75118. declare module BABYLON {
  75119. /**
  75120. * @hidden
  75121. */
  75122. export class IntersectionInfo {
  75123. bu: Nullable<number>;
  75124. bv: Nullable<number>;
  75125. distance: number;
  75126. faceId: number;
  75127. subMeshId: number;
  75128. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  75129. }
  75130. }
  75131. declare module BABYLON {
  75132. /**
  75133. * Represens a plane by the equation ax + by + cz + d = 0
  75134. */
  75135. export class Plane {
  75136. private static _TmpMatrix;
  75137. /**
  75138. * Normal of the plane (a,b,c)
  75139. */
  75140. normal: Vector3;
  75141. /**
  75142. * d component of the plane
  75143. */
  75144. d: number;
  75145. /**
  75146. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  75147. * @param a a component of the plane
  75148. * @param b b component of the plane
  75149. * @param c c component of the plane
  75150. * @param d d component of the plane
  75151. */
  75152. constructor(a: number, b: number, c: number, d: number);
  75153. /**
  75154. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  75155. */
  75156. asArray(): number[];
  75157. /**
  75158. * @returns a new plane copied from the current Plane.
  75159. */
  75160. clone(): Plane;
  75161. /**
  75162. * @returns the string "Plane".
  75163. */
  75164. getClassName(): string;
  75165. /**
  75166. * @returns the Plane hash code.
  75167. */
  75168. getHashCode(): number;
  75169. /**
  75170. * Normalize the current Plane in place.
  75171. * @returns the updated Plane.
  75172. */
  75173. normalize(): Plane;
  75174. /**
  75175. * Applies a transformation the plane and returns the result
  75176. * @param transformation the transformation matrix to be applied to the plane
  75177. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  75178. */
  75179. transform(transformation: DeepImmutable<Matrix>): Plane;
  75180. /**
  75181. * Calcualtte the dot product between the point and the plane normal
  75182. * @param point point to calculate the dot product with
  75183. * @returns the dot product (float) of the point coordinates and the plane normal.
  75184. */
  75185. dotCoordinate(point: DeepImmutable<Vector3>): number;
  75186. /**
  75187. * Updates the current Plane from the plane defined by the three given points.
  75188. * @param point1 one of the points used to contruct the plane
  75189. * @param point2 one of the points used to contruct the plane
  75190. * @param point3 one of the points used to contruct the plane
  75191. * @returns the updated Plane.
  75192. */
  75193. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  75194. /**
  75195. * Checks if the plane is facing a given direction
  75196. * @param direction the direction to check if the plane is facing
  75197. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  75198. * @returns True is the vector "direction" is the same side than the plane normal.
  75199. */
  75200. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  75201. /**
  75202. * Calculates the distance to a point
  75203. * @param point point to calculate distance to
  75204. * @returns the signed distance (float) from the given point to the Plane.
  75205. */
  75206. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  75207. /**
  75208. * Creates a plane from an array
  75209. * @param array the array to create a plane from
  75210. * @returns a new Plane from the given array.
  75211. */
  75212. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  75213. /**
  75214. * Creates a plane from three points
  75215. * @param point1 point used to create the plane
  75216. * @param point2 point used to create the plane
  75217. * @param point3 point used to create the plane
  75218. * @returns a new Plane defined by the three given points.
  75219. */
  75220. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  75221. /**
  75222. * Creates a plane from an origin point and a normal
  75223. * @param origin origin of the plane to be constructed
  75224. * @param normal normal of the plane to be constructed
  75225. * @returns a new Plane the normal vector to this plane at the given origin point.
  75226. * Note : the vector "normal" is updated because normalized.
  75227. */
  75228. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  75229. /**
  75230. * Calculates the distance from a plane and a point
  75231. * @param origin origin of the plane to be constructed
  75232. * @param normal normal of the plane to be constructed
  75233. * @param point point to calculate distance to
  75234. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  75235. */
  75236. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  75237. }
  75238. }
  75239. declare module BABYLON {
  75240. /**
  75241. * Class used to store bounding sphere information
  75242. */
  75243. export class BoundingSphere {
  75244. /**
  75245. * Gets the center of the bounding sphere in local space
  75246. */
  75247. readonly center: Vector3;
  75248. /**
  75249. * Radius of the bounding sphere in local space
  75250. */
  75251. radius: number;
  75252. /**
  75253. * Gets the center of the bounding sphere in world space
  75254. */
  75255. readonly centerWorld: Vector3;
  75256. /**
  75257. * Radius of the bounding sphere in world space
  75258. */
  75259. radiusWorld: number;
  75260. /**
  75261. * Gets the minimum vector in local space
  75262. */
  75263. readonly minimum: Vector3;
  75264. /**
  75265. * Gets the maximum vector in local space
  75266. */
  75267. readonly maximum: Vector3;
  75268. private _worldMatrix;
  75269. private static readonly TmpVector3;
  75270. /**
  75271. * Creates a new bounding sphere
  75272. * @param min defines the minimum vector (in local space)
  75273. * @param max defines the maximum vector (in local space)
  75274. * @param worldMatrix defines the new world matrix
  75275. */
  75276. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75277. /**
  75278. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  75279. * @param min defines the new minimum vector (in local space)
  75280. * @param max defines the new maximum vector (in local space)
  75281. * @param worldMatrix defines the new world matrix
  75282. */
  75283. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75284. /**
  75285. * Scale the current bounding sphere by applying a scale factor
  75286. * @param factor defines the scale factor to apply
  75287. * @returns the current bounding box
  75288. */
  75289. scale(factor: number): BoundingSphere;
  75290. /**
  75291. * Gets the world matrix of the bounding box
  75292. * @returns a matrix
  75293. */
  75294. getWorldMatrix(): DeepImmutable<Matrix>;
  75295. /** @hidden */
  75296. _update(worldMatrix: DeepImmutable<Matrix>): void;
  75297. /**
  75298. * Tests if the bounding sphere is intersecting the frustum planes
  75299. * @param frustumPlanes defines the frustum planes to test
  75300. * @returns true if there is an intersection
  75301. */
  75302. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75303. /**
  75304. * Tests if the bounding sphere center is in between the frustum planes.
  75305. * Used for optimistic fast inclusion.
  75306. * @param frustumPlanes defines the frustum planes to test
  75307. * @returns true if the sphere center is in between the frustum planes
  75308. */
  75309. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75310. /**
  75311. * Tests if a point is inside the bounding sphere
  75312. * @param point defines the point to test
  75313. * @returns true if the point is inside the bounding sphere
  75314. */
  75315. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75316. /**
  75317. * Checks if two sphere intersct
  75318. * @param sphere0 sphere 0
  75319. * @param sphere1 sphere 1
  75320. * @returns true if the speres intersect
  75321. */
  75322. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  75323. }
  75324. }
  75325. declare module BABYLON {
  75326. /**
  75327. * Class used to store bounding box information
  75328. */
  75329. export class BoundingBox implements ICullable {
  75330. /**
  75331. * Gets the 8 vectors representing the bounding box in local space
  75332. */
  75333. readonly vectors: Vector3[];
  75334. /**
  75335. * Gets the center of the bounding box in local space
  75336. */
  75337. readonly center: Vector3;
  75338. /**
  75339. * Gets the center of the bounding box in world space
  75340. */
  75341. readonly centerWorld: Vector3;
  75342. /**
  75343. * Gets the extend size in local space
  75344. */
  75345. readonly extendSize: Vector3;
  75346. /**
  75347. * Gets the extend size in world space
  75348. */
  75349. readonly extendSizeWorld: Vector3;
  75350. /**
  75351. * Gets the OBB (object bounding box) directions
  75352. */
  75353. readonly directions: Vector3[];
  75354. /**
  75355. * Gets the 8 vectors representing the bounding box in world space
  75356. */
  75357. readonly vectorsWorld: Vector3[];
  75358. /**
  75359. * Gets the minimum vector in world space
  75360. */
  75361. readonly minimumWorld: Vector3;
  75362. /**
  75363. * Gets the maximum vector in world space
  75364. */
  75365. readonly maximumWorld: Vector3;
  75366. /**
  75367. * Gets the minimum vector in local space
  75368. */
  75369. readonly minimum: Vector3;
  75370. /**
  75371. * Gets the maximum vector in local space
  75372. */
  75373. readonly maximum: Vector3;
  75374. private _worldMatrix;
  75375. private static readonly TmpVector3;
  75376. /**
  75377. * @hidden
  75378. */
  75379. _tag: number;
  75380. /**
  75381. * Creates a new bounding box
  75382. * @param min defines the minimum vector (in local space)
  75383. * @param max defines the maximum vector (in local space)
  75384. * @param worldMatrix defines the new world matrix
  75385. */
  75386. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75387. /**
  75388. * Recreates the entire bounding box from scratch as if we call the constructor in place
  75389. * @param min defines the new minimum vector (in local space)
  75390. * @param max defines the new maximum vector (in local space)
  75391. * @param worldMatrix defines the new world matrix
  75392. */
  75393. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75394. /**
  75395. * Scale the current bounding box by applying a scale factor
  75396. * @param factor defines the scale factor to apply
  75397. * @returns the current bounding box
  75398. */
  75399. scale(factor: number): BoundingBox;
  75400. /**
  75401. * Gets the world matrix of the bounding box
  75402. * @returns a matrix
  75403. */
  75404. getWorldMatrix(): DeepImmutable<Matrix>;
  75405. /** @hidden */
  75406. _update(world: DeepImmutable<Matrix>): void;
  75407. /**
  75408. * Tests if the bounding box is intersecting the frustum planes
  75409. * @param frustumPlanes defines the frustum planes to test
  75410. * @returns true if there is an intersection
  75411. */
  75412. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75413. /**
  75414. * Tests if the bounding box is entirely inside the frustum planes
  75415. * @param frustumPlanes defines the frustum planes to test
  75416. * @returns true if there is an inclusion
  75417. */
  75418. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75419. /**
  75420. * Tests if a point is inside the bounding box
  75421. * @param point defines the point to test
  75422. * @returns true if the point is inside the bounding box
  75423. */
  75424. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75425. /**
  75426. * Tests if the bounding box intersects with a bounding sphere
  75427. * @param sphere defines the sphere to test
  75428. * @returns true if there is an intersection
  75429. */
  75430. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  75431. /**
  75432. * Tests if the bounding box intersects with a box defined by a min and max vectors
  75433. * @param min defines the min vector to use
  75434. * @param max defines the max vector to use
  75435. * @returns true if there is an intersection
  75436. */
  75437. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  75438. /**
  75439. * Tests if two bounding boxes are intersections
  75440. * @param box0 defines the first box to test
  75441. * @param box1 defines the second box to test
  75442. * @returns true if there is an intersection
  75443. */
  75444. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  75445. /**
  75446. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  75447. * @param minPoint defines the minimum vector of the bounding box
  75448. * @param maxPoint defines the maximum vector of the bounding box
  75449. * @param sphereCenter defines the sphere center
  75450. * @param sphereRadius defines the sphere radius
  75451. * @returns true if there is an intersection
  75452. */
  75453. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  75454. /**
  75455. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  75456. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75457. * @param frustumPlanes defines the frustum planes to test
  75458. * @return true if there is an inclusion
  75459. */
  75460. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75461. /**
  75462. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  75463. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75464. * @param frustumPlanes defines the frustum planes to test
  75465. * @return true if there is an intersection
  75466. */
  75467. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75468. }
  75469. }
  75470. declare module BABYLON {
  75471. /** @hidden */
  75472. export class Collider {
  75473. /** Define if a collision was found */
  75474. collisionFound: boolean;
  75475. /**
  75476. * Define last intersection point in local space
  75477. */
  75478. intersectionPoint: Vector3;
  75479. /**
  75480. * Define last collided mesh
  75481. */
  75482. collidedMesh: Nullable<AbstractMesh>;
  75483. private _collisionPoint;
  75484. private _planeIntersectionPoint;
  75485. private _tempVector;
  75486. private _tempVector2;
  75487. private _tempVector3;
  75488. private _tempVector4;
  75489. private _edge;
  75490. private _baseToVertex;
  75491. private _destinationPoint;
  75492. private _slidePlaneNormal;
  75493. private _displacementVector;
  75494. /** @hidden */
  75495. _radius: Vector3;
  75496. /** @hidden */
  75497. _retry: number;
  75498. private _velocity;
  75499. private _basePoint;
  75500. private _epsilon;
  75501. /** @hidden */
  75502. _velocityWorldLength: number;
  75503. /** @hidden */
  75504. _basePointWorld: Vector3;
  75505. private _velocityWorld;
  75506. private _normalizedVelocity;
  75507. /** @hidden */
  75508. _initialVelocity: Vector3;
  75509. /** @hidden */
  75510. _initialPosition: Vector3;
  75511. private _nearestDistance;
  75512. private _collisionMask;
  75513. collisionMask: number;
  75514. /**
  75515. * Gets the plane normal used to compute the sliding response (in local space)
  75516. */
  75517. readonly slidePlaneNormal: Vector3;
  75518. /** @hidden */
  75519. _initialize(source: Vector3, dir: Vector3, e: number): void;
  75520. /** @hidden */
  75521. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  75522. /** @hidden */
  75523. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  75524. /** @hidden */
  75525. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75526. /** @hidden */
  75527. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75528. /** @hidden */
  75529. _getResponse(pos: Vector3, vel: Vector3): void;
  75530. }
  75531. }
  75532. declare module BABYLON {
  75533. /**
  75534. * Interface for cullable objects
  75535. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  75536. */
  75537. export interface ICullable {
  75538. /**
  75539. * Checks if the object or part of the object is in the frustum
  75540. * @param frustumPlanes Camera near/planes
  75541. * @returns true if the object is in frustum otherwise false
  75542. */
  75543. isInFrustum(frustumPlanes: Plane[]): boolean;
  75544. /**
  75545. * Checks if a cullable object (mesh...) is in the camera frustum
  75546. * Unlike isInFrustum this cheks the full bounding box
  75547. * @param frustumPlanes Camera near/planes
  75548. * @returns true if the object is in frustum otherwise false
  75549. */
  75550. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  75551. }
  75552. /**
  75553. * Info for a bounding data of a mesh
  75554. */
  75555. export class BoundingInfo implements ICullable {
  75556. /**
  75557. * Bounding box for the mesh
  75558. */
  75559. readonly boundingBox: BoundingBox;
  75560. /**
  75561. * Bounding sphere for the mesh
  75562. */
  75563. readonly boundingSphere: BoundingSphere;
  75564. private _isLocked;
  75565. private static readonly TmpVector3;
  75566. /**
  75567. * Constructs bounding info
  75568. * @param minimum min vector of the bounding box/sphere
  75569. * @param maximum max vector of the bounding box/sphere
  75570. * @param worldMatrix defines the new world matrix
  75571. */
  75572. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75573. /**
  75574. * Recreates the entire bounding info from scratch as if we call the constructor in place
  75575. * @param min defines the new minimum vector (in local space)
  75576. * @param max defines the new maximum vector (in local space)
  75577. * @param worldMatrix defines the new world matrix
  75578. */
  75579. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75580. /**
  75581. * min vector of the bounding box/sphere
  75582. */
  75583. readonly minimum: Vector3;
  75584. /**
  75585. * max vector of the bounding box/sphere
  75586. */
  75587. readonly maximum: Vector3;
  75588. /**
  75589. * If the info is locked and won't be updated to avoid perf overhead
  75590. */
  75591. isLocked: boolean;
  75592. /**
  75593. * Updates the bounding sphere and box
  75594. * @param world world matrix to be used to update
  75595. */
  75596. update(world: DeepImmutable<Matrix>): void;
  75597. /**
  75598. * Recreate the bounding info to be centered around a specific point given a specific extend.
  75599. * @param center New center of the bounding info
  75600. * @param extend New extend of the bounding info
  75601. * @returns the current bounding info
  75602. */
  75603. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  75604. /**
  75605. * Scale the current bounding info by applying a scale factor
  75606. * @param factor defines the scale factor to apply
  75607. * @returns the current bounding info
  75608. */
  75609. scale(factor: number): BoundingInfo;
  75610. /**
  75611. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  75612. * @param frustumPlanes defines the frustum to test
  75613. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  75614. * @returns true if the bounding info is in the frustum planes
  75615. */
  75616. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  75617. /**
  75618. * Gets the world distance between the min and max points of the bounding box
  75619. */
  75620. readonly diagonalLength: number;
  75621. /**
  75622. * Checks if a cullable object (mesh...) is in the camera frustum
  75623. * Unlike isInFrustum this cheks the full bounding box
  75624. * @param frustumPlanes Camera near/planes
  75625. * @returns true if the object is in frustum otherwise false
  75626. */
  75627. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75628. /** @hidden */
  75629. _checkCollision(collider: Collider): boolean;
  75630. /**
  75631. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  75632. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75633. * @param point the point to check intersection with
  75634. * @returns if the point intersects
  75635. */
  75636. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75637. /**
  75638. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  75639. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75640. * @param boundingInfo the bounding info to check intersection with
  75641. * @param precise if the intersection should be done using OBB
  75642. * @returns if the bounding info intersects
  75643. */
  75644. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  75645. }
  75646. }
  75647. declare module BABYLON {
  75648. /**
  75649. * Extracts minimum and maximum values from a list of indexed positions
  75650. * @param positions defines the positions to use
  75651. * @param indices defines the indices to the positions
  75652. * @param indexStart defines the start index
  75653. * @param indexCount defines the end index
  75654. * @param bias defines bias value to add to the result
  75655. * @return minimum and maximum values
  75656. */
  75657. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  75658. minimum: Vector3;
  75659. maximum: Vector3;
  75660. };
  75661. /**
  75662. * Extracts minimum and maximum values from a list of positions
  75663. * @param positions defines the positions to use
  75664. * @param start defines the start index in the positions array
  75665. * @param count defines the number of positions to handle
  75666. * @param bias defines bias value to add to the result
  75667. * @param stride defines the stride size to use (distance between two positions in the positions array)
  75668. * @return minimum and maximum values
  75669. */
  75670. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  75671. minimum: Vector3;
  75672. maximum: Vector3;
  75673. };
  75674. }
  75675. declare module BABYLON {
  75676. /** @hidden */
  75677. export class WebGLDataBuffer extends DataBuffer {
  75678. private _buffer;
  75679. constructor(resource: WebGLBuffer);
  75680. readonly underlyingResource: any;
  75681. }
  75682. }
  75683. declare module BABYLON {
  75684. /** @hidden */
  75685. export class WebGLPipelineContext implements IPipelineContext {
  75686. engine: ThinEngine;
  75687. program: Nullable<WebGLProgram>;
  75688. context?: WebGLRenderingContext;
  75689. vertexShader?: WebGLShader;
  75690. fragmentShader?: WebGLShader;
  75691. isParallelCompiled: boolean;
  75692. onCompiled?: () => void;
  75693. transformFeedback?: WebGLTransformFeedback | null;
  75694. readonly isAsync: boolean;
  75695. readonly isReady: boolean;
  75696. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  75697. }
  75698. }
  75699. declare module BABYLON {
  75700. interface ThinEngine {
  75701. /**
  75702. * Create an uniform buffer
  75703. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75704. * @param elements defines the content of the uniform buffer
  75705. * @returns the webGL uniform buffer
  75706. */
  75707. createUniformBuffer(elements: FloatArray): DataBuffer;
  75708. /**
  75709. * Create a dynamic uniform buffer
  75710. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75711. * @param elements defines the content of the uniform buffer
  75712. * @returns the webGL uniform buffer
  75713. */
  75714. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  75715. /**
  75716. * Update an existing uniform buffer
  75717. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75718. * @param uniformBuffer defines the target uniform buffer
  75719. * @param elements defines the content to update
  75720. * @param offset defines the offset in the uniform buffer where update should start
  75721. * @param count defines the size of the data to update
  75722. */
  75723. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  75724. /**
  75725. * Bind an uniform buffer to the current webGL context
  75726. * @param buffer defines the buffer to bind
  75727. */
  75728. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  75729. /**
  75730. * Bind a buffer to the current webGL context at a given location
  75731. * @param buffer defines the buffer to bind
  75732. * @param location defines the index where to bind the buffer
  75733. */
  75734. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  75735. /**
  75736. * Bind a specific block at a given index in a specific shader program
  75737. * @param pipelineContext defines the pipeline context to use
  75738. * @param blockName defines the block name
  75739. * @param index defines the index where to bind the block
  75740. */
  75741. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  75742. }
  75743. }
  75744. declare module BABYLON {
  75745. /**
  75746. * Uniform buffer objects.
  75747. *
  75748. * Handles blocks of uniform on the GPU.
  75749. *
  75750. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75751. *
  75752. * For more information, please refer to :
  75753. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75754. */
  75755. export class UniformBuffer {
  75756. private _engine;
  75757. private _buffer;
  75758. private _data;
  75759. private _bufferData;
  75760. private _dynamic?;
  75761. private _uniformLocations;
  75762. private _uniformSizes;
  75763. private _uniformLocationPointer;
  75764. private _needSync;
  75765. private _noUBO;
  75766. private _currentEffect;
  75767. /** @hidden */
  75768. _alreadyBound: boolean;
  75769. private static _MAX_UNIFORM_SIZE;
  75770. private static _tempBuffer;
  75771. /**
  75772. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  75773. * This is dynamic to allow compat with webgl 1 and 2.
  75774. * You will need to pass the name of the uniform as well as the value.
  75775. */
  75776. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  75777. /**
  75778. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  75779. * This is dynamic to allow compat with webgl 1 and 2.
  75780. * You will need to pass the name of the uniform as well as the value.
  75781. */
  75782. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  75783. /**
  75784. * Lambda to Update a single float in a uniform buffer.
  75785. * This is dynamic to allow compat with webgl 1 and 2.
  75786. * You will need to pass the name of the uniform as well as the value.
  75787. */
  75788. updateFloat: (name: string, x: number) => void;
  75789. /**
  75790. * Lambda to Update a vec2 of float in a uniform buffer.
  75791. * This is dynamic to allow compat with webgl 1 and 2.
  75792. * You will need to pass the name of the uniform as well as the value.
  75793. */
  75794. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  75795. /**
  75796. * Lambda to Update a vec3 of float in a uniform buffer.
  75797. * This is dynamic to allow compat with webgl 1 and 2.
  75798. * You will need to pass the name of the uniform as well as the value.
  75799. */
  75800. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  75801. /**
  75802. * Lambda to Update a vec4 of float in a uniform buffer.
  75803. * This is dynamic to allow compat with webgl 1 and 2.
  75804. * You will need to pass the name of the uniform as well as the value.
  75805. */
  75806. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  75807. /**
  75808. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  75809. * This is dynamic to allow compat with webgl 1 and 2.
  75810. * You will need to pass the name of the uniform as well as the value.
  75811. */
  75812. updateMatrix: (name: string, mat: Matrix) => void;
  75813. /**
  75814. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  75815. * This is dynamic to allow compat with webgl 1 and 2.
  75816. * You will need to pass the name of the uniform as well as the value.
  75817. */
  75818. updateVector3: (name: string, vector: Vector3) => void;
  75819. /**
  75820. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  75821. * This is dynamic to allow compat with webgl 1 and 2.
  75822. * You will need to pass the name of the uniform as well as the value.
  75823. */
  75824. updateVector4: (name: string, vector: Vector4) => void;
  75825. /**
  75826. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  75827. * This is dynamic to allow compat with webgl 1 and 2.
  75828. * You will need to pass the name of the uniform as well as the value.
  75829. */
  75830. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  75831. /**
  75832. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  75833. * This is dynamic to allow compat with webgl 1 and 2.
  75834. * You will need to pass the name of the uniform as well as the value.
  75835. */
  75836. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  75837. /**
  75838. * Instantiates a new Uniform buffer objects.
  75839. *
  75840. * Handles blocks of uniform on the GPU.
  75841. *
  75842. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75843. *
  75844. * For more information, please refer to :
  75845. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75846. * @param engine Define the engine the buffer is associated with
  75847. * @param data Define the data contained in the buffer
  75848. * @param dynamic Define if the buffer is updatable
  75849. */
  75850. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  75851. /**
  75852. * Indicates if the buffer is using the WebGL2 UBO implementation,
  75853. * or just falling back on setUniformXXX calls.
  75854. */
  75855. readonly useUbo: boolean;
  75856. /**
  75857. * Indicates if the WebGL underlying uniform buffer is in sync
  75858. * with the javascript cache data.
  75859. */
  75860. readonly isSync: boolean;
  75861. /**
  75862. * Indicates if the WebGL underlying uniform buffer is dynamic.
  75863. * Also, a dynamic UniformBuffer will disable cache verification and always
  75864. * update the underlying WebGL uniform buffer to the GPU.
  75865. * @returns if Dynamic, otherwise false
  75866. */
  75867. isDynamic(): boolean;
  75868. /**
  75869. * The data cache on JS side.
  75870. * @returns the underlying data as a float array
  75871. */
  75872. getData(): Float32Array;
  75873. /**
  75874. * The underlying WebGL Uniform buffer.
  75875. * @returns the webgl buffer
  75876. */
  75877. getBuffer(): Nullable<DataBuffer>;
  75878. /**
  75879. * std140 layout specifies how to align data within an UBO structure.
  75880. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  75881. * for specs.
  75882. */
  75883. private _fillAlignment;
  75884. /**
  75885. * Adds an uniform in the buffer.
  75886. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  75887. * for the layout to be correct !
  75888. * @param name Name of the uniform, as used in the uniform block in the shader.
  75889. * @param size Data size, or data directly.
  75890. */
  75891. addUniform(name: string, size: number | number[]): void;
  75892. /**
  75893. * Adds a Matrix 4x4 to the uniform buffer.
  75894. * @param name Name of the uniform, as used in the uniform block in the shader.
  75895. * @param mat A 4x4 matrix.
  75896. */
  75897. addMatrix(name: string, mat: Matrix): void;
  75898. /**
  75899. * Adds a vec2 to the uniform buffer.
  75900. * @param name Name of the uniform, as used in the uniform block in the shader.
  75901. * @param x Define the x component value of the vec2
  75902. * @param y Define the y component value of the vec2
  75903. */
  75904. addFloat2(name: string, x: number, y: number): void;
  75905. /**
  75906. * Adds a vec3 to the uniform buffer.
  75907. * @param name Name of the uniform, as used in the uniform block in the shader.
  75908. * @param x Define the x component value of the vec3
  75909. * @param y Define the y component value of the vec3
  75910. * @param z Define the z component value of the vec3
  75911. */
  75912. addFloat3(name: string, x: number, y: number, z: number): void;
  75913. /**
  75914. * Adds a vec3 to the uniform buffer.
  75915. * @param name Name of the uniform, as used in the uniform block in the shader.
  75916. * @param color Define the vec3 from a Color
  75917. */
  75918. addColor3(name: string, color: Color3): void;
  75919. /**
  75920. * Adds a vec4 to the uniform buffer.
  75921. * @param name Name of the uniform, as used in the uniform block in the shader.
  75922. * @param color Define the rgb components from a Color
  75923. * @param alpha Define the a component of the vec4
  75924. */
  75925. addColor4(name: string, color: Color3, alpha: number): void;
  75926. /**
  75927. * Adds a vec3 to the uniform buffer.
  75928. * @param name Name of the uniform, as used in the uniform block in the shader.
  75929. * @param vector Define the vec3 components from a Vector
  75930. */
  75931. addVector3(name: string, vector: Vector3): void;
  75932. /**
  75933. * Adds a Matrix 3x3 to the uniform buffer.
  75934. * @param name Name of the uniform, as used in the uniform block in the shader.
  75935. */
  75936. addMatrix3x3(name: string): void;
  75937. /**
  75938. * Adds a Matrix 2x2 to the uniform buffer.
  75939. * @param name Name of the uniform, as used in the uniform block in the shader.
  75940. */
  75941. addMatrix2x2(name: string): void;
  75942. /**
  75943. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75944. */
  75945. create(): void;
  75946. /** @hidden */
  75947. _rebuild(): void;
  75948. /**
  75949. * Updates the WebGL Uniform Buffer on the GPU.
  75950. * If the `dynamic` flag is set to true, no cache comparison is done.
  75951. * Otherwise, the buffer will be updated only if the cache differs.
  75952. */
  75953. update(): void;
  75954. /**
  75955. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75956. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75957. * @param data Define the flattened data
  75958. * @param size Define the size of the data.
  75959. */
  75960. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75961. private _valueCache;
  75962. private _cacheMatrix;
  75963. private _updateMatrix3x3ForUniform;
  75964. private _updateMatrix3x3ForEffect;
  75965. private _updateMatrix2x2ForEffect;
  75966. private _updateMatrix2x2ForUniform;
  75967. private _updateFloatForEffect;
  75968. private _updateFloatForUniform;
  75969. private _updateFloat2ForEffect;
  75970. private _updateFloat2ForUniform;
  75971. private _updateFloat3ForEffect;
  75972. private _updateFloat3ForUniform;
  75973. private _updateFloat4ForEffect;
  75974. private _updateFloat4ForUniform;
  75975. private _updateMatrixForEffect;
  75976. private _updateMatrixForUniform;
  75977. private _updateVector3ForEffect;
  75978. private _updateVector3ForUniform;
  75979. private _updateVector4ForEffect;
  75980. private _updateVector4ForUniform;
  75981. private _updateColor3ForEffect;
  75982. private _updateColor3ForUniform;
  75983. private _updateColor4ForEffect;
  75984. private _updateColor4ForUniform;
  75985. /**
  75986. * Sets a sampler uniform on the effect.
  75987. * @param name Define the name of the sampler.
  75988. * @param texture Define the texture to set in the sampler
  75989. */
  75990. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75991. /**
  75992. * Directly updates the value of the uniform in the cache AND on the GPU.
  75993. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75994. * @param data Define the flattened data
  75995. */
  75996. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75997. /**
  75998. * Binds this uniform buffer to an effect.
  75999. * @param effect Define the effect to bind the buffer to
  76000. * @param name Name of the uniform block in the shader.
  76001. */
  76002. bindToEffect(effect: Effect, name: string): void;
  76003. /**
  76004. * Disposes the uniform buffer.
  76005. */
  76006. dispose(): void;
  76007. }
  76008. }
  76009. declare module BABYLON {
  76010. /**
  76011. * Enum that determines the text-wrapping mode to use.
  76012. */
  76013. export enum InspectableType {
  76014. /**
  76015. * Checkbox for booleans
  76016. */
  76017. Checkbox = 0,
  76018. /**
  76019. * Sliders for numbers
  76020. */
  76021. Slider = 1,
  76022. /**
  76023. * Vector3
  76024. */
  76025. Vector3 = 2,
  76026. /**
  76027. * Quaternions
  76028. */
  76029. Quaternion = 3,
  76030. /**
  76031. * Color3
  76032. */
  76033. Color3 = 4,
  76034. /**
  76035. * String
  76036. */
  76037. String = 5
  76038. }
  76039. /**
  76040. * Interface used to define custom inspectable properties.
  76041. * This interface is used by the inspector to display custom property grids
  76042. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  76043. */
  76044. export interface IInspectable {
  76045. /**
  76046. * Gets the label to display
  76047. */
  76048. label: string;
  76049. /**
  76050. * Gets the name of the property to edit
  76051. */
  76052. propertyName: string;
  76053. /**
  76054. * Gets the type of the editor to use
  76055. */
  76056. type: InspectableType;
  76057. /**
  76058. * Gets the minimum value of the property when using in "slider" mode
  76059. */
  76060. min?: number;
  76061. /**
  76062. * Gets the maximum value of the property when using in "slider" mode
  76063. */
  76064. max?: number;
  76065. /**
  76066. * Gets the setp to use when using in "slider" mode
  76067. */
  76068. step?: number;
  76069. }
  76070. }
  76071. declare module BABYLON {
  76072. /**
  76073. * Class used to provide helper for timing
  76074. */
  76075. export class TimingTools {
  76076. /**
  76077. * Polyfill for setImmediate
  76078. * @param action defines the action to execute after the current execution block
  76079. */
  76080. static SetImmediate(action: () => void): void;
  76081. }
  76082. }
  76083. declare module BABYLON {
  76084. /**
  76085. * Class used to enable instatition of objects by class name
  76086. */
  76087. export class InstantiationTools {
  76088. /**
  76089. * Use this object to register external classes like custom textures or material
  76090. * to allow the laoders to instantiate them
  76091. */
  76092. static RegisteredExternalClasses: {
  76093. [key: string]: Object;
  76094. };
  76095. /**
  76096. * Tries to instantiate a new object from a given class name
  76097. * @param className defines the class name to instantiate
  76098. * @returns the new object or null if the system was not able to do the instantiation
  76099. */
  76100. static Instantiate(className: string): any;
  76101. }
  76102. }
  76103. declare module BABYLON {
  76104. /**
  76105. * Define options used to create a depth texture
  76106. */
  76107. export class DepthTextureCreationOptions {
  76108. /** Specifies whether or not a stencil should be allocated in the texture */
  76109. generateStencil?: boolean;
  76110. /** Specifies whether or not bilinear filtering is enable on the texture */
  76111. bilinearFiltering?: boolean;
  76112. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  76113. comparisonFunction?: number;
  76114. /** Specifies if the created texture is a cube texture */
  76115. isCube?: boolean;
  76116. }
  76117. }
  76118. declare module BABYLON {
  76119. interface ThinEngine {
  76120. /**
  76121. * Creates a depth stencil cube texture.
  76122. * This is only available in WebGL 2.
  76123. * @param size The size of face edge in the cube texture.
  76124. * @param options The options defining the cube texture.
  76125. * @returns The cube texture
  76126. */
  76127. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  76128. /**
  76129. * Creates a cube texture
  76130. * @param rootUrl defines the url where the files to load is located
  76131. * @param scene defines the current scene
  76132. * @param files defines the list of files to load (1 per face)
  76133. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76134. * @param onLoad defines an optional callback raised when the texture is loaded
  76135. * @param onError defines an optional callback raised if there is an issue to load the texture
  76136. * @param format defines the format of the data
  76137. * @param forcedExtension defines the extension to use to pick the right loader
  76138. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  76139. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76140. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76141. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  76142. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  76143. * @returns the cube texture as an InternalTexture
  76144. */
  76145. 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;
  76146. /**
  76147. * Creates a cube texture
  76148. * @param rootUrl defines the url where the files to load is located
  76149. * @param scene defines the current scene
  76150. * @param files defines the list of files to load (1 per face)
  76151. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76152. * @param onLoad defines an optional callback raised when the texture is loaded
  76153. * @param onError defines an optional callback raised if there is an issue to load the texture
  76154. * @param format defines the format of the data
  76155. * @param forcedExtension defines the extension to use to pick the right loader
  76156. * @returns the cube texture as an InternalTexture
  76157. */
  76158. 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;
  76159. /**
  76160. * Creates a cube texture
  76161. * @param rootUrl defines the url where the files to load is located
  76162. * @param scene defines the current scene
  76163. * @param files defines the list of files to load (1 per face)
  76164. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76165. * @param onLoad defines an optional callback raised when the texture is loaded
  76166. * @param onError defines an optional callback raised if there is an issue to load the texture
  76167. * @param format defines the format of the data
  76168. * @param forcedExtension defines the extension to use to pick the right loader
  76169. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  76170. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76171. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76172. * @returns the cube texture as an InternalTexture
  76173. */
  76174. 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;
  76175. /** @hidden */
  76176. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  76177. /** @hidden */
  76178. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  76179. /** @hidden */
  76180. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  76181. /** @hidden */
  76182. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  76183. /**
  76184. * @hidden
  76185. */
  76186. _setCubeMapTextureParams(loadMipmap: boolean): void;
  76187. }
  76188. }
  76189. declare module BABYLON {
  76190. /**
  76191. * Class for creating a cube texture
  76192. */
  76193. export class CubeTexture extends BaseTexture {
  76194. private _delayedOnLoad;
  76195. /**
  76196. * The url of the texture
  76197. */
  76198. url: string;
  76199. /**
  76200. * Gets or sets the center of the bounding box associated with the cube texture.
  76201. * It must define where the camera used to render the texture was set
  76202. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  76203. */
  76204. boundingBoxPosition: Vector3;
  76205. private _boundingBoxSize;
  76206. /**
  76207. * Gets or sets the size of the bounding box associated with the cube texture
  76208. * When defined, the cubemap will switch to local mode
  76209. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  76210. * @example https://www.babylonjs-playground.com/#RNASML
  76211. */
  76212. /**
  76213. * Returns the bounding box size
  76214. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  76215. */
  76216. boundingBoxSize: Vector3;
  76217. protected _rotationY: number;
  76218. /**
  76219. * Sets texture matrix rotation angle around Y axis in radians.
  76220. */
  76221. /**
  76222. * Gets texture matrix rotation angle around Y axis radians.
  76223. */
  76224. rotationY: number;
  76225. /**
  76226. * Are mip maps generated for this texture or not.
  76227. */
  76228. readonly noMipmap: boolean;
  76229. private _noMipmap;
  76230. private _files;
  76231. protected _forcedExtension: Nullable<string>;
  76232. private _extensions;
  76233. private _textureMatrix;
  76234. private _format;
  76235. private _createPolynomials;
  76236. /** @hidden */
  76237. _prefiltered: boolean;
  76238. /**
  76239. * Creates a cube texture from an array of image urls
  76240. * @param files defines an array of image urls
  76241. * @param scene defines the hosting scene
  76242. * @param noMipmap specifies if mip maps are not used
  76243. * @returns a cube texture
  76244. */
  76245. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  76246. /**
  76247. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  76248. * @param url defines the url of the prefiltered texture
  76249. * @param scene defines the scene the texture is attached to
  76250. * @param forcedExtension defines the extension of the file if different from the url
  76251. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76252. * @return the prefiltered texture
  76253. */
  76254. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  76255. /**
  76256. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  76257. * as prefiltered data.
  76258. * @param rootUrl defines the url of the texture or the root name of the six images
  76259. * @param scene defines the scene the texture is attached to
  76260. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  76261. * @param noMipmap defines if mipmaps should be created or not
  76262. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  76263. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  76264. * @param onError defines a callback triggered in case of error during load
  76265. * @param format defines the internal format to use for the texture once loaded
  76266. * @param prefiltered defines whether or not the texture is created from prefiltered data
  76267. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  76268. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76269. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76270. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76271. * @return the cube texture
  76272. */
  76273. 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);
  76274. /**
  76275. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  76276. */
  76277. readonly isPrefiltered: boolean;
  76278. /**
  76279. * Get the current class name of the texture useful for serialization or dynamic coding.
  76280. * @returns "CubeTexture"
  76281. */
  76282. getClassName(): string;
  76283. /**
  76284. * Update the url (and optional buffer) of this texture if url was null during construction.
  76285. * @param url the url of the texture
  76286. * @param forcedExtension defines the extension to use
  76287. * @param onLoad callback called when the texture is loaded (defaults to null)
  76288. */
  76289. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  76290. /**
  76291. * Delays loading of the cube texture
  76292. * @param forcedExtension defines the extension to use
  76293. */
  76294. delayLoad(forcedExtension?: string): void;
  76295. /**
  76296. * Returns the reflection texture matrix
  76297. * @returns the reflection texture matrix
  76298. */
  76299. getReflectionTextureMatrix(): Matrix;
  76300. /**
  76301. * Sets the reflection texture matrix
  76302. * @param value Reflection texture matrix
  76303. */
  76304. setReflectionTextureMatrix(value: Matrix): void;
  76305. /**
  76306. * Parses text to create a cube texture
  76307. * @param parsedTexture define the serialized text to read from
  76308. * @param scene defines the hosting scene
  76309. * @param rootUrl defines the root url of the cube texture
  76310. * @returns a cube texture
  76311. */
  76312. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  76313. /**
  76314. * Makes a clone, or deep copy, of the cube texture
  76315. * @returns a new cube texture
  76316. */
  76317. clone(): CubeTexture;
  76318. }
  76319. }
  76320. declare module BABYLON {
  76321. /**
  76322. * Manages the defines for the Material
  76323. */
  76324. export class MaterialDefines {
  76325. /** @hidden */
  76326. protected _keys: string[];
  76327. private _isDirty;
  76328. /** @hidden */
  76329. _renderId: number;
  76330. /** @hidden */
  76331. _areLightsDirty: boolean;
  76332. /** @hidden */
  76333. _areLightsDisposed: boolean;
  76334. /** @hidden */
  76335. _areAttributesDirty: boolean;
  76336. /** @hidden */
  76337. _areTexturesDirty: boolean;
  76338. /** @hidden */
  76339. _areFresnelDirty: boolean;
  76340. /** @hidden */
  76341. _areMiscDirty: boolean;
  76342. /** @hidden */
  76343. _areImageProcessingDirty: boolean;
  76344. /** @hidden */
  76345. _normals: boolean;
  76346. /** @hidden */
  76347. _uvs: boolean;
  76348. /** @hidden */
  76349. _needNormals: boolean;
  76350. /** @hidden */
  76351. _needUVs: boolean;
  76352. [id: string]: any;
  76353. /**
  76354. * Specifies if the material needs to be re-calculated
  76355. */
  76356. readonly isDirty: boolean;
  76357. /**
  76358. * Marks the material to indicate that it has been re-calculated
  76359. */
  76360. markAsProcessed(): void;
  76361. /**
  76362. * Marks the material to indicate that it needs to be re-calculated
  76363. */
  76364. markAsUnprocessed(): void;
  76365. /**
  76366. * Marks the material to indicate all of its defines need to be re-calculated
  76367. */
  76368. markAllAsDirty(): void;
  76369. /**
  76370. * Marks the material to indicate that image processing needs to be re-calculated
  76371. */
  76372. markAsImageProcessingDirty(): void;
  76373. /**
  76374. * Marks the material to indicate the lights need to be re-calculated
  76375. * @param disposed Defines whether the light is dirty due to dispose or not
  76376. */
  76377. markAsLightDirty(disposed?: boolean): void;
  76378. /**
  76379. * Marks the attribute state as changed
  76380. */
  76381. markAsAttributesDirty(): void;
  76382. /**
  76383. * Marks the texture state as changed
  76384. */
  76385. markAsTexturesDirty(): void;
  76386. /**
  76387. * Marks the fresnel state as changed
  76388. */
  76389. markAsFresnelDirty(): void;
  76390. /**
  76391. * Marks the misc state as changed
  76392. */
  76393. markAsMiscDirty(): void;
  76394. /**
  76395. * Rebuilds the material defines
  76396. */
  76397. rebuild(): void;
  76398. /**
  76399. * Specifies if two material defines are equal
  76400. * @param other - A material define instance to compare to
  76401. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  76402. */
  76403. isEqual(other: MaterialDefines): boolean;
  76404. /**
  76405. * Clones this instance's defines to another instance
  76406. * @param other - material defines to clone values to
  76407. */
  76408. cloneTo(other: MaterialDefines): void;
  76409. /**
  76410. * Resets the material define values
  76411. */
  76412. reset(): void;
  76413. /**
  76414. * Converts the material define values to a string
  76415. * @returns - String of material define information
  76416. */
  76417. toString(): string;
  76418. }
  76419. }
  76420. declare module BABYLON {
  76421. /**
  76422. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  76423. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  76424. * 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;
  76425. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  76426. */
  76427. export class ColorCurves {
  76428. private _dirty;
  76429. private _tempColor;
  76430. private _globalCurve;
  76431. private _highlightsCurve;
  76432. private _midtonesCurve;
  76433. private _shadowsCurve;
  76434. private _positiveCurve;
  76435. private _negativeCurve;
  76436. private _globalHue;
  76437. private _globalDensity;
  76438. private _globalSaturation;
  76439. private _globalExposure;
  76440. /**
  76441. * Gets the global Hue value.
  76442. * 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).
  76443. */
  76444. /**
  76445. * Sets the global Hue value.
  76446. * 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).
  76447. */
  76448. globalHue: number;
  76449. /**
  76450. * Gets the global Density value.
  76451. * 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.
  76452. * Values less than zero provide a filter of opposite hue.
  76453. */
  76454. /**
  76455. * Sets the global Density value.
  76456. * 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.
  76457. * Values less than zero provide a filter of opposite hue.
  76458. */
  76459. globalDensity: number;
  76460. /**
  76461. * Gets the global Saturation value.
  76462. * 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.
  76463. */
  76464. /**
  76465. * Sets the global Saturation value.
  76466. * 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.
  76467. */
  76468. globalSaturation: number;
  76469. /**
  76470. * Gets the global Exposure value.
  76471. * 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.
  76472. */
  76473. /**
  76474. * Sets the global Exposure value.
  76475. * 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.
  76476. */
  76477. globalExposure: number;
  76478. private _highlightsHue;
  76479. private _highlightsDensity;
  76480. private _highlightsSaturation;
  76481. private _highlightsExposure;
  76482. /**
  76483. * Gets the highlights Hue value.
  76484. * 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).
  76485. */
  76486. /**
  76487. * Sets the highlights Hue value.
  76488. * 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).
  76489. */
  76490. highlightsHue: number;
  76491. /**
  76492. * Gets the highlights Density value.
  76493. * 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.
  76494. * Values less than zero provide a filter of opposite hue.
  76495. */
  76496. /**
  76497. * Sets the highlights Density value.
  76498. * 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.
  76499. * Values less than zero provide a filter of opposite hue.
  76500. */
  76501. highlightsDensity: number;
  76502. /**
  76503. * Gets the highlights Saturation value.
  76504. * 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.
  76505. */
  76506. /**
  76507. * Sets the highlights Saturation value.
  76508. * 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.
  76509. */
  76510. highlightsSaturation: number;
  76511. /**
  76512. * Gets the highlights Exposure value.
  76513. * 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.
  76514. */
  76515. /**
  76516. * Sets the highlights Exposure value.
  76517. * 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.
  76518. */
  76519. highlightsExposure: number;
  76520. private _midtonesHue;
  76521. private _midtonesDensity;
  76522. private _midtonesSaturation;
  76523. private _midtonesExposure;
  76524. /**
  76525. * Gets the midtones Hue value.
  76526. * 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).
  76527. */
  76528. /**
  76529. * Sets the midtones Hue value.
  76530. * 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).
  76531. */
  76532. midtonesHue: number;
  76533. /**
  76534. * Gets the midtones Density value.
  76535. * 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.
  76536. * Values less than zero provide a filter of opposite hue.
  76537. */
  76538. /**
  76539. * Sets the midtones Density value.
  76540. * 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.
  76541. * Values less than zero provide a filter of opposite hue.
  76542. */
  76543. midtonesDensity: number;
  76544. /**
  76545. * Gets the midtones Saturation value.
  76546. * 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.
  76547. */
  76548. /**
  76549. * Sets the midtones Saturation value.
  76550. * 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.
  76551. */
  76552. midtonesSaturation: number;
  76553. /**
  76554. * Gets the midtones Exposure value.
  76555. * 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.
  76556. */
  76557. /**
  76558. * Sets the midtones Exposure value.
  76559. * 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.
  76560. */
  76561. midtonesExposure: number;
  76562. private _shadowsHue;
  76563. private _shadowsDensity;
  76564. private _shadowsSaturation;
  76565. private _shadowsExposure;
  76566. /**
  76567. * Gets the shadows Hue value.
  76568. * 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).
  76569. */
  76570. /**
  76571. * Sets the shadows Hue value.
  76572. * 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).
  76573. */
  76574. shadowsHue: number;
  76575. /**
  76576. * Gets the shadows Density value.
  76577. * 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.
  76578. * Values less than zero provide a filter of opposite hue.
  76579. */
  76580. /**
  76581. * Sets the shadows Density value.
  76582. * 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.
  76583. * Values less than zero provide a filter of opposite hue.
  76584. */
  76585. shadowsDensity: number;
  76586. /**
  76587. * Gets the shadows Saturation value.
  76588. * 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.
  76589. */
  76590. /**
  76591. * Sets the shadows Saturation value.
  76592. * 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.
  76593. */
  76594. shadowsSaturation: number;
  76595. /**
  76596. * Gets the shadows Exposure value.
  76597. * 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.
  76598. */
  76599. /**
  76600. * Sets the shadows Exposure value.
  76601. * 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.
  76602. */
  76603. shadowsExposure: number;
  76604. /**
  76605. * Returns the class name
  76606. * @returns The class name
  76607. */
  76608. getClassName(): string;
  76609. /**
  76610. * Binds the color curves to the shader.
  76611. * @param colorCurves The color curve to bind
  76612. * @param effect The effect to bind to
  76613. * @param positiveUniform The positive uniform shader parameter
  76614. * @param neutralUniform The neutral uniform shader parameter
  76615. * @param negativeUniform The negative uniform shader parameter
  76616. */
  76617. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  76618. /**
  76619. * Prepare the list of uniforms associated with the ColorCurves effects.
  76620. * @param uniformsList The list of uniforms used in the effect
  76621. */
  76622. static PrepareUniforms(uniformsList: string[]): void;
  76623. /**
  76624. * Returns color grading data based on a hue, density, saturation and exposure value.
  76625. * @param filterHue The hue of the color filter.
  76626. * @param filterDensity The density of the color filter.
  76627. * @param saturation The saturation.
  76628. * @param exposure The exposure.
  76629. * @param result The result data container.
  76630. */
  76631. private getColorGradingDataToRef;
  76632. /**
  76633. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  76634. * @param value The input slider value in range [-100,100].
  76635. * @returns Adjusted value.
  76636. */
  76637. private static applyColorGradingSliderNonlinear;
  76638. /**
  76639. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  76640. * @param hue The hue (H) input.
  76641. * @param saturation The saturation (S) input.
  76642. * @param brightness The brightness (B) input.
  76643. * @result An RGBA color represented as Vector4.
  76644. */
  76645. private static fromHSBToRef;
  76646. /**
  76647. * Returns a value clamped between min and max
  76648. * @param value The value to clamp
  76649. * @param min The minimum of value
  76650. * @param max The maximum of value
  76651. * @returns The clamped value.
  76652. */
  76653. private static clamp;
  76654. /**
  76655. * Clones the current color curve instance.
  76656. * @return The cloned curves
  76657. */
  76658. clone(): ColorCurves;
  76659. /**
  76660. * Serializes the current color curve instance to a json representation.
  76661. * @return a JSON representation
  76662. */
  76663. serialize(): any;
  76664. /**
  76665. * Parses the color curve from a json representation.
  76666. * @param source the JSON source to parse
  76667. * @return The parsed curves
  76668. */
  76669. static Parse(source: any): ColorCurves;
  76670. }
  76671. }
  76672. declare module BABYLON {
  76673. /**
  76674. * Interface to follow in your material defines to integrate easily the
  76675. * Image proccessing functions.
  76676. * @hidden
  76677. */
  76678. export interface IImageProcessingConfigurationDefines {
  76679. IMAGEPROCESSING: boolean;
  76680. VIGNETTE: boolean;
  76681. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76682. VIGNETTEBLENDMODEOPAQUE: boolean;
  76683. TONEMAPPING: boolean;
  76684. TONEMAPPING_ACES: boolean;
  76685. CONTRAST: boolean;
  76686. EXPOSURE: boolean;
  76687. COLORCURVES: boolean;
  76688. COLORGRADING: boolean;
  76689. COLORGRADING3D: boolean;
  76690. SAMPLER3DGREENDEPTH: boolean;
  76691. SAMPLER3DBGRMAP: boolean;
  76692. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76693. }
  76694. /**
  76695. * @hidden
  76696. */
  76697. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  76698. IMAGEPROCESSING: boolean;
  76699. VIGNETTE: boolean;
  76700. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76701. VIGNETTEBLENDMODEOPAQUE: boolean;
  76702. TONEMAPPING: boolean;
  76703. TONEMAPPING_ACES: boolean;
  76704. CONTRAST: boolean;
  76705. COLORCURVES: boolean;
  76706. COLORGRADING: boolean;
  76707. COLORGRADING3D: boolean;
  76708. SAMPLER3DGREENDEPTH: boolean;
  76709. SAMPLER3DBGRMAP: boolean;
  76710. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76711. EXPOSURE: boolean;
  76712. constructor();
  76713. }
  76714. /**
  76715. * This groups together the common properties used for image processing either in direct forward pass
  76716. * or through post processing effect depending on the use of the image processing pipeline in your scene
  76717. * or not.
  76718. */
  76719. export class ImageProcessingConfiguration {
  76720. /**
  76721. * Default tone mapping applied in BabylonJS.
  76722. */
  76723. static readonly TONEMAPPING_STANDARD: number;
  76724. /**
  76725. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  76726. * to other engines rendering to increase portability.
  76727. */
  76728. static readonly TONEMAPPING_ACES: number;
  76729. /**
  76730. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  76731. */
  76732. colorCurves: Nullable<ColorCurves>;
  76733. private _colorCurvesEnabled;
  76734. /**
  76735. * Gets wether the color curves effect is enabled.
  76736. */
  76737. /**
  76738. * Sets wether the color curves effect is enabled.
  76739. */
  76740. colorCurvesEnabled: boolean;
  76741. private _colorGradingTexture;
  76742. /**
  76743. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76744. */
  76745. /**
  76746. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76747. */
  76748. colorGradingTexture: Nullable<BaseTexture>;
  76749. private _colorGradingEnabled;
  76750. /**
  76751. * Gets wether the color grading effect is enabled.
  76752. */
  76753. /**
  76754. * Sets wether the color grading effect is enabled.
  76755. */
  76756. colorGradingEnabled: boolean;
  76757. private _colorGradingWithGreenDepth;
  76758. /**
  76759. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  76760. */
  76761. /**
  76762. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  76763. */
  76764. colorGradingWithGreenDepth: boolean;
  76765. private _colorGradingBGR;
  76766. /**
  76767. * Gets wether the color grading texture contains BGR values.
  76768. */
  76769. /**
  76770. * Sets wether the color grading texture contains BGR values.
  76771. */
  76772. colorGradingBGR: boolean;
  76773. /** @hidden */
  76774. _exposure: number;
  76775. /**
  76776. * Gets the Exposure used in the effect.
  76777. */
  76778. /**
  76779. * Sets the Exposure used in the effect.
  76780. */
  76781. exposure: number;
  76782. private _toneMappingEnabled;
  76783. /**
  76784. * Gets wether the tone mapping effect is enabled.
  76785. */
  76786. /**
  76787. * Sets wether the tone mapping effect is enabled.
  76788. */
  76789. toneMappingEnabled: boolean;
  76790. private _toneMappingType;
  76791. /**
  76792. * Gets the type of tone mapping effect.
  76793. */
  76794. /**
  76795. * Sets the type of tone mapping effect used in BabylonJS.
  76796. */
  76797. toneMappingType: number;
  76798. protected _contrast: number;
  76799. /**
  76800. * Gets the contrast used in the effect.
  76801. */
  76802. /**
  76803. * Sets the contrast used in the effect.
  76804. */
  76805. contrast: number;
  76806. /**
  76807. * Vignette stretch size.
  76808. */
  76809. vignetteStretch: number;
  76810. /**
  76811. * Vignette centre X Offset.
  76812. */
  76813. vignetteCentreX: number;
  76814. /**
  76815. * Vignette centre Y Offset.
  76816. */
  76817. vignetteCentreY: number;
  76818. /**
  76819. * Vignette weight or intensity of the vignette effect.
  76820. */
  76821. vignetteWeight: number;
  76822. /**
  76823. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  76824. * if vignetteEnabled is set to true.
  76825. */
  76826. vignetteColor: Color4;
  76827. /**
  76828. * Camera field of view used by the Vignette effect.
  76829. */
  76830. vignetteCameraFov: number;
  76831. private _vignetteBlendMode;
  76832. /**
  76833. * Gets the vignette blend mode allowing different kind of effect.
  76834. */
  76835. /**
  76836. * Sets the vignette blend mode allowing different kind of effect.
  76837. */
  76838. vignetteBlendMode: number;
  76839. private _vignetteEnabled;
  76840. /**
  76841. * Gets wether the vignette effect is enabled.
  76842. */
  76843. /**
  76844. * Sets wether the vignette effect is enabled.
  76845. */
  76846. vignetteEnabled: boolean;
  76847. private _applyByPostProcess;
  76848. /**
  76849. * Gets wether the image processing is applied through a post process or not.
  76850. */
  76851. /**
  76852. * Sets wether the image processing is applied through a post process or not.
  76853. */
  76854. applyByPostProcess: boolean;
  76855. private _isEnabled;
  76856. /**
  76857. * Gets wether the image processing is enabled or not.
  76858. */
  76859. /**
  76860. * Sets wether the image processing is enabled or not.
  76861. */
  76862. isEnabled: boolean;
  76863. /**
  76864. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  76865. */
  76866. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  76867. /**
  76868. * Method called each time the image processing information changes requires to recompile the effect.
  76869. */
  76870. protected _updateParameters(): void;
  76871. /**
  76872. * Gets the current class name.
  76873. * @return "ImageProcessingConfiguration"
  76874. */
  76875. getClassName(): string;
  76876. /**
  76877. * Prepare the list of uniforms associated with the Image Processing effects.
  76878. * @param uniforms The list of uniforms used in the effect
  76879. * @param defines the list of defines currently in use
  76880. */
  76881. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  76882. /**
  76883. * Prepare the list of samplers associated with the Image Processing effects.
  76884. * @param samplersList The list of uniforms used in the effect
  76885. * @param defines the list of defines currently in use
  76886. */
  76887. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  76888. /**
  76889. * Prepare the list of defines associated to the shader.
  76890. * @param defines the list of defines to complete
  76891. * @param forPostProcess Define if we are currently in post process mode or not
  76892. */
  76893. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  76894. /**
  76895. * Returns true if all the image processing information are ready.
  76896. * @returns True if ready, otherwise, false
  76897. */
  76898. isReady(): boolean;
  76899. /**
  76900. * Binds the image processing to the shader.
  76901. * @param effect The effect to bind to
  76902. * @param overrideAspectRatio Override the aspect ratio of the effect
  76903. */
  76904. bind(effect: Effect, overrideAspectRatio?: number): void;
  76905. /**
  76906. * Clones the current image processing instance.
  76907. * @return The cloned image processing
  76908. */
  76909. clone(): ImageProcessingConfiguration;
  76910. /**
  76911. * Serializes the current image processing instance to a json representation.
  76912. * @return a JSON representation
  76913. */
  76914. serialize(): any;
  76915. /**
  76916. * Parses the image processing from a json representation.
  76917. * @param source the JSON source to parse
  76918. * @return The parsed image processing
  76919. */
  76920. static Parse(source: any): ImageProcessingConfiguration;
  76921. private static _VIGNETTEMODE_MULTIPLY;
  76922. private static _VIGNETTEMODE_OPAQUE;
  76923. /**
  76924. * Used to apply the vignette as a mix with the pixel color.
  76925. */
  76926. static readonly VIGNETTEMODE_MULTIPLY: number;
  76927. /**
  76928. * Used to apply the vignette as a replacement of the pixel color.
  76929. */
  76930. static readonly VIGNETTEMODE_OPAQUE: number;
  76931. }
  76932. }
  76933. declare module BABYLON {
  76934. /** @hidden */
  76935. export var postprocessVertexShader: {
  76936. name: string;
  76937. shader: string;
  76938. };
  76939. }
  76940. declare module BABYLON {
  76941. interface ThinEngine {
  76942. /**
  76943. * Creates a new render target texture
  76944. * @param size defines the size of the texture
  76945. * @param options defines the options used to create the texture
  76946. * @returns a new render target texture stored in an InternalTexture
  76947. */
  76948. createRenderTargetTexture(size: number | {
  76949. width: number;
  76950. height: number;
  76951. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76952. /**
  76953. * Creates a depth stencil texture.
  76954. * This is only available in WebGL 2 or with the depth texture extension available.
  76955. * @param size The size of face edge in the texture.
  76956. * @param options The options defining the texture.
  76957. * @returns The texture
  76958. */
  76959. createDepthStencilTexture(size: number | {
  76960. width: number;
  76961. height: number;
  76962. }, options: DepthTextureCreationOptions): InternalTexture;
  76963. /** @hidden */
  76964. _createDepthStencilTexture(size: number | {
  76965. width: number;
  76966. height: number;
  76967. }, options: DepthTextureCreationOptions): InternalTexture;
  76968. }
  76969. }
  76970. declare module BABYLON {
  76971. /** Defines supported spaces */
  76972. export enum Space {
  76973. /** Local (object) space */
  76974. LOCAL = 0,
  76975. /** World space */
  76976. WORLD = 1,
  76977. /** Bone space */
  76978. BONE = 2
  76979. }
  76980. /** Defines the 3 main axes */
  76981. export class Axis {
  76982. /** X axis */
  76983. static X: Vector3;
  76984. /** Y axis */
  76985. static Y: Vector3;
  76986. /** Z axis */
  76987. static Z: Vector3;
  76988. }
  76989. }
  76990. declare module BABYLON {
  76991. /**
  76992. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76993. * This is the base of the follow, arc rotate cameras and Free camera
  76994. * @see http://doc.babylonjs.com/features/cameras
  76995. */
  76996. export class TargetCamera extends Camera {
  76997. private static _RigCamTransformMatrix;
  76998. private static _TargetTransformMatrix;
  76999. private static _TargetFocalPoint;
  77000. /**
  77001. * Define the current direction the camera is moving to
  77002. */
  77003. cameraDirection: Vector3;
  77004. /**
  77005. * Define the current rotation the camera is rotating to
  77006. */
  77007. cameraRotation: Vector2;
  77008. /**
  77009. * When set, the up vector of the camera will be updated by the rotation of the camera
  77010. */
  77011. updateUpVectorFromRotation: boolean;
  77012. private _tmpQuaternion;
  77013. /**
  77014. * Define the current rotation of the camera
  77015. */
  77016. rotation: Vector3;
  77017. /**
  77018. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  77019. */
  77020. rotationQuaternion: Quaternion;
  77021. /**
  77022. * Define the current speed of the camera
  77023. */
  77024. speed: number;
  77025. /**
  77026. * Add constraint to the camera to prevent it to move freely in all directions and
  77027. * around all axis.
  77028. */
  77029. noRotationConstraint: boolean;
  77030. /**
  77031. * Define the current target of the camera as an object or a position.
  77032. */
  77033. lockedTarget: any;
  77034. /** @hidden */
  77035. _currentTarget: Vector3;
  77036. /** @hidden */
  77037. _initialFocalDistance: number;
  77038. /** @hidden */
  77039. _viewMatrix: Matrix;
  77040. /** @hidden */
  77041. _camMatrix: Matrix;
  77042. /** @hidden */
  77043. _cameraTransformMatrix: Matrix;
  77044. /** @hidden */
  77045. _cameraRotationMatrix: Matrix;
  77046. /** @hidden */
  77047. _referencePoint: Vector3;
  77048. /** @hidden */
  77049. _transformedReferencePoint: Vector3;
  77050. protected _globalCurrentTarget: Vector3;
  77051. protected _globalCurrentUpVector: Vector3;
  77052. /** @hidden */
  77053. _reset: () => void;
  77054. private _defaultUp;
  77055. /**
  77056. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  77057. * This is the base of the follow, arc rotate cameras and Free camera
  77058. * @see http://doc.babylonjs.com/features/cameras
  77059. * @param name Defines the name of the camera in the scene
  77060. * @param position Defines the start position of the camera in the scene
  77061. * @param scene Defines the scene the camera belongs to
  77062. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77063. */
  77064. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77065. /**
  77066. * Gets the position in front of the camera at a given distance.
  77067. * @param distance The distance from the camera we want the position to be
  77068. * @returns the position
  77069. */
  77070. getFrontPosition(distance: number): Vector3;
  77071. /** @hidden */
  77072. _getLockedTargetPosition(): Nullable<Vector3>;
  77073. private _storedPosition;
  77074. private _storedRotation;
  77075. private _storedRotationQuaternion;
  77076. /**
  77077. * Store current camera state of the camera (fov, position, rotation, etc..)
  77078. * @returns the camera
  77079. */
  77080. storeState(): Camera;
  77081. /**
  77082. * Restored camera state. You must call storeState() first
  77083. * @returns whether it was successful or not
  77084. * @hidden
  77085. */
  77086. _restoreStateValues(): boolean;
  77087. /** @hidden */
  77088. _initCache(): void;
  77089. /** @hidden */
  77090. _updateCache(ignoreParentClass?: boolean): void;
  77091. /** @hidden */
  77092. _isSynchronizedViewMatrix(): boolean;
  77093. /** @hidden */
  77094. _computeLocalCameraSpeed(): number;
  77095. /**
  77096. * Defines the target the camera should look at.
  77097. * @param target Defines the new target as a Vector or a mesh
  77098. */
  77099. setTarget(target: Vector3): void;
  77100. /**
  77101. * Return the current target position of the camera. This value is expressed in local space.
  77102. * @returns the target position
  77103. */
  77104. getTarget(): Vector3;
  77105. /** @hidden */
  77106. _decideIfNeedsToMove(): boolean;
  77107. /** @hidden */
  77108. _updatePosition(): void;
  77109. /** @hidden */
  77110. _checkInputs(): void;
  77111. protected _updateCameraRotationMatrix(): void;
  77112. /**
  77113. * 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)
  77114. * @returns the current camera
  77115. */
  77116. private _rotateUpVectorWithCameraRotationMatrix;
  77117. private _cachedRotationZ;
  77118. private _cachedQuaternionRotationZ;
  77119. /** @hidden */
  77120. _getViewMatrix(): Matrix;
  77121. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  77122. /**
  77123. * @hidden
  77124. */
  77125. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  77126. /**
  77127. * @hidden
  77128. */
  77129. _updateRigCameras(): void;
  77130. private _getRigCamPositionAndTarget;
  77131. /**
  77132. * Gets the current object class name.
  77133. * @return the class name
  77134. */
  77135. getClassName(): string;
  77136. }
  77137. }
  77138. declare module BABYLON {
  77139. /**
  77140. * Gather the list of keyboard event types as constants.
  77141. */
  77142. export class KeyboardEventTypes {
  77143. /**
  77144. * The keydown event is fired when a key becomes active (pressed).
  77145. */
  77146. static readonly KEYDOWN: number;
  77147. /**
  77148. * The keyup event is fired when a key has been released.
  77149. */
  77150. static readonly KEYUP: number;
  77151. }
  77152. /**
  77153. * This class is used to store keyboard related info for the onKeyboardObservable event.
  77154. */
  77155. export class KeyboardInfo {
  77156. /**
  77157. * Defines the type of event (KeyboardEventTypes)
  77158. */
  77159. type: number;
  77160. /**
  77161. * Defines the related dom event
  77162. */
  77163. event: KeyboardEvent;
  77164. /**
  77165. * Instantiates a new keyboard info.
  77166. * This class is used to store keyboard related info for the onKeyboardObservable event.
  77167. * @param type Defines the type of event (KeyboardEventTypes)
  77168. * @param event Defines the related dom event
  77169. */
  77170. constructor(
  77171. /**
  77172. * Defines the type of event (KeyboardEventTypes)
  77173. */
  77174. type: number,
  77175. /**
  77176. * Defines the related dom event
  77177. */
  77178. event: KeyboardEvent);
  77179. }
  77180. /**
  77181. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  77182. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  77183. */
  77184. export class KeyboardInfoPre extends KeyboardInfo {
  77185. /**
  77186. * Defines the type of event (KeyboardEventTypes)
  77187. */
  77188. type: number;
  77189. /**
  77190. * Defines the related dom event
  77191. */
  77192. event: KeyboardEvent;
  77193. /**
  77194. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  77195. */
  77196. skipOnPointerObservable: boolean;
  77197. /**
  77198. * Instantiates a new keyboard pre info.
  77199. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  77200. * @param type Defines the type of event (KeyboardEventTypes)
  77201. * @param event Defines the related dom event
  77202. */
  77203. constructor(
  77204. /**
  77205. * Defines the type of event (KeyboardEventTypes)
  77206. */
  77207. type: number,
  77208. /**
  77209. * Defines the related dom event
  77210. */
  77211. event: KeyboardEvent);
  77212. }
  77213. }
  77214. declare module BABYLON {
  77215. /**
  77216. * Manage the keyboard inputs to control the movement of a free camera.
  77217. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77218. */
  77219. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  77220. /**
  77221. * Defines the camera the input is attached to.
  77222. */
  77223. camera: FreeCamera;
  77224. /**
  77225. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77226. */
  77227. keysUp: number[];
  77228. /**
  77229. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77230. */
  77231. keysDown: number[];
  77232. /**
  77233. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77234. */
  77235. keysLeft: number[];
  77236. /**
  77237. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77238. */
  77239. keysRight: number[];
  77240. private _keys;
  77241. private _onCanvasBlurObserver;
  77242. private _onKeyboardObserver;
  77243. private _engine;
  77244. private _scene;
  77245. /**
  77246. * Attach the input controls to a specific dom element to get the input from.
  77247. * @param element Defines the element the controls should be listened from
  77248. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77249. */
  77250. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77251. /**
  77252. * Detach the current controls from the specified dom element.
  77253. * @param element Defines the element to stop listening the inputs from
  77254. */
  77255. detachControl(element: Nullable<HTMLElement>): void;
  77256. /**
  77257. * Update the current camera state depending on the inputs that have been used this frame.
  77258. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77259. */
  77260. checkInputs(): void;
  77261. /**
  77262. * Gets the class name of the current intput.
  77263. * @returns the class name
  77264. */
  77265. getClassName(): string;
  77266. /** @hidden */
  77267. _onLostFocus(): void;
  77268. /**
  77269. * Get the friendly name associated with the input class.
  77270. * @returns the input friendly name
  77271. */
  77272. getSimpleName(): string;
  77273. }
  77274. }
  77275. declare module BABYLON {
  77276. /**
  77277. * Interface describing all the common properties and methods a shadow light needs to implement.
  77278. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  77279. * as well as binding the different shadow properties to the effects.
  77280. */
  77281. export interface IShadowLight extends Light {
  77282. /**
  77283. * The light id in the scene (used in scene.findLighById for instance)
  77284. */
  77285. id: string;
  77286. /**
  77287. * The position the shdow will be casted from.
  77288. */
  77289. position: Vector3;
  77290. /**
  77291. * In 2d mode (needCube being false), the direction used to cast the shadow.
  77292. */
  77293. direction: Vector3;
  77294. /**
  77295. * The transformed position. Position of the light in world space taking parenting in account.
  77296. */
  77297. transformedPosition: Vector3;
  77298. /**
  77299. * The transformed direction. Direction of the light in world space taking parenting in account.
  77300. */
  77301. transformedDirection: Vector3;
  77302. /**
  77303. * The friendly name of the light in the scene.
  77304. */
  77305. name: string;
  77306. /**
  77307. * Defines the shadow projection clipping minimum z value.
  77308. */
  77309. shadowMinZ: number;
  77310. /**
  77311. * Defines the shadow projection clipping maximum z value.
  77312. */
  77313. shadowMaxZ: number;
  77314. /**
  77315. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77316. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77317. */
  77318. computeTransformedInformation(): boolean;
  77319. /**
  77320. * Gets the scene the light belongs to.
  77321. * @returns The scene
  77322. */
  77323. getScene(): Scene;
  77324. /**
  77325. * Callback defining a custom Projection Matrix Builder.
  77326. * This can be used to override the default projection matrix computation.
  77327. */
  77328. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77329. /**
  77330. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77331. * @param matrix The materix to updated with the projection information
  77332. * @param viewMatrix The transform matrix of the light
  77333. * @param renderList The list of mesh to render in the map
  77334. * @returns The current light
  77335. */
  77336. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77337. /**
  77338. * Gets the current depth scale used in ESM.
  77339. * @returns The scale
  77340. */
  77341. getDepthScale(): number;
  77342. /**
  77343. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77344. * @returns true if a cube texture needs to be use
  77345. */
  77346. needCube(): boolean;
  77347. /**
  77348. * Detects if the projection matrix requires to be recomputed this frame.
  77349. * @returns true if it requires to be recomputed otherwise, false.
  77350. */
  77351. needProjectionMatrixCompute(): boolean;
  77352. /**
  77353. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77354. */
  77355. forceProjectionMatrixCompute(): void;
  77356. /**
  77357. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77358. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77359. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77360. */
  77361. getShadowDirection(faceIndex?: number): Vector3;
  77362. /**
  77363. * Gets the minZ used for shadow according to both the scene and the light.
  77364. * @param activeCamera The camera we are returning the min for
  77365. * @returns the depth min z
  77366. */
  77367. getDepthMinZ(activeCamera: Camera): number;
  77368. /**
  77369. * Gets the maxZ used for shadow according to both the scene and the light.
  77370. * @param activeCamera The camera we are returning the max for
  77371. * @returns the depth max z
  77372. */
  77373. getDepthMaxZ(activeCamera: Camera): number;
  77374. }
  77375. /**
  77376. * Base implementation IShadowLight
  77377. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  77378. */
  77379. export abstract class ShadowLight extends Light implements IShadowLight {
  77380. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  77381. protected _position: Vector3;
  77382. protected _setPosition(value: Vector3): void;
  77383. /**
  77384. * Sets the position the shadow will be casted from. Also use as the light position for both
  77385. * point and spot lights.
  77386. */
  77387. /**
  77388. * Sets the position the shadow will be casted from. Also use as the light position for both
  77389. * point and spot lights.
  77390. */
  77391. position: Vector3;
  77392. protected _direction: Vector3;
  77393. protected _setDirection(value: Vector3): void;
  77394. /**
  77395. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  77396. * Also use as the light direction on spot and directional lights.
  77397. */
  77398. /**
  77399. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  77400. * Also use as the light direction on spot and directional lights.
  77401. */
  77402. direction: Vector3;
  77403. private _shadowMinZ;
  77404. /**
  77405. * Gets the shadow projection clipping minimum z value.
  77406. */
  77407. /**
  77408. * Sets the shadow projection clipping minimum z value.
  77409. */
  77410. shadowMinZ: number;
  77411. private _shadowMaxZ;
  77412. /**
  77413. * Sets the shadow projection clipping maximum z value.
  77414. */
  77415. /**
  77416. * Gets the shadow projection clipping maximum z value.
  77417. */
  77418. shadowMaxZ: number;
  77419. /**
  77420. * Callback defining a custom Projection Matrix Builder.
  77421. * This can be used to override the default projection matrix computation.
  77422. */
  77423. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77424. /**
  77425. * The transformed position. Position of the light in world space taking parenting in account.
  77426. */
  77427. transformedPosition: Vector3;
  77428. /**
  77429. * The transformed direction. Direction of the light in world space taking parenting in account.
  77430. */
  77431. transformedDirection: Vector3;
  77432. private _needProjectionMatrixCompute;
  77433. /**
  77434. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77435. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77436. */
  77437. computeTransformedInformation(): boolean;
  77438. /**
  77439. * Return the depth scale used for the shadow map.
  77440. * @returns the depth scale.
  77441. */
  77442. getDepthScale(): number;
  77443. /**
  77444. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77445. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77446. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77447. */
  77448. getShadowDirection(faceIndex?: number): Vector3;
  77449. /**
  77450. * Returns the ShadowLight absolute position in the World.
  77451. * @returns the position vector in world space
  77452. */
  77453. getAbsolutePosition(): Vector3;
  77454. /**
  77455. * Sets the ShadowLight direction toward the passed target.
  77456. * @param target The point to target in local space
  77457. * @returns the updated ShadowLight direction
  77458. */
  77459. setDirectionToTarget(target: Vector3): Vector3;
  77460. /**
  77461. * Returns the light rotation in euler definition.
  77462. * @returns the x y z rotation in local space.
  77463. */
  77464. getRotation(): Vector3;
  77465. /**
  77466. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77467. * @returns true if a cube texture needs to be use
  77468. */
  77469. needCube(): boolean;
  77470. /**
  77471. * Detects if the projection matrix requires to be recomputed this frame.
  77472. * @returns true if it requires to be recomputed otherwise, false.
  77473. */
  77474. needProjectionMatrixCompute(): boolean;
  77475. /**
  77476. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77477. */
  77478. forceProjectionMatrixCompute(): void;
  77479. /** @hidden */
  77480. _initCache(): void;
  77481. /** @hidden */
  77482. _isSynchronized(): boolean;
  77483. /**
  77484. * Computes the world matrix of the node
  77485. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77486. * @returns the world matrix
  77487. */
  77488. computeWorldMatrix(force?: boolean): Matrix;
  77489. /**
  77490. * Gets the minZ used for shadow according to both the scene and the light.
  77491. * @param activeCamera The camera we are returning the min for
  77492. * @returns the depth min z
  77493. */
  77494. getDepthMinZ(activeCamera: Camera): number;
  77495. /**
  77496. * Gets the maxZ used for shadow according to both the scene and the light.
  77497. * @param activeCamera The camera we are returning the max for
  77498. * @returns the depth max z
  77499. */
  77500. getDepthMaxZ(activeCamera: Camera): number;
  77501. /**
  77502. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77503. * @param matrix The materix to updated with the projection information
  77504. * @param viewMatrix The transform matrix of the light
  77505. * @param renderList The list of mesh to render in the map
  77506. * @returns The current light
  77507. */
  77508. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77509. }
  77510. }
  77511. declare module BABYLON {
  77512. /**
  77513. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  77514. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  77515. */
  77516. export class EffectFallbacks implements IEffectFallbacks {
  77517. private _defines;
  77518. private _currentRank;
  77519. private _maxRank;
  77520. private _mesh;
  77521. /**
  77522. * Removes the fallback from the bound mesh.
  77523. */
  77524. unBindMesh(): void;
  77525. /**
  77526. * Adds a fallback on the specified property.
  77527. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77528. * @param define The name of the define in the shader
  77529. */
  77530. addFallback(rank: number, define: string): void;
  77531. /**
  77532. * Sets the mesh to use CPU skinning when needing to fallback.
  77533. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77534. * @param mesh The mesh to use the fallbacks.
  77535. */
  77536. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  77537. /**
  77538. * Checks to see if more fallbacks are still availible.
  77539. */
  77540. readonly hasMoreFallbacks: boolean;
  77541. /**
  77542. * Removes the defines that should be removed when falling back.
  77543. * @param currentDefines defines the current define statements for the shader.
  77544. * @param effect defines the current effect we try to compile
  77545. * @returns The resulting defines with defines of the current rank removed.
  77546. */
  77547. reduce(currentDefines: string, effect: Effect): string;
  77548. }
  77549. }
  77550. declare module BABYLON {
  77551. /**
  77552. * "Static Class" containing the most commonly used helper while dealing with material for
  77553. * rendering purpose.
  77554. *
  77555. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  77556. *
  77557. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  77558. */
  77559. export class MaterialHelper {
  77560. /**
  77561. * Bind the current view position to an effect.
  77562. * @param effect The effect to be bound
  77563. * @param scene The scene the eyes position is used from
  77564. */
  77565. static BindEyePosition(effect: Effect, scene: Scene): void;
  77566. /**
  77567. * Helps preparing the defines values about the UVs in used in the effect.
  77568. * UVs are shared as much as we can accross channels in the shaders.
  77569. * @param texture The texture we are preparing the UVs for
  77570. * @param defines The defines to update
  77571. * @param key The channel key "diffuse", "specular"... used in the shader
  77572. */
  77573. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  77574. /**
  77575. * Binds a texture matrix value to its corrsponding uniform
  77576. * @param texture The texture to bind the matrix for
  77577. * @param uniformBuffer The uniform buffer receivin the data
  77578. * @param key The channel key "diffuse", "specular"... used in the shader
  77579. */
  77580. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  77581. /**
  77582. * Gets the current status of the fog (should it be enabled?)
  77583. * @param mesh defines the mesh to evaluate for fog support
  77584. * @param scene defines the hosting scene
  77585. * @returns true if fog must be enabled
  77586. */
  77587. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  77588. /**
  77589. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  77590. * @param mesh defines the current mesh
  77591. * @param scene defines the current scene
  77592. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  77593. * @param pointsCloud defines if point cloud rendering has to be turned on
  77594. * @param fogEnabled defines if fog has to be turned on
  77595. * @param alphaTest defines if alpha testing has to be turned on
  77596. * @param defines defines the current list of defines
  77597. */
  77598. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  77599. /**
  77600. * Helper used to prepare the list of defines associated with frame values for shader compilation
  77601. * @param scene defines the current scene
  77602. * @param engine defines the current engine
  77603. * @param defines specifies the list of active defines
  77604. * @param useInstances defines if instances have to be turned on
  77605. * @param useClipPlane defines if clip plane have to be turned on
  77606. */
  77607. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  77608. /**
  77609. * Prepares the defines for bones
  77610. * @param mesh The mesh containing the geometry data we will draw
  77611. * @param defines The defines to update
  77612. */
  77613. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  77614. /**
  77615. * Prepares the defines for morph targets
  77616. * @param mesh The mesh containing the geometry data we will draw
  77617. * @param defines The defines to update
  77618. */
  77619. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  77620. /**
  77621. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  77622. * @param mesh The mesh containing the geometry data we will draw
  77623. * @param defines The defines to update
  77624. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  77625. * @param useBones Precise whether bones should be used or not (override mesh info)
  77626. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  77627. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  77628. * @returns false if defines are considered not dirty and have not been checked
  77629. */
  77630. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  77631. /**
  77632. * Prepares the defines related to multiview
  77633. * @param scene The scene we are intending to draw
  77634. * @param defines The defines to update
  77635. */
  77636. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  77637. /**
  77638. * Prepares the defines related to the light information passed in parameter
  77639. * @param scene The scene we are intending to draw
  77640. * @param mesh The mesh the effect is compiling for
  77641. * @param light The light the effect is compiling for
  77642. * @param lightIndex The index of the light
  77643. * @param defines The defines to update
  77644. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77645. * @param state Defines the current state regarding what is needed (normals, etc...)
  77646. */
  77647. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  77648. needNormals: boolean;
  77649. needRebuild: boolean;
  77650. shadowEnabled: boolean;
  77651. specularEnabled: boolean;
  77652. lightmapMode: boolean;
  77653. }): void;
  77654. /**
  77655. * Prepares the defines related to the light information passed in parameter
  77656. * @param scene The scene we are intending to draw
  77657. * @param mesh The mesh the effect is compiling for
  77658. * @param defines The defines to update
  77659. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77660. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  77661. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  77662. * @returns true if normals will be required for the rest of the effect
  77663. */
  77664. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  77665. /**
  77666. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  77667. * @param lightIndex defines the light index
  77668. * @param uniformsList The uniform list
  77669. * @param samplersList The sampler list
  77670. * @param projectedLightTexture defines if projected texture must be used
  77671. * @param uniformBuffersList defines an optional list of uniform buffers
  77672. */
  77673. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  77674. /**
  77675. * Prepares the uniforms and samplers list to be used in the effect
  77676. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  77677. * @param samplersList The sampler list
  77678. * @param defines The defines helping in the list generation
  77679. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  77680. */
  77681. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  77682. /**
  77683. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  77684. * @param defines The defines to update while falling back
  77685. * @param fallbacks The authorized effect fallbacks
  77686. * @param maxSimultaneousLights The maximum number of lights allowed
  77687. * @param rank the current rank of the Effect
  77688. * @returns The newly affected rank
  77689. */
  77690. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  77691. private static _TmpMorphInfluencers;
  77692. /**
  77693. * Prepares the list of attributes required for morph targets according to the effect defines.
  77694. * @param attribs The current list of supported attribs
  77695. * @param mesh The mesh to prepare the morph targets attributes for
  77696. * @param influencers The number of influencers
  77697. */
  77698. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  77699. /**
  77700. * Prepares the list of attributes required for morph targets according to the effect defines.
  77701. * @param attribs The current list of supported attribs
  77702. * @param mesh The mesh to prepare the morph targets attributes for
  77703. * @param defines The current Defines of the effect
  77704. */
  77705. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  77706. /**
  77707. * Prepares the list of attributes required for bones according to the effect defines.
  77708. * @param attribs The current list of supported attribs
  77709. * @param mesh The mesh to prepare the bones attributes for
  77710. * @param defines The current Defines of the effect
  77711. * @param fallbacks The current efffect fallback strategy
  77712. */
  77713. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  77714. /**
  77715. * Check and prepare the list of attributes required for instances according to the effect defines.
  77716. * @param attribs The current list of supported attribs
  77717. * @param defines The current MaterialDefines of the effect
  77718. */
  77719. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  77720. /**
  77721. * Add the list of attributes required for instances to the attribs array.
  77722. * @param attribs The current list of supported attribs
  77723. */
  77724. static PushAttributesForInstances(attribs: string[]): void;
  77725. /**
  77726. * Binds the light information to the effect.
  77727. * @param light The light containing the generator
  77728. * @param effect The effect we are binding the data to
  77729. * @param lightIndex The light index in the effect used to render
  77730. */
  77731. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  77732. /**
  77733. * Binds the lights information from the scene to the effect for the given mesh.
  77734. * @param light Light to bind
  77735. * @param lightIndex Light index
  77736. * @param scene The scene where the light belongs to
  77737. * @param effect The effect we are binding the data to
  77738. * @param useSpecular Defines if specular is supported
  77739. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77740. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77741. */
  77742. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77743. /**
  77744. * Binds the lights information from the scene to the effect for the given mesh.
  77745. * @param scene The scene the lights belongs to
  77746. * @param mesh The mesh we are binding the information to render
  77747. * @param effect The effect we are binding the data to
  77748. * @param defines The generated defines for the effect
  77749. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  77750. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77751. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77752. */
  77753. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77754. private static _tempFogColor;
  77755. /**
  77756. * Binds the fog information from the scene to the effect for the given mesh.
  77757. * @param scene The scene the lights belongs to
  77758. * @param mesh The mesh we are binding the information to render
  77759. * @param effect The effect we are binding the data to
  77760. * @param linearSpace Defines if the fog effect is applied in linear space
  77761. */
  77762. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  77763. /**
  77764. * Binds the bones information from the mesh to the effect.
  77765. * @param mesh The mesh we are binding the information to render
  77766. * @param effect The effect we are binding the data to
  77767. */
  77768. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  77769. /**
  77770. * Binds the morph targets information from the mesh to the effect.
  77771. * @param abstractMesh The mesh we are binding the information to render
  77772. * @param effect The effect we are binding the data to
  77773. */
  77774. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  77775. /**
  77776. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  77777. * @param defines The generated defines used in the effect
  77778. * @param effect The effect we are binding the data to
  77779. * @param scene The scene we are willing to render with logarithmic scale for
  77780. */
  77781. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  77782. /**
  77783. * Binds the clip plane information from the scene to the effect.
  77784. * @param scene The scene the clip plane information are extracted from
  77785. * @param effect The effect we are binding the data to
  77786. */
  77787. static BindClipPlane(effect: Effect, scene: Scene): void;
  77788. }
  77789. }
  77790. declare module BABYLON {
  77791. /** @hidden */
  77792. export var packingFunctions: {
  77793. name: string;
  77794. shader: string;
  77795. };
  77796. }
  77797. declare module BABYLON {
  77798. /** @hidden */
  77799. export var shadowMapPixelShader: {
  77800. name: string;
  77801. shader: string;
  77802. };
  77803. }
  77804. declare module BABYLON {
  77805. /** @hidden */
  77806. export var bonesDeclaration: {
  77807. name: string;
  77808. shader: string;
  77809. };
  77810. }
  77811. declare module BABYLON {
  77812. /** @hidden */
  77813. export var morphTargetsVertexGlobalDeclaration: {
  77814. name: string;
  77815. shader: string;
  77816. };
  77817. }
  77818. declare module BABYLON {
  77819. /** @hidden */
  77820. export var morphTargetsVertexDeclaration: {
  77821. name: string;
  77822. shader: string;
  77823. };
  77824. }
  77825. declare module BABYLON {
  77826. /** @hidden */
  77827. export var instancesDeclaration: {
  77828. name: string;
  77829. shader: string;
  77830. };
  77831. }
  77832. declare module BABYLON {
  77833. /** @hidden */
  77834. export var helperFunctions: {
  77835. name: string;
  77836. shader: string;
  77837. };
  77838. }
  77839. declare module BABYLON {
  77840. /** @hidden */
  77841. export var morphTargetsVertex: {
  77842. name: string;
  77843. shader: string;
  77844. };
  77845. }
  77846. declare module BABYLON {
  77847. /** @hidden */
  77848. export var instancesVertex: {
  77849. name: string;
  77850. shader: string;
  77851. };
  77852. }
  77853. declare module BABYLON {
  77854. /** @hidden */
  77855. export var bonesVertex: {
  77856. name: string;
  77857. shader: string;
  77858. };
  77859. }
  77860. declare module BABYLON {
  77861. /** @hidden */
  77862. export var shadowMapVertexShader: {
  77863. name: string;
  77864. shader: string;
  77865. };
  77866. }
  77867. declare module BABYLON {
  77868. /** @hidden */
  77869. export var depthBoxBlurPixelShader: {
  77870. name: string;
  77871. shader: string;
  77872. };
  77873. }
  77874. declare module BABYLON {
  77875. /**
  77876. * Defines the options associated with the creation of a custom shader for a shadow generator.
  77877. */
  77878. export interface ICustomShaderOptions {
  77879. /**
  77880. * Gets or sets the custom shader name to use
  77881. */
  77882. shaderName: string;
  77883. /**
  77884. * The list of attribute names used in the shader
  77885. */
  77886. attributes?: string[];
  77887. /**
  77888. * The list of unifrom names used in the shader
  77889. */
  77890. uniforms?: string[];
  77891. /**
  77892. * The list of sampler names used in the shader
  77893. */
  77894. samplers?: string[];
  77895. /**
  77896. * The list of defines used in the shader
  77897. */
  77898. defines?: string[];
  77899. }
  77900. /**
  77901. * Interface to implement to create a shadow generator compatible with BJS.
  77902. */
  77903. export interface IShadowGenerator {
  77904. /**
  77905. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77906. * @returns The render target texture if present otherwise, null
  77907. */
  77908. getShadowMap(): Nullable<RenderTargetTexture>;
  77909. /**
  77910. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77911. * @returns The render target texture if the shadow map is present otherwise, null
  77912. */
  77913. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77914. /**
  77915. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77916. * @param subMesh The submesh we want to render in the shadow map
  77917. * @param useInstances Defines wether will draw in the map using instances
  77918. * @returns true if ready otherwise, false
  77919. */
  77920. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77921. /**
  77922. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77923. * @param defines Defines of the material we want to update
  77924. * @param lightIndex Index of the light in the enabled light list of the material
  77925. */
  77926. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77927. /**
  77928. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77929. * defined in the generator but impacting the effect).
  77930. * It implies the unifroms available on the materials are the standard BJS ones.
  77931. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77932. * @param effect The effect we are binfing the information for
  77933. */
  77934. bindShadowLight(lightIndex: string, effect: Effect): void;
  77935. /**
  77936. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77937. * (eq to shadow prjection matrix * light transform matrix)
  77938. * @returns The transform matrix used to create the shadow map
  77939. */
  77940. getTransformMatrix(): Matrix;
  77941. /**
  77942. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77943. * Cube and 2D textures for instance.
  77944. */
  77945. recreateShadowMap(): void;
  77946. /**
  77947. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77948. * @param onCompiled Callback triggered at the and of the effects compilation
  77949. * @param options Sets of optional options forcing the compilation with different modes
  77950. */
  77951. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77952. useInstances: boolean;
  77953. }>): void;
  77954. /**
  77955. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77956. * @param options Sets of optional options forcing the compilation with different modes
  77957. * @returns A promise that resolves when the compilation completes
  77958. */
  77959. forceCompilationAsync(options?: Partial<{
  77960. useInstances: boolean;
  77961. }>): Promise<void>;
  77962. /**
  77963. * Serializes the shadow generator setup to a json object.
  77964. * @returns The serialized JSON object
  77965. */
  77966. serialize(): any;
  77967. /**
  77968. * Disposes the Shadow map and related Textures and effects.
  77969. */
  77970. dispose(): void;
  77971. }
  77972. /**
  77973. * Default implementation IShadowGenerator.
  77974. * This is the main object responsible of generating shadows in the framework.
  77975. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77976. */
  77977. export class ShadowGenerator implements IShadowGenerator {
  77978. /**
  77979. * Shadow generator mode None: no filtering applied.
  77980. */
  77981. static readonly FILTER_NONE: number;
  77982. /**
  77983. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77984. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77985. */
  77986. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77987. /**
  77988. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77989. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77990. */
  77991. static readonly FILTER_POISSONSAMPLING: number;
  77992. /**
  77993. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77994. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77995. */
  77996. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77997. /**
  77998. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77999. * edge artifacts on steep falloff.
  78000. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78001. */
  78002. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  78003. /**
  78004. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  78005. * edge artifacts on steep falloff.
  78006. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78007. */
  78008. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  78009. /**
  78010. * Shadow generator mode PCF: Percentage Closer Filtering
  78011. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  78012. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  78013. */
  78014. static readonly FILTER_PCF: number;
  78015. /**
  78016. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  78017. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  78018. * Contact Hardening
  78019. */
  78020. static readonly FILTER_PCSS: number;
  78021. /**
  78022. * Reserved for PCF and PCSS
  78023. * Highest Quality.
  78024. *
  78025. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  78026. *
  78027. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  78028. */
  78029. static readonly QUALITY_HIGH: number;
  78030. /**
  78031. * Reserved for PCF and PCSS
  78032. * Good tradeoff for quality/perf cross devices
  78033. *
  78034. * Execute PCF on a 3*3 kernel.
  78035. *
  78036. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  78037. */
  78038. static readonly QUALITY_MEDIUM: number;
  78039. /**
  78040. * Reserved for PCF and PCSS
  78041. * The lowest quality but the fastest.
  78042. *
  78043. * Execute PCF on a 1*1 kernel.
  78044. *
  78045. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  78046. */
  78047. static readonly QUALITY_LOW: number;
  78048. /** Gets or sets the custom shader name to use */
  78049. customShaderOptions: ICustomShaderOptions;
  78050. /**
  78051. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  78052. */
  78053. onBeforeShadowMapRenderObservable: Observable<Effect>;
  78054. /**
  78055. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  78056. */
  78057. onAfterShadowMapRenderObservable: Observable<Effect>;
  78058. /**
  78059. * Observable triggered before a mesh is rendered in the shadow map.
  78060. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  78061. */
  78062. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  78063. /**
  78064. * Observable triggered after a mesh is rendered in the shadow map.
  78065. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  78066. */
  78067. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  78068. private _bias;
  78069. /**
  78070. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  78071. */
  78072. /**
  78073. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  78074. */
  78075. bias: number;
  78076. private _normalBias;
  78077. /**
  78078. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  78079. */
  78080. /**
  78081. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  78082. */
  78083. normalBias: number;
  78084. private _blurBoxOffset;
  78085. /**
  78086. * Gets the blur box offset: offset applied during the blur pass.
  78087. * Only useful if useKernelBlur = false
  78088. */
  78089. /**
  78090. * Sets the blur box offset: offset applied during the blur pass.
  78091. * Only useful if useKernelBlur = false
  78092. */
  78093. blurBoxOffset: number;
  78094. private _blurScale;
  78095. /**
  78096. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  78097. * 2 means half of the size.
  78098. */
  78099. /**
  78100. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  78101. * 2 means half of the size.
  78102. */
  78103. blurScale: number;
  78104. private _blurKernel;
  78105. /**
  78106. * Gets the blur kernel: kernel size of the blur pass.
  78107. * Only useful if useKernelBlur = true
  78108. */
  78109. /**
  78110. * Sets the blur kernel: kernel size of the blur pass.
  78111. * Only useful if useKernelBlur = true
  78112. */
  78113. blurKernel: number;
  78114. private _useKernelBlur;
  78115. /**
  78116. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  78117. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  78118. */
  78119. /**
  78120. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  78121. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  78122. */
  78123. useKernelBlur: boolean;
  78124. private _depthScale;
  78125. /**
  78126. * Gets the depth scale used in ESM mode.
  78127. */
  78128. /**
  78129. * Sets the depth scale used in ESM mode.
  78130. * This can override the scale stored on the light.
  78131. */
  78132. depthScale: number;
  78133. private _filter;
  78134. /**
  78135. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  78136. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  78137. */
  78138. /**
  78139. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  78140. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  78141. */
  78142. filter: number;
  78143. /**
  78144. * Gets if the current filter is set to Poisson Sampling.
  78145. */
  78146. /**
  78147. * Sets the current filter to Poisson Sampling.
  78148. */
  78149. usePoissonSampling: boolean;
  78150. /**
  78151. * Gets if the current filter is set to ESM.
  78152. */
  78153. /**
  78154. * Sets the current filter is to ESM.
  78155. */
  78156. useExponentialShadowMap: boolean;
  78157. /**
  78158. * Gets if the current filter is set to filtered ESM.
  78159. */
  78160. /**
  78161. * Gets if the current filter is set to filtered ESM.
  78162. */
  78163. useBlurExponentialShadowMap: boolean;
  78164. /**
  78165. * Gets if the current filter is set to "close ESM" (using the inverse of the
  78166. * exponential to prevent steep falloff artifacts).
  78167. */
  78168. /**
  78169. * Sets the current filter to "close ESM" (using the inverse of the
  78170. * exponential to prevent steep falloff artifacts).
  78171. */
  78172. useCloseExponentialShadowMap: boolean;
  78173. /**
  78174. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  78175. * exponential to prevent steep falloff artifacts).
  78176. */
  78177. /**
  78178. * Sets the current filter to filtered "close ESM" (using the inverse of the
  78179. * exponential to prevent steep falloff artifacts).
  78180. */
  78181. useBlurCloseExponentialShadowMap: boolean;
  78182. /**
  78183. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  78184. */
  78185. /**
  78186. * Sets the current filter to "PCF" (percentage closer filtering).
  78187. */
  78188. usePercentageCloserFiltering: boolean;
  78189. private _filteringQuality;
  78190. /**
  78191. * Gets the PCF or PCSS Quality.
  78192. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  78193. */
  78194. /**
  78195. * Sets the PCF or PCSS Quality.
  78196. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  78197. */
  78198. filteringQuality: number;
  78199. /**
  78200. * Gets if the current filter is set to "PCSS" (contact hardening).
  78201. */
  78202. /**
  78203. * Sets the current filter to "PCSS" (contact hardening).
  78204. */
  78205. useContactHardeningShadow: boolean;
  78206. private _contactHardeningLightSizeUVRatio;
  78207. /**
  78208. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  78209. * Using a ratio helps keeping shape stability independently of the map size.
  78210. *
  78211. * It does not account for the light projection as it was having too much
  78212. * instability during the light setup or during light position changes.
  78213. *
  78214. * Only valid if useContactHardeningShadow is true.
  78215. */
  78216. /**
  78217. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  78218. * Using a ratio helps keeping shape stability independently of the map size.
  78219. *
  78220. * It does not account for the light projection as it was having too much
  78221. * instability during the light setup or during light position changes.
  78222. *
  78223. * Only valid if useContactHardeningShadow is true.
  78224. */
  78225. contactHardeningLightSizeUVRatio: number;
  78226. private _darkness;
  78227. /** Gets or sets the actual darkness of a shadow */
  78228. darkness: number;
  78229. /**
  78230. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  78231. * 0 means strongest and 1 would means no shadow.
  78232. * @returns the darkness.
  78233. */
  78234. getDarkness(): number;
  78235. /**
  78236. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  78237. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  78238. * @returns the shadow generator allowing fluent coding.
  78239. */
  78240. setDarkness(darkness: number): ShadowGenerator;
  78241. private _transparencyShadow;
  78242. /** Gets or sets the ability to have transparent shadow */
  78243. transparencyShadow: boolean;
  78244. /**
  78245. * Sets the ability to have transparent shadow (boolean).
  78246. * @param transparent True if transparent else False
  78247. * @returns the shadow generator allowing fluent coding
  78248. */
  78249. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  78250. private _shadowMap;
  78251. private _shadowMap2;
  78252. /**
  78253. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  78254. * @returns The render target texture if present otherwise, null
  78255. */
  78256. getShadowMap(): Nullable<RenderTargetTexture>;
  78257. /**
  78258. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  78259. * @returns The render target texture if the shadow map is present otherwise, null
  78260. */
  78261. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  78262. /**
  78263. * Gets the class name of that object
  78264. * @returns "ShadowGenerator"
  78265. */
  78266. getClassName(): string;
  78267. /**
  78268. * Helper function to add a mesh and its descendants to the list of shadow casters.
  78269. * @param mesh Mesh to add
  78270. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  78271. * @returns the Shadow Generator itself
  78272. */
  78273. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78274. /**
  78275. * Helper function to remove a mesh and its descendants from the list of shadow casters
  78276. * @param mesh Mesh to remove
  78277. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  78278. * @returns the Shadow Generator itself
  78279. */
  78280. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78281. /**
  78282. * Controls the extent to which the shadows fade out at the edge of the frustum
  78283. * Used only by directionals and spots
  78284. */
  78285. frustumEdgeFalloff: number;
  78286. private _light;
  78287. /**
  78288. * Returns the associated light object.
  78289. * @returns the light generating the shadow
  78290. */
  78291. getLight(): IShadowLight;
  78292. /**
  78293. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  78294. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  78295. * It might on the other hand introduce peter panning.
  78296. */
  78297. forceBackFacesOnly: boolean;
  78298. private _scene;
  78299. private _lightDirection;
  78300. private _effect;
  78301. private _viewMatrix;
  78302. private _projectionMatrix;
  78303. private _transformMatrix;
  78304. private _cachedPosition;
  78305. private _cachedDirection;
  78306. private _cachedDefines;
  78307. private _currentRenderID;
  78308. private _boxBlurPostprocess;
  78309. private _kernelBlurXPostprocess;
  78310. private _kernelBlurYPostprocess;
  78311. private _blurPostProcesses;
  78312. private _mapSize;
  78313. private _currentFaceIndex;
  78314. private _currentFaceIndexCache;
  78315. private _textureType;
  78316. private _defaultTextureMatrix;
  78317. private _storedUniqueId;
  78318. /** @hidden */
  78319. static _SceneComponentInitialization: (scene: Scene) => void;
  78320. /**
  78321. * Creates a ShadowGenerator object.
  78322. * A ShadowGenerator is the required tool to use the shadows.
  78323. * Each light casting shadows needs to use its own ShadowGenerator.
  78324. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  78325. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  78326. * @param light The light object generating the shadows.
  78327. * @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.
  78328. */
  78329. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  78330. private _initializeGenerator;
  78331. private _initializeShadowMap;
  78332. private _initializeBlurRTTAndPostProcesses;
  78333. private _renderForShadowMap;
  78334. private _renderSubMeshForShadowMap;
  78335. private _applyFilterValues;
  78336. /**
  78337. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78338. * @param onCompiled Callback triggered at the and of the effects compilation
  78339. * @param options Sets of optional options forcing the compilation with different modes
  78340. */
  78341. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  78342. useInstances: boolean;
  78343. }>): void;
  78344. /**
  78345. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78346. * @param options Sets of optional options forcing the compilation with different modes
  78347. * @returns A promise that resolves when the compilation completes
  78348. */
  78349. forceCompilationAsync(options?: Partial<{
  78350. useInstances: boolean;
  78351. }>): Promise<void>;
  78352. /**
  78353. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  78354. * @param subMesh The submesh we want to render in the shadow map
  78355. * @param useInstances Defines wether will draw in the map using instances
  78356. * @returns true if ready otherwise, false
  78357. */
  78358. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  78359. /**
  78360. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  78361. * @param defines Defines of the material we want to update
  78362. * @param lightIndex Index of the light in the enabled light list of the material
  78363. */
  78364. prepareDefines(defines: any, lightIndex: number): void;
  78365. /**
  78366. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  78367. * defined in the generator but impacting the effect).
  78368. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  78369. * @param effect The effect we are binfing the information for
  78370. */
  78371. bindShadowLight(lightIndex: string, effect: Effect): void;
  78372. /**
  78373. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  78374. * (eq to shadow prjection matrix * light transform matrix)
  78375. * @returns The transform matrix used to create the shadow map
  78376. */
  78377. getTransformMatrix(): Matrix;
  78378. /**
  78379. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  78380. * Cube and 2D textures for instance.
  78381. */
  78382. recreateShadowMap(): void;
  78383. private _disposeBlurPostProcesses;
  78384. private _disposeRTTandPostProcesses;
  78385. /**
  78386. * Disposes the ShadowGenerator.
  78387. * Returns nothing.
  78388. */
  78389. dispose(): void;
  78390. /**
  78391. * Serializes the shadow generator setup to a json object.
  78392. * @returns The serialized JSON object
  78393. */
  78394. serialize(): any;
  78395. /**
  78396. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  78397. * @param parsedShadowGenerator The JSON object to parse
  78398. * @param scene The scene to create the shadow map for
  78399. * @returns The parsed shadow generator
  78400. */
  78401. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  78402. }
  78403. }
  78404. declare module BABYLON {
  78405. /**
  78406. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  78407. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  78408. * 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.
  78409. */
  78410. export abstract class Light extends Node {
  78411. /**
  78412. * Falloff Default: light is falling off following the material specification:
  78413. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  78414. */
  78415. static readonly FALLOFF_DEFAULT: number;
  78416. /**
  78417. * Falloff Physical: light is falling off following the inverse squared distance law.
  78418. */
  78419. static readonly FALLOFF_PHYSICAL: number;
  78420. /**
  78421. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  78422. * to enhance interoperability with other engines.
  78423. */
  78424. static readonly FALLOFF_GLTF: number;
  78425. /**
  78426. * Falloff Standard: light is falling off like in the standard material
  78427. * to enhance interoperability with other materials.
  78428. */
  78429. static readonly FALLOFF_STANDARD: number;
  78430. /**
  78431. * If every light affecting the material is in this lightmapMode,
  78432. * material.lightmapTexture adds or multiplies
  78433. * (depends on material.useLightmapAsShadowmap)
  78434. * after every other light calculations.
  78435. */
  78436. static readonly LIGHTMAP_DEFAULT: number;
  78437. /**
  78438. * material.lightmapTexture as only diffuse lighting from this light
  78439. * adds only specular lighting from this light
  78440. * adds dynamic shadows
  78441. */
  78442. static readonly LIGHTMAP_SPECULAR: number;
  78443. /**
  78444. * material.lightmapTexture as only lighting
  78445. * no light calculation from this light
  78446. * only adds dynamic shadows from this light
  78447. */
  78448. static readonly LIGHTMAP_SHADOWSONLY: number;
  78449. /**
  78450. * Each light type uses the default quantity according to its type:
  78451. * point/spot lights use luminous intensity
  78452. * directional lights use illuminance
  78453. */
  78454. static readonly INTENSITYMODE_AUTOMATIC: number;
  78455. /**
  78456. * lumen (lm)
  78457. */
  78458. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  78459. /**
  78460. * candela (lm/sr)
  78461. */
  78462. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  78463. /**
  78464. * lux (lm/m^2)
  78465. */
  78466. static readonly INTENSITYMODE_ILLUMINANCE: number;
  78467. /**
  78468. * nit (cd/m^2)
  78469. */
  78470. static readonly INTENSITYMODE_LUMINANCE: number;
  78471. /**
  78472. * Light type const id of the point light.
  78473. */
  78474. static readonly LIGHTTYPEID_POINTLIGHT: number;
  78475. /**
  78476. * Light type const id of the directional light.
  78477. */
  78478. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  78479. /**
  78480. * Light type const id of the spot light.
  78481. */
  78482. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  78483. /**
  78484. * Light type const id of the hemispheric light.
  78485. */
  78486. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  78487. /**
  78488. * Diffuse gives the basic color to an object.
  78489. */
  78490. diffuse: Color3;
  78491. /**
  78492. * Specular produces a highlight color on an object.
  78493. * Note: This is note affecting PBR materials.
  78494. */
  78495. specular: Color3;
  78496. /**
  78497. * Defines the falloff type for this light. This lets overrriding how punctual light are
  78498. * falling off base on range or angle.
  78499. * This can be set to any values in Light.FALLOFF_x.
  78500. *
  78501. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  78502. * other types of materials.
  78503. */
  78504. falloffType: number;
  78505. /**
  78506. * Strength of the light.
  78507. * Note: By default it is define in the framework own unit.
  78508. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  78509. */
  78510. intensity: number;
  78511. private _range;
  78512. protected _inverseSquaredRange: number;
  78513. /**
  78514. * Defines how far from the source the light is impacting in scene units.
  78515. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78516. */
  78517. /**
  78518. * Defines how far from the source the light is impacting in scene units.
  78519. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78520. */
  78521. range: number;
  78522. /**
  78523. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  78524. * of light.
  78525. */
  78526. private _photometricScale;
  78527. private _intensityMode;
  78528. /**
  78529. * Gets the photometric scale used to interpret the intensity.
  78530. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78531. */
  78532. /**
  78533. * Sets the photometric scale used to interpret the intensity.
  78534. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78535. */
  78536. intensityMode: number;
  78537. private _radius;
  78538. /**
  78539. * Gets the light radius used by PBR Materials to simulate soft area lights.
  78540. */
  78541. /**
  78542. * sets the light radius used by PBR Materials to simulate soft area lights.
  78543. */
  78544. radius: number;
  78545. private _renderPriority;
  78546. /**
  78547. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  78548. * exceeding the number allowed of the materials.
  78549. */
  78550. renderPriority: number;
  78551. private _shadowEnabled;
  78552. /**
  78553. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78554. * the current shadow generator.
  78555. */
  78556. /**
  78557. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78558. * the current shadow generator.
  78559. */
  78560. shadowEnabled: boolean;
  78561. private _includedOnlyMeshes;
  78562. /**
  78563. * Gets the only meshes impacted by this light.
  78564. */
  78565. /**
  78566. * Sets the only meshes impacted by this light.
  78567. */
  78568. includedOnlyMeshes: AbstractMesh[];
  78569. private _excludedMeshes;
  78570. /**
  78571. * Gets the meshes not impacted by this light.
  78572. */
  78573. /**
  78574. * Sets the meshes not impacted by this light.
  78575. */
  78576. excludedMeshes: AbstractMesh[];
  78577. private _excludeWithLayerMask;
  78578. /**
  78579. * Gets the layer id use to find what meshes are not impacted by the light.
  78580. * Inactive if 0
  78581. */
  78582. /**
  78583. * Sets the layer id use to find what meshes are not impacted by the light.
  78584. * Inactive if 0
  78585. */
  78586. excludeWithLayerMask: number;
  78587. private _includeOnlyWithLayerMask;
  78588. /**
  78589. * Gets the layer id use to find what meshes are impacted by the light.
  78590. * Inactive if 0
  78591. */
  78592. /**
  78593. * Sets the layer id use to find what meshes are impacted by the light.
  78594. * Inactive if 0
  78595. */
  78596. includeOnlyWithLayerMask: number;
  78597. private _lightmapMode;
  78598. /**
  78599. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78600. */
  78601. /**
  78602. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78603. */
  78604. lightmapMode: number;
  78605. /**
  78606. * Shadow generator associted to the light.
  78607. * @hidden Internal use only.
  78608. */
  78609. _shadowGenerator: Nullable<IShadowGenerator>;
  78610. /**
  78611. * @hidden Internal use only.
  78612. */
  78613. _excludedMeshesIds: string[];
  78614. /**
  78615. * @hidden Internal use only.
  78616. */
  78617. _includedOnlyMeshesIds: string[];
  78618. /**
  78619. * The current light unifom buffer.
  78620. * @hidden Internal use only.
  78621. */
  78622. _uniformBuffer: UniformBuffer;
  78623. /** @hidden */
  78624. _renderId: number;
  78625. /**
  78626. * Creates a Light object in the scene.
  78627. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78628. * @param name The firendly name of the light
  78629. * @param scene The scene the light belongs too
  78630. */
  78631. constructor(name: string, scene: Scene);
  78632. protected abstract _buildUniformLayout(): void;
  78633. /**
  78634. * Sets the passed Effect "effect" with the Light information.
  78635. * @param effect The effect to update
  78636. * @param lightIndex The index of the light in the effect to update
  78637. * @returns The light
  78638. */
  78639. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  78640. /**
  78641. * Sets the passed Effect "effect" with the Light information.
  78642. * @param effect The effect to update
  78643. * @param lightDataUniformName The uniform used to store light data (position or direction)
  78644. * @returns The light
  78645. */
  78646. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  78647. /**
  78648. * Returns the string "Light".
  78649. * @returns the class name
  78650. */
  78651. getClassName(): string;
  78652. /** @hidden */
  78653. readonly _isLight: boolean;
  78654. /**
  78655. * Converts the light information to a readable string for debug purpose.
  78656. * @param fullDetails Supports for multiple levels of logging within scene loading
  78657. * @returns the human readable light info
  78658. */
  78659. toString(fullDetails?: boolean): string;
  78660. /** @hidden */
  78661. protected _syncParentEnabledState(): void;
  78662. /**
  78663. * Set the enabled state of this node.
  78664. * @param value - the new enabled state
  78665. */
  78666. setEnabled(value: boolean): void;
  78667. /**
  78668. * Returns the Light associated shadow generator if any.
  78669. * @return the associated shadow generator.
  78670. */
  78671. getShadowGenerator(): Nullable<IShadowGenerator>;
  78672. /**
  78673. * Returns a Vector3, the absolute light position in the World.
  78674. * @returns the world space position of the light
  78675. */
  78676. getAbsolutePosition(): Vector3;
  78677. /**
  78678. * Specifies if the light will affect the passed mesh.
  78679. * @param mesh The mesh to test against the light
  78680. * @return true the mesh is affected otherwise, false.
  78681. */
  78682. canAffectMesh(mesh: AbstractMesh): boolean;
  78683. /**
  78684. * Sort function to order lights for rendering.
  78685. * @param a First Light object to compare to second.
  78686. * @param b Second Light object to compare first.
  78687. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  78688. */
  78689. static CompareLightsPriority(a: Light, b: Light): number;
  78690. /**
  78691. * Releases resources associated with this node.
  78692. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78693. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78694. */
  78695. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78696. /**
  78697. * Returns the light type ID (integer).
  78698. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78699. */
  78700. getTypeID(): number;
  78701. /**
  78702. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  78703. * @returns the scaled intensity in intensity mode unit
  78704. */
  78705. getScaledIntensity(): number;
  78706. /**
  78707. * Returns a new Light object, named "name", from the current one.
  78708. * @param name The name of the cloned light
  78709. * @returns the new created light
  78710. */
  78711. clone(name: string): Nullable<Light>;
  78712. /**
  78713. * Serializes the current light into a Serialization object.
  78714. * @returns the serialized object.
  78715. */
  78716. serialize(): any;
  78717. /**
  78718. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  78719. * This new light is named "name" and added to the passed scene.
  78720. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  78721. * @param name The friendly name of the light
  78722. * @param scene The scene the new light will belong to
  78723. * @returns the constructor function
  78724. */
  78725. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  78726. /**
  78727. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  78728. * @param parsedLight The JSON representation of the light
  78729. * @param scene The scene to create the parsed light in
  78730. * @returns the created light after parsing
  78731. */
  78732. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  78733. private _hookArrayForExcluded;
  78734. private _hookArrayForIncludedOnly;
  78735. private _resyncMeshes;
  78736. /**
  78737. * Forces the meshes to update their light related information in their rendering used effects
  78738. * @hidden Internal Use Only
  78739. */
  78740. _markMeshesAsLightDirty(): void;
  78741. /**
  78742. * Recomputes the cached photometric scale if needed.
  78743. */
  78744. private _computePhotometricScale;
  78745. /**
  78746. * Returns the Photometric Scale according to the light type and intensity mode.
  78747. */
  78748. private _getPhotometricScale;
  78749. /**
  78750. * Reorder the light in the scene according to their defined priority.
  78751. * @hidden Internal Use Only
  78752. */
  78753. _reorderLightsInScene(): void;
  78754. /**
  78755. * Prepares the list of defines specific to the light type.
  78756. * @param defines the list of defines
  78757. * @param lightIndex defines the index of the light for the effect
  78758. */
  78759. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78760. }
  78761. }
  78762. declare module BABYLON {
  78763. /**
  78764. * Interface used to define Action
  78765. */
  78766. export interface IAction {
  78767. /**
  78768. * Trigger for the action
  78769. */
  78770. trigger: number;
  78771. /** Options of the trigger */
  78772. triggerOptions: any;
  78773. /**
  78774. * Gets the trigger parameters
  78775. * @returns the trigger parameters
  78776. */
  78777. getTriggerParameter(): any;
  78778. /**
  78779. * Internal only - executes current action event
  78780. * @hidden
  78781. */
  78782. _executeCurrent(evt?: ActionEvent): void;
  78783. /**
  78784. * Serialize placeholder for child classes
  78785. * @param parent of child
  78786. * @returns the serialized object
  78787. */
  78788. serialize(parent: any): any;
  78789. /**
  78790. * Internal only
  78791. * @hidden
  78792. */
  78793. _prepare(): void;
  78794. /**
  78795. * Internal only - manager for action
  78796. * @hidden
  78797. */
  78798. _actionManager: AbstractActionManager;
  78799. /**
  78800. * Adds action to chain of actions, may be a DoNothingAction
  78801. * @param action defines the next action to execute
  78802. * @returns The action passed in
  78803. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78804. */
  78805. then(action: IAction): IAction;
  78806. }
  78807. /**
  78808. * The action to be carried out following a trigger
  78809. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  78810. */
  78811. export class Action implements IAction {
  78812. /** the trigger, with or without parameters, for the action */
  78813. triggerOptions: any;
  78814. /**
  78815. * Trigger for the action
  78816. */
  78817. trigger: number;
  78818. /**
  78819. * Internal only - manager for action
  78820. * @hidden
  78821. */
  78822. _actionManager: ActionManager;
  78823. private _nextActiveAction;
  78824. private _child;
  78825. private _condition?;
  78826. private _triggerParameter;
  78827. /**
  78828. * An event triggered prior to action being executed.
  78829. */
  78830. onBeforeExecuteObservable: Observable<Action>;
  78831. /**
  78832. * Creates a new Action
  78833. * @param triggerOptions the trigger, with or without parameters, for the action
  78834. * @param condition an optional determinant of action
  78835. */
  78836. constructor(
  78837. /** the trigger, with or without parameters, for the action */
  78838. triggerOptions: any, condition?: Condition);
  78839. /**
  78840. * Internal only
  78841. * @hidden
  78842. */
  78843. _prepare(): void;
  78844. /**
  78845. * Gets the trigger parameters
  78846. * @returns the trigger parameters
  78847. */
  78848. getTriggerParameter(): any;
  78849. /**
  78850. * Internal only - executes current action event
  78851. * @hidden
  78852. */
  78853. _executeCurrent(evt?: ActionEvent): void;
  78854. /**
  78855. * Execute placeholder for child classes
  78856. * @param evt optional action event
  78857. */
  78858. execute(evt?: ActionEvent): void;
  78859. /**
  78860. * Skips to next active action
  78861. */
  78862. skipToNextActiveAction(): void;
  78863. /**
  78864. * Adds action to chain of actions, may be a DoNothingAction
  78865. * @param action defines the next action to execute
  78866. * @returns The action passed in
  78867. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78868. */
  78869. then(action: Action): Action;
  78870. /**
  78871. * Internal only
  78872. * @hidden
  78873. */
  78874. _getProperty(propertyPath: string): string;
  78875. /**
  78876. * Internal only
  78877. * @hidden
  78878. */
  78879. _getEffectiveTarget(target: any, propertyPath: string): any;
  78880. /**
  78881. * Serialize placeholder for child classes
  78882. * @param parent of child
  78883. * @returns the serialized object
  78884. */
  78885. serialize(parent: any): any;
  78886. /**
  78887. * Internal only called by serialize
  78888. * @hidden
  78889. */
  78890. protected _serialize(serializedAction: any, parent?: any): any;
  78891. /**
  78892. * Internal only
  78893. * @hidden
  78894. */
  78895. static _SerializeValueAsString: (value: any) => string;
  78896. /**
  78897. * Internal only
  78898. * @hidden
  78899. */
  78900. static _GetTargetProperty: (target: Node | Scene) => {
  78901. name: string;
  78902. targetType: string;
  78903. value: string;
  78904. };
  78905. }
  78906. }
  78907. declare module BABYLON {
  78908. /**
  78909. * A Condition applied to an Action
  78910. */
  78911. export class Condition {
  78912. /**
  78913. * Internal only - manager for action
  78914. * @hidden
  78915. */
  78916. _actionManager: ActionManager;
  78917. /**
  78918. * Internal only
  78919. * @hidden
  78920. */
  78921. _evaluationId: number;
  78922. /**
  78923. * Internal only
  78924. * @hidden
  78925. */
  78926. _currentResult: boolean;
  78927. /**
  78928. * Creates a new Condition
  78929. * @param actionManager the manager of the action the condition is applied to
  78930. */
  78931. constructor(actionManager: ActionManager);
  78932. /**
  78933. * Check if the current condition is valid
  78934. * @returns a boolean
  78935. */
  78936. isValid(): boolean;
  78937. /**
  78938. * Internal only
  78939. * @hidden
  78940. */
  78941. _getProperty(propertyPath: string): string;
  78942. /**
  78943. * Internal only
  78944. * @hidden
  78945. */
  78946. _getEffectiveTarget(target: any, propertyPath: string): any;
  78947. /**
  78948. * Serialize placeholder for child classes
  78949. * @returns the serialized object
  78950. */
  78951. serialize(): any;
  78952. /**
  78953. * Internal only
  78954. * @hidden
  78955. */
  78956. protected _serialize(serializedCondition: any): any;
  78957. }
  78958. /**
  78959. * Defines specific conditional operators as extensions of Condition
  78960. */
  78961. export class ValueCondition extends Condition {
  78962. /** path to specify the property of the target the conditional operator uses */
  78963. propertyPath: string;
  78964. /** the value compared by the conditional operator against the current value of the property */
  78965. value: any;
  78966. /** the conditional operator, default ValueCondition.IsEqual */
  78967. operator: number;
  78968. /**
  78969. * Internal only
  78970. * @hidden
  78971. */
  78972. private static _IsEqual;
  78973. /**
  78974. * Internal only
  78975. * @hidden
  78976. */
  78977. private static _IsDifferent;
  78978. /**
  78979. * Internal only
  78980. * @hidden
  78981. */
  78982. private static _IsGreater;
  78983. /**
  78984. * Internal only
  78985. * @hidden
  78986. */
  78987. private static _IsLesser;
  78988. /**
  78989. * returns the number for IsEqual
  78990. */
  78991. static readonly IsEqual: number;
  78992. /**
  78993. * Returns the number for IsDifferent
  78994. */
  78995. static readonly IsDifferent: number;
  78996. /**
  78997. * Returns the number for IsGreater
  78998. */
  78999. static readonly IsGreater: number;
  79000. /**
  79001. * Returns the number for IsLesser
  79002. */
  79003. static readonly IsLesser: number;
  79004. /**
  79005. * Internal only The action manager for the condition
  79006. * @hidden
  79007. */
  79008. _actionManager: ActionManager;
  79009. /**
  79010. * Internal only
  79011. * @hidden
  79012. */
  79013. private _target;
  79014. /**
  79015. * Internal only
  79016. * @hidden
  79017. */
  79018. private _effectiveTarget;
  79019. /**
  79020. * Internal only
  79021. * @hidden
  79022. */
  79023. private _property;
  79024. /**
  79025. * Creates a new ValueCondition
  79026. * @param actionManager manager for the action the condition applies to
  79027. * @param target for the action
  79028. * @param propertyPath path to specify the property of the target the conditional operator uses
  79029. * @param value the value compared by the conditional operator against the current value of the property
  79030. * @param operator the conditional operator, default ValueCondition.IsEqual
  79031. */
  79032. constructor(actionManager: ActionManager, target: any,
  79033. /** path to specify the property of the target the conditional operator uses */
  79034. propertyPath: string,
  79035. /** the value compared by the conditional operator against the current value of the property */
  79036. value: any,
  79037. /** the conditional operator, default ValueCondition.IsEqual */
  79038. operator?: number);
  79039. /**
  79040. * Compares the given value with the property value for the specified conditional operator
  79041. * @returns the result of the comparison
  79042. */
  79043. isValid(): boolean;
  79044. /**
  79045. * Serialize the ValueCondition into a JSON compatible object
  79046. * @returns serialization object
  79047. */
  79048. serialize(): any;
  79049. /**
  79050. * Gets the name of the conditional operator for the ValueCondition
  79051. * @param operator the conditional operator
  79052. * @returns the name
  79053. */
  79054. static GetOperatorName(operator: number): string;
  79055. }
  79056. /**
  79057. * Defines a predicate condition as an extension of Condition
  79058. */
  79059. export class PredicateCondition extends Condition {
  79060. /** defines the predicate function used to validate the condition */
  79061. predicate: () => boolean;
  79062. /**
  79063. * Internal only - manager for action
  79064. * @hidden
  79065. */
  79066. _actionManager: ActionManager;
  79067. /**
  79068. * Creates a new PredicateCondition
  79069. * @param actionManager manager for the action the condition applies to
  79070. * @param predicate defines the predicate function used to validate the condition
  79071. */
  79072. constructor(actionManager: ActionManager,
  79073. /** defines the predicate function used to validate the condition */
  79074. predicate: () => boolean);
  79075. /**
  79076. * @returns the validity of the predicate condition
  79077. */
  79078. isValid(): boolean;
  79079. }
  79080. /**
  79081. * Defines a state condition as an extension of Condition
  79082. */
  79083. export class StateCondition extends Condition {
  79084. /** Value to compare with target state */
  79085. value: string;
  79086. /**
  79087. * Internal only - manager for action
  79088. * @hidden
  79089. */
  79090. _actionManager: ActionManager;
  79091. /**
  79092. * Internal only
  79093. * @hidden
  79094. */
  79095. private _target;
  79096. /**
  79097. * Creates a new StateCondition
  79098. * @param actionManager manager for the action the condition applies to
  79099. * @param target of the condition
  79100. * @param value to compare with target state
  79101. */
  79102. constructor(actionManager: ActionManager, target: any,
  79103. /** Value to compare with target state */
  79104. value: string);
  79105. /**
  79106. * Gets a boolean indicating if the current condition is met
  79107. * @returns the validity of the state
  79108. */
  79109. isValid(): boolean;
  79110. /**
  79111. * Serialize the StateCondition into a JSON compatible object
  79112. * @returns serialization object
  79113. */
  79114. serialize(): any;
  79115. }
  79116. }
  79117. declare module BABYLON {
  79118. /**
  79119. * This defines an action responsible to toggle a boolean once triggered.
  79120. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79121. */
  79122. export class SwitchBooleanAction extends Action {
  79123. /**
  79124. * The path to the boolean property in the target object
  79125. */
  79126. propertyPath: string;
  79127. private _target;
  79128. private _effectiveTarget;
  79129. private _property;
  79130. /**
  79131. * Instantiate the action
  79132. * @param triggerOptions defines the trigger options
  79133. * @param target defines the object containing the boolean
  79134. * @param propertyPath defines the path to the boolean property in the target object
  79135. * @param condition defines the trigger related conditions
  79136. */
  79137. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  79138. /** @hidden */
  79139. _prepare(): void;
  79140. /**
  79141. * Execute the action toggle the boolean value.
  79142. */
  79143. execute(): void;
  79144. /**
  79145. * Serializes the actions and its related information.
  79146. * @param parent defines the object to serialize in
  79147. * @returns the serialized object
  79148. */
  79149. serialize(parent: any): any;
  79150. }
  79151. /**
  79152. * This defines an action responsible to set a the state field of the target
  79153. * to a desired value once triggered.
  79154. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79155. */
  79156. export class SetStateAction extends Action {
  79157. /**
  79158. * The value to store in the state field.
  79159. */
  79160. value: string;
  79161. private _target;
  79162. /**
  79163. * Instantiate the action
  79164. * @param triggerOptions defines the trigger options
  79165. * @param target defines the object containing the state property
  79166. * @param value defines the value to store in the state field
  79167. * @param condition defines the trigger related conditions
  79168. */
  79169. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  79170. /**
  79171. * Execute the action and store the value on the target state property.
  79172. */
  79173. execute(): void;
  79174. /**
  79175. * Serializes the actions and its related information.
  79176. * @param parent defines the object to serialize in
  79177. * @returns the serialized object
  79178. */
  79179. serialize(parent: any): any;
  79180. }
  79181. /**
  79182. * This defines an action responsible to set a property of the target
  79183. * to a desired value once triggered.
  79184. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79185. */
  79186. export class SetValueAction extends Action {
  79187. /**
  79188. * The path of the property to set in the target.
  79189. */
  79190. propertyPath: string;
  79191. /**
  79192. * The value to set in the property
  79193. */
  79194. value: any;
  79195. private _target;
  79196. private _effectiveTarget;
  79197. private _property;
  79198. /**
  79199. * Instantiate the action
  79200. * @param triggerOptions defines the trigger options
  79201. * @param target defines the object containing the property
  79202. * @param propertyPath defines the path of the property to set in the target
  79203. * @param value defines the value to set in the property
  79204. * @param condition defines the trigger related conditions
  79205. */
  79206. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  79207. /** @hidden */
  79208. _prepare(): void;
  79209. /**
  79210. * Execute the action and set the targetted property to the desired value.
  79211. */
  79212. execute(): void;
  79213. /**
  79214. * Serializes the actions and its related information.
  79215. * @param parent defines the object to serialize in
  79216. * @returns the serialized object
  79217. */
  79218. serialize(parent: any): any;
  79219. }
  79220. /**
  79221. * This defines an action responsible to increment the target value
  79222. * to a desired value once triggered.
  79223. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79224. */
  79225. export class IncrementValueAction extends Action {
  79226. /**
  79227. * The path of the property to increment in the target.
  79228. */
  79229. propertyPath: string;
  79230. /**
  79231. * The value we should increment the property by.
  79232. */
  79233. value: any;
  79234. private _target;
  79235. private _effectiveTarget;
  79236. private _property;
  79237. /**
  79238. * Instantiate the action
  79239. * @param triggerOptions defines the trigger options
  79240. * @param target defines the object containing the property
  79241. * @param propertyPath defines the path of the property to increment in the target
  79242. * @param value defines the value value we should increment the property by
  79243. * @param condition defines the trigger related conditions
  79244. */
  79245. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  79246. /** @hidden */
  79247. _prepare(): void;
  79248. /**
  79249. * Execute the action and increment the target of the value amount.
  79250. */
  79251. execute(): void;
  79252. /**
  79253. * Serializes the actions and its related information.
  79254. * @param parent defines the object to serialize in
  79255. * @returns the serialized object
  79256. */
  79257. serialize(parent: any): any;
  79258. }
  79259. /**
  79260. * This defines an action responsible to start an animation once triggered.
  79261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79262. */
  79263. export class PlayAnimationAction extends Action {
  79264. /**
  79265. * Where the animation should start (animation frame)
  79266. */
  79267. from: number;
  79268. /**
  79269. * Where the animation should stop (animation frame)
  79270. */
  79271. to: number;
  79272. /**
  79273. * Define if the animation should loop or stop after the first play.
  79274. */
  79275. loop?: boolean;
  79276. private _target;
  79277. /**
  79278. * Instantiate the action
  79279. * @param triggerOptions defines the trigger options
  79280. * @param target defines the target animation or animation name
  79281. * @param from defines from where the animation should start (animation frame)
  79282. * @param end defines where the animation should stop (animation frame)
  79283. * @param loop defines if the animation should loop or stop after the first play
  79284. * @param condition defines the trigger related conditions
  79285. */
  79286. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  79287. /** @hidden */
  79288. _prepare(): void;
  79289. /**
  79290. * Execute the action and play the animation.
  79291. */
  79292. execute(): void;
  79293. /**
  79294. * Serializes the actions and its related information.
  79295. * @param parent defines the object to serialize in
  79296. * @returns the serialized object
  79297. */
  79298. serialize(parent: any): any;
  79299. }
  79300. /**
  79301. * This defines an action responsible to stop an animation once triggered.
  79302. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79303. */
  79304. export class StopAnimationAction extends Action {
  79305. private _target;
  79306. /**
  79307. * Instantiate the action
  79308. * @param triggerOptions defines the trigger options
  79309. * @param target defines the target animation or animation name
  79310. * @param condition defines the trigger related conditions
  79311. */
  79312. constructor(triggerOptions: any, target: any, condition?: Condition);
  79313. /** @hidden */
  79314. _prepare(): void;
  79315. /**
  79316. * Execute the action and stop the animation.
  79317. */
  79318. execute(): void;
  79319. /**
  79320. * Serializes the actions and its related information.
  79321. * @param parent defines the object to serialize in
  79322. * @returns the serialized object
  79323. */
  79324. serialize(parent: any): any;
  79325. }
  79326. /**
  79327. * This defines an action responsible that does nothing once triggered.
  79328. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79329. */
  79330. export class DoNothingAction extends Action {
  79331. /**
  79332. * Instantiate the action
  79333. * @param triggerOptions defines the trigger options
  79334. * @param condition defines the trigger related conditions
  79335. */
  79336. constructor(triggerOptions?: any, condition?: Condition);
  79337. /**
  79338. * Execute the action and do nothing.
  79339. */
  79340. execute(): void;
  79341. /**
  79342. * Serializes the actions and its related information.
  79343. * @param parent defines the object to serialize in
  79344. * @returns the serialized object
  79345. */
  79346. serialize(parent: any): any;
  79347. }
  79348. /**
  79349. * This defines an action responsible to trigger several actions once triggered.
  79350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79351. */
  79352. export class CombineAction extends Action {
  79353. /**
  79354. * The list of aggregated animations to run.
  79355. */
  79356. children: Action[];
  79357. /**
  79358. * Instantiate the action
  79359. * @param triggerOptions defines the trigger options
  79360. * @param children defines the list of aggregated animations to run
  79361. * @param condition defines the trigger related conditions
  79362. */
  79363. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  79364. /** @hidden */
  79365. _prepare(): void;
  79366. /**
  79367. * Execute the action and executes all the aggregated actions.
  79368. */
  79369. execute(evt: ActionEvent): void;
  79370. /**
  79371. * Serializes the actions and its related information.
  79372. * @param parent defines the object to serialize in
  79373. * @returns the serialized object
  79374. */
  79375. serialize(parent: any): any;
  79376. }
  79377. /**
  79378. * This defines an action responsible to run code (external event) once triggered.
  79379. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79380. */
  79381. export class ExecuteCodeAction extends Action {
  79382. /**
  79383. * The callback function to run.
  79384. */
  79385. func: (evt: ActionEvent) => void;
  79386. /**
  79387. * Instantiate the action
  79388. * @param triggerOptions defines the trigger options
  79389. * @param func defines the callback function to run
  79390. * @param condition defines the trigger related conditions
  79391. */
  79392. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  79393. /**
  79394. * Execute the action and run the attached code.
  79395. */
  79396. execute(evt: ActionEvent): void;
  79397. }
  79398. /**
  79399. * This defines an action responsible to set the parent property of the target once triggered.
  79400. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79401. */
  79402. export class SetParentAction extends Action {
  79403. private _parent;
  79404. private _target;
  79405. /**
  79406. * Instantiate the action
  79407. * @param triggerOptions defines the trigger options
  79408. * @param target defines the target containing the parent property
  79409. * @param parent defines from where the animation should start (animation frame)
  79410. * @param condition defines the trigger related conditions
  79411. */
  79412. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  79413. /** @hidden */
  79414. _prepare(): void;
  79415. /**
  79416. * Execute the action and set the parent property.
  79417. */
  79418. execute(): void;
  79419. /**
  79420. * Serializes the actions and its related information.
  79421. * @param parent defines the object to serialize in
  79422. * @returns the serialized object
  79423. */
  79424. serialize(parent: any): any;
  79425. }
  79426. }
  79427. declare module BABYLON {
  79428. /**
  79429. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  79430. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  79431. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79432. */
  79433. export class ActionManager extends AbstractActionManager {
  79434. /**
  79435. * Nothing
  79436. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79437. */
  79438. static readonly NothingTrigger: number;
  79439. /**
  79440. * On pick
  79441. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79442. */
  79443. static readonly OnPickTrigger: number;
  79444. /**
  79445. * On left pick
  79446. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79447. */
  79448. static readonly OnLeftPickTrigger: number;
  79449. /**
  79450. * On right pick
  79451. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79452. */
  79453. static readonly OnRightPickTrigger: number;
  79454. /**
  79455. * On center pick
  79456. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79457. */
  79458. static readonly OnCenterPickTrigger: number;
  79459. /**
  79460. * On pick down
  79461. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79462. */
  79463. static readonly OnPickDownTrigger: number;
  79464. /**
  79465. * On double pick
  79466. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79467. */
  79468. static readonly OnDoublePickTrigger: number;
  79469. /**
  79470. * On pick up
  79471. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79472. */
  79473. static readonly OnPickUpTrigger: number;
  79474. /**
  79475. * On pick out.
  79476. * This trigger will only be raised if you also declared a OnPickDown
  79477. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79478. */
  79479. static readonly OnPickOutTrigger: number;
  79480. /**
  79481. * On long press
  79482. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79483. */
  79484. static readonly OnLongPressTrigger: number;
  79485. /**
  79486. * On pointer over
  79487. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79488. */
  79489. static readonly OnPointerOverTrigger: number;
  79490. /**
  79491. * On pointer out
  79492. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79493. */
  79494. static readonly OnPointerOutTrigger: number;
  79495. /**
  79496. * On every frame
  79497. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79498. */
  79499. static readonly OnEveryFrameTrigger: number;
  79500. /**
  79501. * On intersection enter
  79502. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79503. */
  79504. static readonly OnIntersectionEnterTrigger: number;
  79505. /**
  79506. * On intersection exit
  79507. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79508. */
  79509. static readonly OnIntersectionExitTrigger: number;
  79510. /**
  79511. * On key down
  79512. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79513. */
  79514. static readonly OnKeyDownTrigger: number;
  79515. /**
  79516. * On key up
  79517. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79518. */
  79519. static readonly OnKeyUpTrigger: number;
  79520. private _scene;
  79521. /**
  79522. * Creates a new action manager
  79523. * @param scene defines the hosting scene
  79524. */
  79525. constructor(scene: Scene);
  79526. /**
  79527. * Releases all associated resources
  79528. */
  79529. dispose(): void;
  79530. /**
  79531. * Gets hosting scene
  79532. * @returns the hosting scene
  79533. */
  79534. getScene(): Scene;
  79535. /**
  79536. * Does this action manager handles actions of any of the given triggers
  79537. * @param triggers defines the triggers to be tested
  79538. * @return a boolean indicating whether one (or more) of the triggers is handled
  79539. */
  79540. hasSpecificTriggers(triggers: number[]): boolean;
  79541. /**
  79542. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  79543. * speed.
  79544. * @param triggerA defines the trigger to be tested
  79545. * @param triggerB defines the trigger to be tested
  79546. * @return a boolean indicating whether one (or more) of the triggers is handled
  79547. */
  79548. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  79549. /**
  79550. * Does this action manager handles actions of a given trigger
  79551. * @param trigger defines the trigger to be tested
  79552. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  79553. * @return whether the trigger is handled
  79554. */
  79555. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  79556. /**
  79557. * Does this action manager has pointer triggers
  79558. */
  79559. readonly hasPointerTriggers: boolean;
  79560. /**
  79561. * Does this action manager has pick triggers
  79562. */
  79563. readonly hasPickTriggers: boolean;
  79564. /**
  79565. * Registers an action to this action manager
  79566. * @param action defines the action to be registered
  79567. * @return the action amended (prepared) after registration
  79568. */
  79569. registerAction(action: IAction): Nullable<IAction>;
  79570. /**
  79571. * Unregisters an action to this action manager
  79572. * @param action defines the action to be unregistered
  79573. * @return a boolean indicating whether the action has been unregistered
  79574. */
  79575. unregisterAction(action: IAction): Boolean;
  79576. /**
  79577. * Process a specific trigger
  79578. * @param trigger defines the trigger to process
  79579. * @param evt defines the event details to be processed
  79580. */
  79581. processTrigger(trigger: number, evt?: IActionEvent): void;
  79582. /** @hidden */
  79583. _getEffectiveTarget(target: any, propertyPath: string): any;
  79584. /** @hidden */
  79585. _getProperty(propertyPath: string): string;
  79586. /**
  79587. * Serialize this manager to a JSON object
  79588. * @param name defines the property name to store this manager
  79589. * @returns a JSON representation of this manager
  79590. */
  79591. serialize(name: string): any;
  79592. /**
  79593. * Creates a new ActionManager from a JSON data
  79594. * @param parsedActions defines the JSON data to read from
  79595. * @param object defines the hosting mesh
  79596. * @param scene defines the hosting scene
  79597. */
  79598. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  79599. /**
  79600. * Get a trigger name by index
  79601. * @param trigger defines the trigger index
  79602. * @returns a trigger name
  79603. */
  79604. static GetTriggerName(trigger: number): string;
  79605. }
  79606. }
  79607. declare module BABYLON {
  79608. /**
  79609. * Class representing a ray with position and direction
  79610. */
  79611. export class Ray {
  79612. /** origin point */
  79613. origin: Vector3;
  79614. /** direction */
  79615. direction: Vector3;
  79616. /** length of the ray */
  79617. length: number;
  79618. private static readonly TmpVector3;
  79619. private _tmpRay;
  79620. /**
  79621. * Creates a new ray
  79622. * @param origin origin point
  79623. * @param direction direction
  79624. * @param length length of the ray
  79625. */
  79626. constructor(
  79627. /** origin point */
  79628. origin: Vector3,
  79629. /** direction */
  79630. direction: Vector3,
  79631. /** length of the ray */
  79632. length?: number);
  79633. /**
  79634. * Checks if the ray intersects a box
  79635. * @param minimum bound of the box
  79636. * @param maximum bound of the box
  79637. * @param intersectionTreshold extra extend to be added to the box in all direction
  79638. * @returns if the box was hit
  79639. */
  79640. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  79641. /**
  79642. * Checks if the ray intersects a box
  79643. * @param box the bounding box to check
  79644. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  79645. * @returns if the box was hit
  79646. */
  79647. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  79648. /**
  79649. * If the ray hits a sphere
  79650. * @param sphere the bounding sphere to check
  79651. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  79652. * @returns true if it hits the sphere
  79653. */
  79654. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  79655. /**
  79656. * If the ray hits a triange
  79657. * @param vertex0 triangle vertex
  79658. * @param vertex1 triangle vertex
  79659. * @param vertex2 triangle vertex
  79660. * @returns intersection information if hit
  79661. */
  79662. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  79663. /**
  79664. * Checks if ray intersects a plane
  79665. * @param plane the plane to check
  79666. * @returns the distance away it was hit
  79667. */
  79668. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  79669. /**
  79670. * Calculate the intercept of a ray on a given axis
  79671. * @param axis to check 'x' | 'y' | 'z'
  79672. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  79673. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  79674. */
  79675. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  79676. /**
  79677. * Checks if ray intersects a mesh
  79678. * @param mesh the mesh to check
  79679. * @param fastCheck if only the bounding box should checked
  79680. * @returns picking info of the intersecton
  79681. */
  79682. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  79683. /**
  79684. * Checks if ray intersects a mesh
  79685. * @param meshes the meshes to check
  79686. * @param fastCheck if only the bounding box should checked
  79687. * @param results array to store result in
  79688. * @returns Array of picking infos
  79689. */
  79690. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  79691. private _comparePickingInfo;
  79692. private static smallnum;
  79693. private static rayl;
  79694. /**
  79695. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  79696. * @param sega the first point of the segment to test the intersection against
  79697. * @param segb the second point of the segment to test the intersection against
  79698. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  79699. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  79700. */
  79701. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  79702. /**
  79703. * Update the ray from viewport position
  79704. * @param x position
  79705. * @param y y position
  79706. * @param viewportWidth viewport width
  79707. * @param viewportHeight viewport height
  79708. * @param world world matrix
  79709. * @param view view matrix
  79710. * @param projection projection matrix
  79711. * @returns this ray updated
  79712. */
  79713. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79714. /**
  79715. * Creates a ray with origin and direction of 0,0,0
  79716. * @returns the new ray
  79717. */
  79718. static Zero(): Ray;
  79719. /**
  79720. * Creates a new ray from screen space and viewport
  79721. * @param x position
  79722. * @param y y position
  79723. * @param viewportWidth viewport width
  79724. * @param viewportHeight viewport height
  79725. * @param world world matrix
  79726. * @param view view matrix
  79727. * @param projection projection matrix
  79728. * @returns new ray
  79729. */
  79730. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79731. /**
  79732. * 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
  79733. * transformed to the given world matrix.
  79734. * @param origin The origin point
  79735. * @param end The end point
  79736. * @param world a matrix to transform the ray to. Default is the identity matrix.
  79737. * @returns the new ray
  79738. */
  79739. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  79740. /**
  79741. * Transforms a ray by a matrix
  79742. * @param ray ray to transform
  79743. * @param matrix matrix to apply
  79744. * @returns the resulting new ray
  79745. */
  79746. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  79747. /**
  79748. * Transforms a ray by a matrix
  79749. * @param ray ray to transform
  79750. * @param matrix matrix to apply
  79751. * @param result ray to store result in
  79752. */
  79753. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  79754. /**
  79755. * Unproject a ray from screen space to object space
  79756. * @param sourceX defines the screen space x coordinate to use
  79757. * @param sourceY defines the screen space y coordinate to use
  79758. * @param viewportWidth defines the current width of the viewport
  79759. * @param viewportHeight defines the current height of the viewport
  79760. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  79761. * @param view defines the view matrix to use
  79762. * @param projection defines the projection matrix to use
  79763. */
  79764. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  79765. }
  79766. /**
  79767. * Type used to define predicate used to select faces when a mesh intersection is detected
  79768. */
  79769. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  79770. interface Scene {
  79771. /** @hidden */
  79772. _tempPickingRay: Nullable<Ray>;
  79773. /** @hidden */
  79774. _cachedRayForTransform: Ray;
  79775. /** @hidden */
  79776. _pickWithRayInverseMatrix: Matrix;
  79777. /** @hidden */
  79778. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  79779. /** @hidden */
  79780. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  79781. }
  79782. }
  79783. declare module BABYLON {
  79784. /**
  79785. * Groups all the scene component constants in one place to ease maintenance.
  79786. * @hidden
  79787. */
  79788. export class SceneComponentConstants {
  79789. static readonly NAME_EFFECTLAYER: string;
  79790. static readonly NAME_LAYER: string;
  79791. static readonly NAME_LENSFLARESYSTEM: string;
  79792. static readonly NAME_BOUNDINGBOXRENDERER: string;
  79793. static readonly NAME_PARTICLESYSTEM: string;
  79794. static readonly NAME_GAMEPAD: string;
  79795. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  79796. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  79797. static readonly NAME_DEPTHRENDERER: string;
  79798. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  79799. static readonly NAME_SPRITE: string;
  79800. static readonly NAME_OUTLINERENDERER: string;
  79801. static readonly NAME_PROCEDURALTEXTURE: string;
  79802. static readonly NAME_SHADOWGENERATOR: string;
  79803. static readonly NAME_OCTREE: string;
  79804. static readonly NAME_PHYSICSENGINE: string;
  79805. static readonly NAME_AUDIO: string;
  79806. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  79807. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79808. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  79809. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79810. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  79811. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  79812. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  79813. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  79814. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  79815. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  79816. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  79817. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  79818. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  79819. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  79820. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  79821. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  79822. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  79823. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  79824. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  79825. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  79826. static readonly STEP_AFTERRENDER_AUDIO: number;
  79827. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  79828. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  79829. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  79830. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  79831. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  79832. static readonly STEP_POINTERMOVE_SPRITE: number;
  79833. static readonly STEP_POINTERDOWN_SPRITE: number;
  79834. static readonly STEP_POINTERUP_SPRITE: number;
  79835. }
  79836. /**
  79837. * This represents a scene component.
  79838. *
  79839. * This is used to decouple the dependency the scene is having on the different workloads like
  79840. * layers, post processes...
  79841. */
  79842. export interface ISceneComponent {
  79843. /**
  79844. * The name of the component. Each component must have a unique name.
  79845. */
  79846. name: string;
  79847. /**
  79848. * The scene the component belongs to.
  79849. */
  79850. scene: Scene;
  79851. /**
  79852. * Register the component to one instance of a scene.
  79853. */
  79854. register(): void;
  79855. /**
  79856. * Rebuilds the elements related to this component in case of
  79857. * context lost for instance.
  79858. */
  79859. rebuild(): void;
  79860. /**
  79861. * Disposes the component and the associated ressources.
  79862. */
  79863. dispose(): void;
  79864. }
  79865. /**
  79866. * This represents a SERIALIZABLE scene component.
  79867. *
  79868. * This extends Scene Component to add Serialization methods on top.
  79869. */
  79870. export interface ISceneSerializableComponent extends ISceneComponent {
  79871. /**
  79872. * Adds all the elements from the container to the scene
  79873. * @param container the container holding the elements
  79874. */
  79875. addFromContainer(container: AbstractScene): void;
  79876. /**
  79877. * Removes all the elements in the container from the scene
  79878. * @param container contains the elements to remove
  79879. * @param dispose if the removed element should be disposed (default: false)
  79880. */
  79881. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  79882. /**
  79883. * Serializes the component data to the specified json object
  79884. * @param serializationObject The object to serialize to
  79885. */
  79886. serialize(serializationObject: any): void;
  79887. }
  79888. /**
  79889. * Strong typing of a Mesh related stage step action
  79890. */
  79891. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  79892. /**
  79893. * Strong typing of a Evaluate Sub Mesh related stage step action
  79894. */
  79895. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  79896. /**
  79897. * Strong typing of a Active Mesh related stage step action
  79898. */
  79899. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  79900. /**
  79901. * Strong typing of a Camera related stage step action
  79902. */
  79903. export type CameraStageAction = (camera: Camera) => void;
  79904. /**
  79905. * Strong typing of a Camera Frame buffer related stage step action
  79906. */
  79907. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  79908. /**
  79909. * Strong typing of a Render Target related stage step action
  79910. */
  79911. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79912. /**
  79913. * Strong typing of a RenderingGroup related stage step action
  79914. */
  79915. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79916. /**
  79917. * Strong typing of a Mesh Render related stage step action
  79918. */
  79919. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79920. /**
  79921. * Strong typing of a simple stage step action
  79922. */
  79923. export type SimpleStageAction = () => void;
  79924. /**
  79925. * Strong typing of a render target action.
  79926. */
  79927. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79928. /**
  79929. * Strong typing of a pointer move action.
  79930. */
  79931. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  79932. /**
  79933. * Strong typing of a pointer up/down action.
  79934. */
  79935. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79936. /**
  79937. * Representation of a stage in the scene (Basically a list of ordered steps)
  79938. * @hidden
  79939. */
  79940. export class Stage<T extends Function> extends Array<{
  79941. index: number;
  79942. component: ISceneComponent;
  79943. action: T;
  79944. }> {
  79945. /**
  79946. * Hide ctor from the rest of the world.
  79947. * @param items The items to add.
  79948. */
  79949. private constructor();
  79950. /**
  79951. * Creates a new Stage.
  79952. * @returns A new instance of a Stage
  79953. */
  79954. static Create<T extends Function>(): Stage<T>;
  79955. /**
  79956. * Registers a step in an ordered way in the targeted stage.
  79957. * @param index Defines the position to register the step in
  79958. * @param component Defines the component attached to the step
  79959. * @param action Defines the action to launch during the step
  79960. */
  79961. registerStep(index: number, component: ISceneComponent, action: T): void;
  79962. /**
  79963. * Clears all the steps from the stage.
  79964. */
  79965. clear(): void;
  79966. }
  79967. }
  79968. declare module BABYLON {
  79969. interface Scene {
  79970. /** @hidden */
  79971. _pointerOverSprite: Nullable<Sprite>;
  79972. /** @hidden */
  79973. _pickedDownSprite: Nullable<Sprite>;
  79974. /** @hidden */
  79975. _tempSpritePickingRay: Nullable<Ray>;
  79976. /**
  79977. * All of the sprite managers added to this scene
  79978. * @see http://doc.babylonjs.com/babylon101/sprites
  79979. */
  79980. spriteManagers: Array<ISpriteManager>;
  79981. /**
  79982. * An event triggered when sprites rendering is about to start
  79983. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79984. */
  79985. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79986. /**
  79987. * An event triggered when sprites rendering is done
  79988. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79989. */
  79990. onAfterSpritesRenderingObservable: Observable<Scene>;
  79991. /** @hidden */
  79992. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79993. /** Launch a ray to try to pick a sprite in the scene
  79994. * @param x position on screen
  79995. * @param y position on screen
  79996. * @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
  79997. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79998. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79999. * @returns a PickingInfo
  80000. */
  80001. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  80002. /** Use the given ray to pick a sprite in the scene
  80003. * @param ray The ray (in world space) to use to pick meshes
  80004. * @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
  80005. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  80006. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  80007. * @returns a PickingInfo
  80008. */
  80009. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  80010. /** @hidden */
  80011. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  80012. /** Launch a ray to try to pick sprites in the scene
  80013. * @param x position on screen
  80014. * @param y position on screen
  80015. * @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
  80016. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  80017. * @returns a PickingInfo array
  80018. */
  80019. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  80020. /** Use the given ray to pick sprites in the scene
  80021. * @param ray The ray (in world space) to use to pick meshes
  80022. * @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
  80023. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  80024. * @returns a PickingInfo array
  80025. */
  80026. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  80027. /**
  80028. * Force the sprite under the pointer
  80029. * @param sprite defines the sprite to use
  80030. */
  80031. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  80032. /**
  80033. * Gets the sprite under the pointer
  80034. * @returns a Sprite or null if no sprite is under the pointer
  80035. */
  80036. getPointerOverSprite(): Nullable<Sprite>;
  80037. }
  80038. /**
  80039. * Defines the sprite scene component responsible to manage sprites
  80040. * in a given scene.
  80041. */
  80042. export class SpriteSceneComponent implements ISceneComponent {
  80043. /**
  80044. * The component name helpfull to identify the component in the list of scene components.
  80045. */
  80046. readonly name: string;
  80047. /**
  80048. * The scene the component belongs to.
  80049. */
  80050. scene: Scene;
  80051. /** @hidden */
  80052. private _spritePredicate;
  80053. /**
  80054. * Creates a new instance of the component for the given scene
  80055. * @param scene Defines the scene to register the component in
  80056. */
  80057. constructor(scene: Scene);
  80058. /**
  80059. * Registers the component in a given scene
  80060. */
  80061. register(): void;
  80062. /**
  80063. * Rebuilds the elements related to this component in case of
  80064. * context lost for instance.
  80065. */
  80066. rebuild(): void;
  80067. /**
  80068. * Disposes the component and the associated ressources.
  80069. */
  80070. dispose(): void;
  80071. private _pickSpriteButKeepRay;
  80072. private _pointerMove;
  80073. private _pointerDown;
  80074. private _pointerUp;
  80075. }
  80076. }
  80077. declare module BABYLON {
  80078. /** @hidden */
  80079. export var fogFragmentDeclaration: {
  80080. name: string;
  80081. shader: string;
  80082. };
  80083. }
  80084. declare module BABYLON {
  80085. /** @hidden */
  80086. export var fogFragment: {
  80087. name: string;
  80088. shader: string;
  80089. };
  80090. }
  80091. declare module BABYLON {
  80092. /** @hidden */
  80093. export var spritesPixelShader: {
  80094. name: string;
  80095. shader: string;
  80096. };
  80097. }
  80098. declare module BABYLON {
  80099. /** @hidden */
  80100. export var fogVertexDeclaration: {
  80101. name: string;
  80102. shader: string;
  80103. };
  80104. }
  80105. declare module BABYLON {
  80106. /** @hidden */
  80107. export var spritesVertexShader: {
  80108. name: string;
  80109. shader: string;
  80110. };
  80111. }
  80112. declare module BABYLON {
  80113. /**
  80114. * Defines the minimum interface to fullfil in order to be a sprite manager.
  80115. */
  80116. export interface ISpriteManager extends IDisposable {
  80117. /**
  80118. * Restricts the camera to viewing objects with the same layerMask.
  80119. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  80120. */
  80121. layerMask: number;
  80122. /**
  80123. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  80124. */
  80125. isPickable: boolean;
  80126. /**
  80127. * Specifies the rendering group id for this mesh (0 by default)
  80128. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  80129. */
  80130. renderingGroupId: number;
  80131. /**
  80132. * Defines the list of sprites managed by the manager.
  80133. */
  80134. sprites: Array<Sprite>;
  80135. /**
  80136. * Tests the intersection of a sprite with a specific ray.
  80137. * @param ray The ray we are sending to test the collision
  80138. * @param camera The camera space we are sending rays in
  80139. * @param predicate A predicate allowing excluding sprites from the list of object to test
  80140. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  80141. * @returns picking info or null.
  80142. */
  80143. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  80144. /**
  80145. * Intersects the sprites with a ray
  80146. * @param ray defines the ray to intersect with
  80147. * @param camera defines the current active camera
  80148. * @param predicate defines a predicate used to select candidate sprites
  80149. * @returns null if no hit or a PickingInfo array
  80150. */
  80151. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  80152. /**
  80153. * Renders the list of sprites on screen.
  80154. */
  80155. render(): void;
  80156. }
  80157. /**
  80158. * Class used to manage multiple sprites on the same spritesheet
  80159. * @see http://doc.babylonjs.com/babylon101/sprites
  80160. */
  80161. export class SpriteManager implements ISpriteManager {
  80162. /** defines the manager's name */
  80163. name: string;
  80164. /** Gets the list of sprites */
  80165. sprites: Sprite[];
  80166. /** Gets or sets the rendering group id (0 by default) */
  80167. renderingGroupId: number;
  80168. /** Gets or sets camera layer mask */
  80169. layerMask: number;
  80170. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  80171. fogEnabled: boolean;
  80172. /** Gets or sets a boolean indicating if the sprites are pickable */
  80173. isPickable: boolean;
  80174. /** Defines the default width of a cell in the spritesheet */
  80175. cellWidth: number;
  80176. /** Defines the default height of a cell in the spritesheet */
  80177. cellHeight: number;
  80178. /** Associative array from JSON sprite data file */
  80179. private _cellData;
  80180. /** Array of sprite names from JSON sprite data file */
  80181. private _spriteMap;
  80182. /** True when packed cell data from JSON file is ready*/
  80183. private _packedAndReady;
  80184. /**
  80185. * An event triggered when the manager is disposed.
  80186. */
  80187. onDisposeObservable: Observable<SpriteManager>;
  80188. private _onDisposeObserver;
  80189. /**
  80190. * Callback called when the manager is disposed
  80191. */
  80192. onDispose: () => void;
  80193. private _capacity;
  80194. private _fromPacked;
  80195. private _spriteTexture;
  80196. private _epsilon;
  80197. private _scene;
  80198. private _vertexData;
  80199. private _buffer;
  80200. private _vertexBuffers;
  80201. private _indexBuffer;
  80202. private _effectBase;
  80203. private _effectFog;
  80204. /**
  80205. * Gets or sets the spritesheet texture
  80206. */
  80207. texture: Texture;
  80208. /**
  80209. * Creates a new sprite manager
  80210. * @param name defines the manager's name
  80211. * @param imgUrl defines the sprite sheet url
  80212. * @param capacity defines the maximum allowed number of sprites
  80213. * @param cellSize defines the size of a sprite cell
  80214. * @param scene defines the hosting scene
  80215. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  80216. * @param samplingMode defines the smapling mode to use with spritesheet
  80217. * @param fromPacked set to false; do not alter
  80218. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  80219. */
  80220. constructor(
  80221. /** defines the manager's name */
  80222. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  80223. private _makePacked;
  80224. private _appendSpriteVertex;
  80225. /**
  80226. * Intersects the sprites with a ray
  80227. * @param ray defines the ray to intersect with
  80228. * @param camera defines the current active camera
  80229. * @param predicate defines a predicate used to select candidate sprites
  80230. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  80231. * @returns null if no hit or a PickingInfo
  80232. */
  80233. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  80234. /**
  80235. * Intersects the sprites with a ray
  80236. * @param ray defines the ray to intersect with
  80237. * @param camera defines the current active camera
  80238. * @param predicate defines a predicate used to select candidate sprites
  80239. * @returns null if no hit or a PickingInfo array
  80240. */
  80241. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  80242. /**
  80243. * Render all child sprites
  80244. */
  80245. render(): void;
  80246. /**
  80247. * Release associated resources
  80248. */
  80249. dispose(): void;
  80250. }
  80251. }
  80252. declare module BABYLON {
  80253. /**
  80254. * Class used to represent a sprite
  80255. * @see http://doc.babylonjs.com/babylon101/sprites
  80256. */
  80257. export class Sprite {
  80258. /** defines the name */
  80259. name: string;
  80260. /** Gets or sets the current world position */
  80261. position: Vector3;
  80262. /** Gets or sets the main color */
  80263. color: Color4;
  80264. /** Gets or sets the width */
  80265. width: number;
  80266. /** Gets or sets the height */
  80267. height: number;
  80268. /** Gets or sets rotation angle */
  80269. angle: number;
  80270. /** Gets or sets the cell index in the sprite sheet */
  80271. cellIndex: number;
  80272. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  80273. cellRef: string;
  80274. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  80275. invertU: number;
  80276. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  80277. invertV: number;
  80278. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  80279. disposeWhenFinishedAnimating: boolean;
  80280. /** Gets the list of attached animations */
  80281. animations: Animation[];
  80282. /** Gets or sets a boolean indicating if the sprite can be picked */
  80283. isPickable: boolean;
  80284. /**
  80285. * Gets or sets the associated action manager
  80286. */
  80287. actionManager: Nullable<ActionManager>;
  80288. private _animationStarted;
  80289. private _loopAnimation;
  80290. private _fromIndex;
  80291. private _toIndex;
  80292. private _delay;
  80293. private _direction;
  80294. private _manager;
  80295. private _time;
  80296. private _onAnimationEnd;
  80297. /**
  80298. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  80299. */
  80300. isVisible: boolean;
  80301. /**
  80302. * Gets or sets the sprite size
  80303. */
  80304. size: number;
  80305. /**
  80306. * Creates a new Sprite
  80307. * @param name defines the name
  80308. * @param manager defines the manager
  80309. */
  80310. constructor(
  80311. /** defines the name */
  80312. name: string, manager: ISpriteManager);
  80313. /**
  80314. * Starts an animation
  80315. * @param from defines the initial key
  80316. * @param to defines the end key
  80317. * @param loop defines if the animation must loop
  80318. * @param delay defines the start delay (in ms)
  80319. * @param onAnimationEnd defines a callback to call when animation ends
  80320. */
  80321. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  80322. /** Stops current animation (if any) */
  80323. stopAnimation(): void;
  80324. /** @hidden */
  80325. _animate(deltaTime: number): void;
  80326. /** Release associated resources */
  80327. dispose(): void;
  80328. }
  80329. }
  80330. declare module BABYLON {
  80331. /**
  80332. * Information about the result of picking within a scene
  80333. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  80334. */
  80335. export class PickingInfo {
  80336. /** @hidden */
  80337. _pickingUnavailable: boolean;
  80338. /**
  80339. * If the pick collided with an object
  80340. */
  80341. hit: boolean;
  80342. /**
  80343. * Distance away where the pick collided
  80344. */
  80345. distance: number;
  80346. /**
  80347. * The location of pick collision
  80348. */
  80349. pickedPoint: Nullable<Vector3>;
  80350. /**
  80351. * The mesh corresponding the the pick collision
  80352. */
  80353. pickedMesh: Nullable<AbstractMesh>;
  80354. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  80355. bu: number;
  80356. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  80357. bv: number;
  80358. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  80359. faceId: number;
  80360. /** Id of the the submesh that was picked */
  80361. subMeshId: number;
  80362. /** If a sprite was picked, this will be the sprite the pick collided with */
  80363. pickedSprite: Nullable<Sprite>;
  80364. /**
  80365. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  80366. */
  80367. originMesh: Nullable<AbstractMesh>;
  80368. /**
  80369. * The ray that was used to perform the picking.
  80370. */
  80371. ray: Nullable<Ray>;
  80372. /**
  80373. * Gets the normal correspodning to the face the pick collided with
  80374. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  80375. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  80376. * @returns The normal correspodning to the face the pick collided with
  80377. */
  80378. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  80379. /**
  80380. * Gets the texture coordinates of where the pick occured
  80381. * @returns the vector containing the coordnates of the texture
  80382. */
  80383. getTextureCoordinates(): Nullable<Vector2>;
  80384. }
  80385. }
  80386. declare module BABYLON {
  80387. /**
  80388. * Gather the list of pointer event types as constants.
  80389. */
  80390. export class PointerEventTypes {
  80391. /**
  80392. * 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.
  80393. */
  80394. static readonly POINTERDOWN: number;
  80395. /**
  80396. * The pointerup event is fired when a pointer is no longer active.
  80397. */
  80398. static readonly POINTERUP: number;
  80399. /**
  80400. * The pointermove event is fired when a pointer changes coordinates.
  80401. */
  80402. static readonly POINTERMOVE: number;
  80403. /**
  80404. * The pointerwheel event is fired when a mouse wheel has been rotated.
  80405. */
  80406. static readonly POINTERWHEEL: number;
  80407. /**
  80408. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  80409. */
  80410. static readonly POINTERPICK: number;
  80411. /**
  80412. * The pointertap event is fired when a the object has been touched and released without drag.
  80413. */
  80414. static readonly POINTERTAP: number;
  80415. /**
  80416. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  80417. */
  80418. static readonly POINTERDOUBLETAP: number;
  80419. }
  80420. /**
  80421. * Base class of pointer info types.
  80422. */
  80423. export class PointerInfoBase {
  80424. /**
  80425. * Defines the type of event (PointerEventTypes)
  80426. */
  80427. type: number;
  80428. /**
  80429. * Defines the related dom event
  80430. */
  80431. event: PointerEvent | MouseWheelEvent;
  80432. /**
  80433. * Instantiates the base class of pointers info.
  80434. * @param type Defines the type of event (PointerEventTypes)
  80435. * @param event Defines the related dom event
  80436. */
  80437. constructor(
  80438. /**
  80439. * Defines the type of event (PointerEventTypes)
  80440. */
  80441. type: number,
  80442. /**
  80443. * Defines the related dom event
  80444. */
  80445. event: PointerEvent | MouseWheelEvent);
  80446. }
  80447. /**
  80448. * This class is used to store pointer related info for the onPrePointerObservable event.
  80449. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  80450. */
  80451. export class PointerInfoPre extends PointerInfoBase {
  80452. /**
  80453. * Ray from a pointer if availible (eg. 6dof controller)
  80454. */
  80455. ray: Nullable<Ray>;
  80456. /**
  80457. * Defines the local position of the pointer on the canvas.
  80458. */
  80459. localPosition: Vector2;
  80460. /**
  80461. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  80462. */
  80463. skipOnPointerObservable: boolean;
  80464. /**
  80465. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  80466. * @param type Defines the type of event (PointerEventTypes)
  80467. * @param event Defines the related dom event
  80468. * @param localX Defines the local x coordinates of the pointer when the event occured
  80469. * @param localY Defines the local y coordinates of the pointer when the event occured
  80470. */
  80471. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  80472. }
  80473. /**
  80474. * This type contains all the data related to a pointer event in Babylon.js.
  80475. * 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.
  80476. */
  80477. export class PointerInfo extends PointerInfoBase {
  80478. /**
  80479. * Defines the picking info associated to the info (if any)\
  80480. */
  80481. pickInfo: Nullable<PickingInfo>;
  80482. /**
  80483. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  80484. * @param type Defines the type of event (PointerEventTypes)
  80485. * @param event Defines the related dom event
  80486. * @param pickInfo Defines the picking info associated to the info (if any)\
  80487. */
  80488. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  80489. /**
  80490. * Defines the picking info associated to the info (if any)\
  80491. */
  80492. pickInfo: Nullable<PickingInfo>);
  80493. }
  80494. /**
  80495. * Data relating to a touch event on the screen.
  80496. */
  80497. export interface PointerTouch {
  80498. /**
  80499. * X coordinate of touch.
  80500. */
  80501. x: number;
  80502. /**
  80503. * Y coordinate of touch.
  80504. */
  80505. y: number;
  80506. /**
  80507. * Id of touch. Unique for each finger.
  80508. */
  80509. pointerId: number;
  80510. /**
  80511. * Event type passed from DOM.
  80512. */
  80513. type: any;
  80514. }
  80515. }
  80516. declare module BABYLON {
  80517. /**
  80518. * Manage the mouse inputs to control the movement of a free camera.
  80519. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80520. */
  80521. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  80522. /**
  80523. * Define if touch is enabled in the mouse input
  80524. */
  80525. touchEnabled: boolean;
  80526. /**
  80527. * Defines the camera the input is attached to.
  80528. */
  80529. camera: FreeCamera;
  80530. /**
  80531. * Defines the buttons associated with the input to handle camera move.
  80532. */
  80533. buttons: number[];
  80534. /**
  80535. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  80536. */
  80537. angularSensibility: number;
  80538. private _pointerInput;
  80539. private _onMouseMove;
  80540. private _observer;
  80541. private previousPosition;
  80542. /**
  80543. * Observable for when a pointer move event occurs containing the move offset
  80544. */
  80545. onPointerMovedObservable: Observable<{
  80546. offsetX: number;
  80547. offsetY: number;
  80548. }>;
  80549. /**
  80550. * @hidden
  80551. * If the camera should be rotated automatically based on pointer movement
  80552. */
  80553. _allowCameraRotation: boolean;
  80554. /**
  80555. * Manage the mouse inputs to control the movement of a free camera.
  80556. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80557. * @param touchEnabled Defines if touch is enabled or not
  80558. */
  80559. constructor(
  80560. /**
  80561. * Define if touch is enabled in the mouse input
  80562. */
  80563. touchEnabled?: boolean);
  80564. /**
  80565. * Attach the input controls to a specific dom element to get the input from.
  80566. * @param element Defines the element the controls should be listened from
  80567. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80568. */
  80569. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80570. /**
  80571. * Called on JS contextmenu event.
  80572. * Override this method to provide functionality.
  80573. */
  80574. protected onContextMenu(evt: PointerEvent): void;
  80575. /**
  80576. * Detach the current controls from the specified dom element.
  80577. * @param element Defines the element to stop listening the inputs from
  80578. */
  80579. detachControl(element: Nullable<HTMLElement>): void;
  80580. /**
  80581. * Gets the class name of the current intput.
  80582. * @returns the class name
  80583. */
  80584. getClassName(): string;
  80585. /**
  80586. * Get the friendly name associated with the input class.
  80587. * @returns the input friendly name
  80588. */
  80589. getSimpleName(): string;
  80590. }
  80591. }
  80592. declare module BABYLON {
  80593. /**
  80594. * Manage the touch inputs to control the movement of a free camera.
  80595. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80596. */
  80597. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  80598. /**
  80599. * Defines the camera the input is attached to.
  80600. */
  80601. camera: FreeCamera;
  80602. /**
  80603. * Defines the touch sensibility for rotation.
  80604. * The higher the faster.
  80605. */
  80606. touchAngularSensibility: number;
  80607. /**
  80608. * Defines the touch sensibility for move.
  80609. * The higher the faster.
  80610. */
  80611. touchMoveSensibility: number;
  80612. private _offsetX;
  80613. private _offsetY;
  80614. private _pointerPressed;
  80615. private _pointerInput;
  80616. private _observer;
  80617. private _onLostFocus;
  80618. /**
  80619. * Attach the input controls to a specific dom element to get the input from.
  80620. * @param element Defines the element the controls should be listened from
  80621. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80622. */
  80623. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80624. /**
  80625. * Detach the current controls from the specified dom element.
  80626. * @param element Defines the element to stop listening the inputs from
  80627. */
  80628. detachControl(element: Nullable<HTMLElement>): void;
  80629. /**
  80630. * Update the current camera state depending on the inputs that have been used this frame.
  80631. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80632. */
  80633. checkInputs(): void;
  80634. /**
  80635. * Gets the class name of the current intput.
  80636. * @returns the class name
  80637. */
  80638. getClassName(): string;
  80639. /**
  80640. * Get the friendly name associated with the input class.
  80641. * @returns the input friendly name
  80642. */
  80643. getSimpleName(): string;
  80644. }
  80645. }
  80646. declare module BABYLON {
  80647. /**
  80648. * Default Inputs manager for the FreeCamera.
  80649. * It groups all the default supported inputs for ease of use.
  80650. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80651. */
  80652. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  80653. /**
  80654. * @hidden
  80655. */
  80656. _mouseInput: Nullable<FreeCameraMouseInput>;
  80657. /**
  80658. * Instantiates a new FreeCameraInputsManager.
  80659. * @param camera Defines the camera the inputs belong to
  80660. */
  80661. constructor(camera: FreeCamera);
  80662. /**
  80663. * Add keyboard input support to the input manager.
  80664. * @returns the current input manager
  80665. */
  80666. addKeyboard(): FreeCameraInputsManager;
  80667. /**
  80668. * Add mouse input support to the input manager.
  80669. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  80670. * @returns the current input manager
  80671. */
  80672. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  80673. /**
  80674. * Removes the mouse input support from the manager
  80675. * @returns the current input manager
  80676. */
  80677. removeMouse(): FreeCameraInputsManager;
  80678. /**
  80679. * Add touch input support to the input manager.
  80680. * @returns the current input manager
  80681. */
  80682. addTouch(): FreeCameraInputsManager;
  80683. /**
  80684. * Remove all attached input methods from a camera
  80685. */
  80686. clear(): void;
  80687. }
  80688. }
  80689. declare module BABYLON {
  80690. /**
  80691. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80692. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  80693. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80694. */
  80695. export class FreeCamera extends TargetCamera {
  80696. /**
  80697. * Define the collision ellipsoid of the camera.
  80698. * This is helpful to simulate a camera body like the player body around the camera
  80699. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  80700. */
  80701. ellipsoid: Vector3;
  80702. /**
  80703. * Define an offset for the position of the ellipsoid around the camera.
  80704. * This can be helpful to determine the center of the body near the gravity center of the body
  80705. * instead of its head.
  80706. */
  80707. ellipsoidOffset: Vector3;
  80708. /**
  80709. * Enable or disable collisions of the camera with the rest of the scene objects.
  80710. */
  80711. checkCollisions: boolean;
  80712. /**
  80713. * Enable or disable gravity on the camera.
  80714. */
  80715. applyGravity: boolean;
  80716. /**
  80717. * Define the input manager associated to the camera.
  80718. */
  80719. inputs: FreeCameraInputsManager;
  80720. /**
  80721. * Gets the input sensibility for a mouse input. (default is 2000.0)
  80722. * Higher values reduce sensitivity.
  80723. */
  80724. /**
  80725. * Sets the input sensibility for a mouse input. (default is 2000.0)
  80726. * Higher values reduce sensitivity.
  80727. */
  80728. angularSensibility: number;
  80729. /**
  80730. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  80731. */
  80732. keysUp: number[];
  80733. /**
  80734. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  80735. */
  80736. keysDown: number[];
  80737. /**
  80738. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  80739. */
  80740. keysLeft: number[];
  80741. /**
  80742. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  80743. */
  80744. keysRight: number[];
  80745. /**
  80746. * Event raised when the camera collide with a mesh in the scene.
  80747. */
  80748. onCollide: (collidedMesh: AbstractMesh) => void;
  80749. private _collider;
  80750. private _needMoveForGravity;
  80751. private _oldPosition;
  80752. private _diffPosition;
  80753. private _newPosition;
  80754. /** @hidden */
  80755. _localDirection: Vector3;
  80756. /** @hidden */
  80757. _transformedDirection: Vector3;
  80758. /**
  80759. * Instantiates a Free Camera.
  80760. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80761. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  80762. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80763. * @param name Define the name of the camera in the scene
  80764. * @param position Define the start position of the camera in the scene
  80765. * @param scene Define the scene the camera belongs to
  80766. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  80767. */
  80768. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  80769. /**
  80770. * Attached controls to the current camera.
  80771. * @param element Defines the element the controls should be listened from
  80772. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80773. */
  80774. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80775. /**
  80776. * Detach the current controls from the camera.
  80777. * The camera will stop reacting to inputs.
  80778. * @param element Defines the element to stop listening the inputs from
  80779. */
  80780. detachControl(element: HTMLElement): void;
  80781. private _collisionMask;
  80782. /**
  80783. * Define a collision mask to limit the list of object the camera can collide with
  80784. */
  80785. collisionMask: number;
  80786. /** @hidden */
  80787. _collideWithWorld(displacement: Vector3): void;
  80788. private _onCollisionPositionChange;
  80789. /** @hidden */
  80790. _checkInputs(): void;
  80791. /** @hidden */
  80792. _decideIfNeedsToMove(): boolean;
  80793. /** @hidden */
  80794. _updatePosition(): void;
  80795. /**
  80796. * Destroy the camera and release the current resources hold by it.
  80797. */
  80798. dispose(): void;
  80799. /**
  80800. * Gets the current object class name.
  80801. * @return the class name
  80802. */
  80803. getClassName(): string;
  80804. }
  80805. }
  80806. declare module BABYLON {
  80807. /**
  80808. * Represents a gamepad control stick position
  80809. */
  80810. export class StickValues {
  80811. /**
  80812. * The x component of the control stick
  80813. */
  80814. x: number;
  80815. /**
  80816. * The y component of the control stick
  80817. */
  80818. y: number;
  80819. /**
  80820. * Initializes the gamepad x and y control stick values
  80821. * @param x The x component of the gamepad control stick value
  80822. * @param y The y component of the gamepad control stick value
  80823. */
  80824. constructor(
  80825. /**
  80826. * The x component of the control stick
  80827. */
  80828. x: number,
  80829. /**
  80830. * The y component of the control stick
  80831. */
  80832. y: number);
  80833. }
  80834. /**
  80835. * An interface which manages callbacks for gamepad button changes
  80836. */
  80837. export interface GamepadButtonChanges {
  80838. /**
  80839. * Called when a gamepad has been changed
  80840. */
  80841. changed: boolean;
  80842. /**
  80843. * Called when a gamepad press event has been triggered
  80844. */
  80845. pressChanged: boolean;
  80846. /**
  80847. * Called when a touch event has been triggered
  80848. */
  80849. touchChanged: boolean;
  80850. /**
  80851. * Called when a value has changed
  80852. */
  80853. valueChanged: boolean;
  80854. }
  80855. /**
  80856. * Represents a gamepad
  80857. */
  80858. export class Gamepad {
  80859. /**
  80860. * The id of the gamepad
  80861. */
  80862. id: string;
  80863. /**
  80864. * The index of the gamepad
  80865. */
  80866. index: number;
  80867. /**
  80868. * The browser gamepad
  80869. */
  80870. browserGamepad: any;
  80871. /**
  80872. * Specifies what type of gamepad this represents
  80873. */
  80874. type: number;
  80875. private _leftStick;
  80876. private _rightStick;
  80877. /** @hidden */
  80878. _isConnected: boolean;
  80879. private _leftStickAxisX;
  80880. private _leftStickAxisY;
  80881. private _rightStickAxisX;
  80882. private _rightStickAxisY;
  80883. /**
  80884. * Triggered when the left control stick has been changed
  80885. */
  80886. private _onleftstickchanged;
  80887. /**
  80888. * Triggered when the right control stick has been changed
  80889. */
  80890. private _onrightstickchanged;
  80891. /**
  80892. * Represents a gamepad controller
  80893. */
  80894. static GAMEPAD: number;
  80895. /**
  80896. * Represents a generic controller
  80897. */
  80898. static GENERIC: number;
  80899. /**
  80900. * Represents an XBox controller
  80901. */
  80902. static XBOX: number;
  80903. /**
  80904. * Represents a pose-enabled controller
  80905. */
  80906. static POSE_ENABLED: number;
  80907. /**
  80908. * Represents an Dual Shock controller
  80909. */
  80910. static DUALSHOCK: number;
  80911. /**
  80912. * Specifies whether the left control stick should be Y-inverted
  80913. */
  80914. protected _invertLeftStickY: boolean;
  80915. /**
  80916. * Specifies if the gamepad has been connected
  80917. */
  80918. readonly isConnected: boolean;
  80919. /**
  80920. * Initializes the gamepad
  80921. * @param id The id of the gamepad
  80922. * @param index The index of the gamepad
  80923. * @param browserGamepad The browser gamepad
  80924. * @param leftStickX The x component of the left joystick
  80925. * @param leftStickY The y component of the left joystick
  80926. * @param rightStickX The x component of the right joystick
  80927. * @param rightStickY The y component of the right joystick
  80928. */
  80929. constructor(
  80930. /**
  80931. * The id of the gamepad
  80932. */
  80933. id: string,
  80934. /**
  80935. * The index of the gamepad
  80936. */
  80937. index: number,
  80938. /**
  80939. * The browser gamepad
  80940. */
  80941. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80942. /**
  80943. * Callback triggered when the left joystick has changed
  80944. * @param callback
  80945. */
  80946. onleftstickchanged(callback: (values: StickValues) => void): void;
  80947. /**
  80948. * Callback triggered when the right joystick has changed
  80949. * @param callback
  80950. */
  80951. onrightstickchanged(callback: (values: StickValues) => void): void;
  80952. /**
  80953. * Gets the left joystick
  80954. */
  80955. /**
  80956. * Sets the left joystick values
  80957. */
  80958. leftStick: StickValues;
  80959. /**
  80960. * Gets the right joystick
  80961. */
  80962. /**
  80963. * Sets the right joystick value
  80964. */
  80965. rightStick: StickValues;
  80966. /**
  80967. * Updates the gamepad joystick positions
  80968. */
  80969. update(): void;
  80970. /**
  80971. * Disposes the gamepad
  80972. */
  80973. dispose(): void;
  80974. }
  80975. /**
  80976. * Represents a generic gamepad
  80977. */
  80978. export class GenericPad extends Gamepad {
  80979. private _buttons;
  80980. private _onbuttondown;
  80981. private _onbuttonup;
  80982. /**
  80983. * Observable triggered when a button has been pressed
  80984. */
  80985. onButtonDownObservable: Observable<number>;
  80986. /**
  80987. * Observable triggered when a button has been released
  80988. */
  80989. onButtonUpObservable: Observable<number>;
  80990. /**
  80991. * Callback triggered when a button has been pressed
  80992. * @param callback Called when a button has been pressed
  80993. */
  80994. onbuttondown(callback: (buttonPressed: number) => void): void;
  80995. /**
  80996. * Callback triggered when a button has been released
  80997. * @param callback Called when a button has been released
  80998. */
  80999. onbuttonup(callback: (buttonReleased: number) => void): void;
  81000. /**
  81001. * Initializes the generic gamepad
  81002. * @param id The id of the generic gamepad
  81003. * @param index The index of the generic gamepad
  81004. * @param browserGamepad The browser gamepad
  81005. */
  81006. constructor(id: string, index: number, browserGamepad: any);
  81007. private _setButtonValue;
  81008. /**
  81009. * Updates the generic gamepad
  81010. */
  81011. update(): void;
  81012. /**
  81013. * Disposes the generic gamepad
  81014. */
  81015. dispose(): void;
  81016. }
  81017. }
  81018. declare module BABYLON {
  81019. interface Engine {
  81020. /**
  81021. * Creates a raw texture
  81022. * @param data defines the data to store in the texture
  81023. * @param width defines the width of the texture
  81024. * @param height defines the height of the texture
  81025. * @param format defines the format of the data
  81026. * @param generateMipMaps defines if the engine should generate the mip levels
  81027. * @param invertY defines if data must be stored with Y axis inverted
  81028. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  81029. * @param compression defines the compression used (null by default)
  81030. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81031. * @returns the raw texture inside an InternalTexture
  81032. */
  81033. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  81034. /**
  81035. * Update a raw texture
  81036. * @param texture defines the texture to update
  81037. * @param data defines the data to store in the texture
  81038. * @param format defines the format of the data
  81039. * @param invertY defines if data must be stored with Y axis inverted
  81040. */
  81041. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81042. /**
  81043. * Update a raw texture
  81044. * @param texture defines the texture to update
  81045. * @param data defines the data to store in the texture
  81046. * @param format defines the format of the data
  81047. * @param invertY defines if data must be stored with Y axis inverted
  81048. * @param compression defines the compression used (null by default)
  81049. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81050. */
  81051. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  81052. /**
  81053. * Creates a new raw cube texture
  81054. * @param data defines the array of data to use to create each face
  81055. * @param size defines the size of the textures
  81056. * @param format defines the format of the data
  81057. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  81058. * @param generateMipMaps defines if the engine should generate the mip levels
  81059. * @param invertY defines if data must be stored with Y axis inverted
  81060. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81061. * @param compression defines the compression used (null by default)
  81062. * @returns the cube texture as an InternalTexture
  81063. */
  81064. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  81065. /**
  81066. * Update a raw cube texture
  81067. * @param texture defines the texture to udpdate
  81068. * @param data defines the data to store
  81069. * @param format defines the data format
  81070. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81071. * @param invertY defines if data must be stored with Y axis inverted
  81072. */
  81073. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  81074. /**
  81075. * Update a raw cube texture
  81076. * @param texture defines the texture to udpdate
  81077. * @param data defines the data to store
  81078. * @param format defines the data format
  81079. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81080. * @param invertY defines if data must be stored with Y axis inverted
  81081. * @param compression defines the compression used (null by default)
  81082. */
  81083. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  81084. /**
  81085. * Update a raw cube texture
  81086. * @param texture defines the texture to udpdate
  81087. * @param data defines the data to store
  81088. * @param format defines the data format
  81089. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81090. * @param invertY defines if data must be stored with Y axis inverted
  81091. * @param compression defines the compression used (null by default)
  81092. * @param level defines which level of the texture to update
  81093. */
  81094. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  81095. /**
  81096. * Creates a new raw cube texture from a specified url
  81097. * @param url defines the url where the data is located
  81098. * @param scene defines the current scene
  81099. * @param size defines the size of the textures
  81100. * @param format defines the format of the data
  81101. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  81102. * @param noMipmap defines if the engine should avoid generating the mip levels
  81103. * @param callback defines a callback used to extract texture data from loaded data
  81104. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  81105. * @param onLoad defines a callback called when texture is loaded
  81106. * @param onError defines a callback called if there is an error
  81107. * @returns the cube texture as an InternalTexture
  81108. */
  81109. 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;
  81110. /**
  81111. * Creates a new raw cube texture from a specified url
  81112. * @param url defines the url where the data is located
  81113. * @param scene defines the current scene
  81114. * @param size defines the size of the textures
  81115. * @param format defines the format of the data
  81116. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  81117. * @param noMipmap defines if the engine should avoid generating the mip levels
  81118. * @param callback defines a callback used to extract texture data from loaded data
  81119. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  81120. * @param onLoad defines a callback called when texture is loaded
  81121. * @param onError defines a callback called if there is an error
  81122. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81123. * @param invertY defines if data must be stored with Y axis inverted
  81124. * @returns the cube texture as an InternalTexture
  81125. */
  81126. 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;
  81127. /**
  81128. * Creates a new raw 3D texture
  81129. * @param data defines the data used to create the texture
  81130. * @param width defines the width of the texture
  81131. * @param height defines the height of the texture
  81132. * @param depth defines the depth of the texture
  81133. * @param format defines the format of the texture
  81134. * @param generateMipMaps defines if the engine must generate mip levels
  81135. * @param invertY defines if data must be stored with Y axis inverted
  81136. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81137. * @param compression defines the compressed used (can be null)
  81138. * @param textureType defines the compressed used (can be null)
  81139. * @returns a new raw 3D texture (stored in an InternalTexture)
  81140. */
  81141. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  81142. /**
  81143. * Update a raw 3D texture
  81144. * @param texture defines the texture to update
  81145. * @param data defines the data to store
  81146. * @param format defines the data format
  81147. * @param invertY defines if data must be stored with Y axis inverted
  81148. */
  81149. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81150. /**
  81151. * Update a raw 3D texture
  81152. * @param texture defines the texture to update
  81153. * @param data defines the data to store
  81154. * @param format defines the data format
  81155. * @param invertY defines if data must be stored with Y axis inverted
  81156. * @param compression defines the used compression (can be null)
  81157. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  81158. */
  81159. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  81160. /**
  81161. * Creates a new raw 2D array texture
  81162. * @param data defines the data used to create the texture
  81163. * @param width defines the width of the texture
  81164. * @param height defines the height of the texture
  81165. * @param depth defines the number of layers of the texture
  81166. * @param format defines the format of the texture
  81167. * @param generateMipMaps defines if the engine must generate mip levels
  81168. * @param invertY defines if data must be stored with Y axis inverted
  81169. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81170. * @param compression defines the compressed used (can be null)
  81171. * @param textureType defines the compressed used (can be null)
  81172. * @returns a new raw 2D array texture (stored in an InternalTexture)
  81173. */
  81174. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  81175. /**
  81176. * Update a raw 2D array texture
  81177. * @param texture defines the texture to update
  81178. * @param data defines the data to store
  81179. * @param format defines the data format
  81180. * @param invertY defines if data must be stored with Y axis inverted
  81181. */
  81182. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81183. /**
  81184. * Update a raw 2D array texture
  81185. * @param texture defines the texture to update
  81186. * @param data defines the data to store
  81187. * @param format defines the data format
  81188. * @param invertY defines if data must be stored with Y axis inverted
  81189. * @param compression defines the used compression (can be null)
  81190. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  81191. */
  81192. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  81193. }
  81194. }
  81195. declare module BABYLON {
  81196. /**
  81197. * Raw texture can help creating a texture directly from an array of data.
  81198. * This can be super useful if you either get the data from an uncompressed source or
  81199. * if you wish to create your texture pixel by pixel.
  81200. */
  81201. export class RawTexture extends Texture {
  81202. /**
  81203. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81204. */
  81205. format: number;
  81206. private _engine;
  81207. /**
  81208. * Instantiates a new RawTexture.
  81209. * Raw texture can help creating a texture directly from an array of data.
  81210. * This can be super useful if you either get the data from an uncompressed source or
  81211. * if you wish to create your texture pixel by pixel.
  81212. * @param data define the array of data to use to create the texture
  81213. * @param width define the width of the texture
  81214. * @param height define the height of the texture
  81215. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81216. * @param scene define the scene the texture belongs to
  81217. * @param generateMipMaps define whether mip maps should be generated or not
  81218. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81219. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81220. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81221. */
  81222. constructor(data: ArrayBufferView, width: number, height: number,
  81223. /**
  81224. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81225. */
  81226. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  81227. /**
  81228. * Updates the texture underlying data.
  81229. * @param data Define the new data of the texture
  81230. */
  81231. update(data: ArrayBufferView): void;
  81232. /**
  81233. * Creates a luminance texture from some data.
  81234. * @param data Define the texture data
  81235. * @param width Define the width of the texture
  81236. * @param height Define the height of the texture
  81237. * @param scene Define the scene the texture belongs to
  81238. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81239. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81240. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81241. * @returns the luminance texture
  81242. */
  81243. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81244. /**
  81245. * Creates a luminance alpha texture from some data.
  81246. * @param data Define the texture data
  81247. * @param width Define the width of the texture
  81248. * @param height Define the height of the texture
  81249. * @param scene Define the scene the texture belongs to
  81250. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81251. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81252. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81253. * @returns the luminance alpha texture
  81254. */
  81255. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81256. /**
  81257. * Creates an alpha texture from some data.
  81258. * @param data Define the texture data
  81259. * @param width Define the width of the texture
  81260. * @param height Define the height of the texture
  81261. * @param scene Define the scene the texture belongs to
  81262. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81263. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81264. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81265. * @returns the alpha texture
  81266. */
  81267. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81268. /**
  81269. * Creates a RGB texture from some data.
  81270. * @param data Define the texture data
  81271. * @param width Define the width of the texture
  81272. * @param height Define the height of the texture
  81273. * @param scene Define the scene the texture belongs to
  81274. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81275. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81276. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81277. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81278. * @returns the RGB alpha texture
  81279. */
  81280. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81281. /**
  81282. * Creates a RGBA texture from some data.
  81283. * @param data Define the texture data
  81284. * @param width Define the width of the texture
  81285. * @param height Define the height of the texture
  81286. * @param scene Define the scene the texture belongs to
  81287. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81288. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81289. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81290. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81291. * @returns the RGBA texture
  81292. */
  81293. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81294. /**
  81295. * Creates a R texture from some data.
  81296. * @param data Define the texture data
  81297. * @param width Define the width of the texture
  81298. * @param height Define the height of the texture
  81299. * @param scene Define the scene the texture belongs to
  81300. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81301. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81302. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81303. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81304. * @returns the R texture
  81305. */
  81306. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81307. }
  81308. }
  81309. declare module BABYLON {
  81310. /**
  81311. * Interface for the size containing width and height
  81312. */
  81313. export interface ISize {
  81314. /**
  81315. * Width
  81316. */
  81317. width: number;
  81318. /**
  81319. * Heighht
  81320. */
  81321. height: number;
  81322. }
  81323. /**
  81324. * Size containing widht and height
  81325. */
  81326. export class Size implements ISize {
  81327. /**
  81328. * Width
  81329. */
  81330. width: number;
  81331. /**
  81332. * Height
  81333. */
  81334. height: number;
  81335. /**
  81336. * Creates a Size object from the given width and height (floats).
  81337. * @param width width of the new size
  81338. * @param height height of the new size
  81339. */
  81340. constructor(width: number, height: number);
  81341. /**
  81342. * Returns a string with the Size width and height
  81343. * @returns a string with the Size width and height
  81344. */
  81345. toString(): string;
  81346. /**
  81347. * "Size"
  81348. * @returns the string "Size"
  81349. */
  81350. getClassName(): string;
  81351. /**
  81352. * Returns the Size hash code.
  81353. * @returns a hash code for a unique width and height
  81354. */
  81355. getHashCode(): number;
  81356. /**
  81357. * Updates the current size from the given one.
  81358. * @param src the given size
  81359. */
  81360. copyFrom(src: Size): void;
  81361. /**
  81362. * Updates in place the current Size from the given floats.
  81363. * @param width width of the new size
  81364. * @param height height of the new size
  81365. * @returns the updated Size.
  81366. */
  81367. copyFromFloats(width: number, height: number): Size;
  81368. /**
  81369. * Updates in place the current Size from the given floats.
  81370. * @param width width to set
  81371. * @param height height to set
  81372. * @returns the updated Size.
  81373. */
  81374. set(width: number, height: number): Size;
  81375. /**
  81376. * Multiplies the width and height by numbers
  81377. * @param w factor to multiple the width by
  81378. * @param h factor to multiple the height by
  81379. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  81380. */
  81381. multiplyByFloats(w: number, h: number): Size;
  81382. /**
  81383. * Clones the size
  81384. * @returns a new Size copied from the given one.
  81385. */
  81386. clone(): Size;
  81387. /**
  81388. * True if the current Size and the given one width and height are strictly equal.
  81389. * @param other the other size to compare against
  81390. * @returns True if the current Size and the given one width and height are strictly equal.
  81391. */
  81392. equals(other: Size): boolean;
  81393. /**
  81394. * The surface of the Size : width * height (float).
  81395. */
  81396. readonly surface: number;
  81397. /**
  81398. * Create a new size of zero
  81399. * @returns a new Size set to (0.0, 0.0)
  81400. */
  81401. static Zero(): Size;
  81402. /**
  81403. * Sums the width and height of two sizes
  81404. * @param otherSize size to add to this size
  81405. * @returns a new Size set as the addition result of the current Size and the given one.
  81406. */
  81407. add(otherSize: Size): Size;
  81408. /**
  81409. * Subtracts the width and height of two
  81410. * @param otherSize size to subtract to this size
  81411. * @returns a new Size set as the subtraction result of the given one from the current Size.
  81412. */
  81413. subtract(otherSize: Size): Size;
  81414. /**
  81415. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  81416. * @param start starting size to lerp between
  81417. * @param end end size to lerp between
  81418. * @param amount amount to lerp between the start and end values
  81419. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  81420. */
  81421. static Lerp(start: Size, end: Size, amount: number): Size;
  81422. }
  81423. }
  81424. declare module BABYLON {
  81425. /**
  81426. * Defines a runtime animation
  81427. */
  81428. export class RuntimeAnimation {
  81429. private _events;
  81430. /**
  81431. * The current frame of the runtime animation
  81432. */
  81433. private _currentFrame;
  81434. /**
  81435. * The animation used by the runtime animation
  81436. */
  81437. private _animation;
  81438. /**
  81439. * The target of the runtime animation
  81440. */
  81441. private _target;
  81442. /**
  81443. * The initiating animatable
  81444. */
  81445. private _host;
  81446. /**
  81447. * The original value of the runtime animation
  81448. */
  81449. private _originalValue;
  81450. /**
  81451. * The original blend value of the runtime animation
  81452. */
  81453. private _originalBlendValue;
  81454. /**
  81455. * The offsets cache of the runtime animation
  81456. */
  81457. private _offsetsCache;
  81458. /**
  81459. * The high limits cache of the runtime animation
  81460. */
  81461. private _highLimitsCache;
  81462. /**
  81463. * Specifies if the runtime animation has been stopped
  81464. */
  81465. private _stopped;
  81466. /**
  81467. * The blending factor of the runtime animation
  81468. */
  81469. private _blendingFactor;
  81470. /**
  81471. * The BabylonJS scene
  81472. */
  81473. private _scene;
  81474. /**
  81475. * The current value of the runtime animation
  81476. */
  81477. private _currentValue;
  81478. /** @hidden */
  81479. _animationState: _IAnimationState;
  81480. /**
  81481. * The active target of the runtime animation
  81482. */
  81483. private _activeTargets;
  81484. private _currentActiveTarget;
  81485. private _directTarget;
  81486. /**
  81487. * The target path of the runtime animation
  81488. */
  81489. private _targetPath;
  81490. /**
  81491. * The weight of the runtime animation
  81492. */
  81493. private _weight;
  81494. /**
  81495. * The ratio offset of the runtime animation
  81496. */
  81497. private _ratioOffset;
  81498. /**
  81499. * The previous delay of the runtime animation
  81500. */
  81501. private _previousDelay;
  81502. /**
  81503. * The previous ratio of the runtime animation
  81504. */
  81505. private _previousRatio;
  81506. private _enableBlending;
  81507. private _keys;
  81508. private _minFrame;
  81509. private _maxFrame;
  81510. private _minValue;
  81511. private _maxValue;
  81512. private _targetIsArray;
  81513. /**
  81514. * Gets the current frame of the runtime animation
  81515. */
  81516. readonly currentFrame: number;
  81517. /**
  81518. * Gets the weight of the runtime animation
  81519. */
  81520. readonly weight: number;
  81521. /**
  81522. * Gets the current value of the runtime animation
  81523. */
  81524. readonly currentValue: any;
  81525. /**
  81526. * Gets the target path of the runtime animation
  81527. */
  81528. readonly targetPath: string;
  81529. /**
  81530. * Gets the actual target of the runtime animation
  81531. */
  81532. readonly target: any;
  81533. /** @hidden */
  81534. _onLoop: () => void;
  81535. /**
  81536. * Create a new RuntimeAnimation object
  81537. * @param target defines the target of the animation
  81538. * @param animation defines the source animation object
  81539. * @param scene defines the hosting scene
  81540. * @param host defines the initiating Animatable
  81541. */
  81542. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  81543. private _preparePath;
  81544. /**
  81545. * Gets the animation from the runtime animation
  81546. */
  81547. readonly animation: Animation;
  81548. /**
  81549. * Resets the runtime animation to the beginning
  81550. * @param restoreOriginal defines whether to restore the target property to the original value
  81551. */
  81552. reset(restoreOriginal?: boolean): void;
  81553. /**
  81554. * Specifies if the runtime animation is stopped
  81555. * @returns Boolean specifying if the runtime animation is stopped
  81556. */
  81557. isStopped(): boolean;
  81558. /**
  81559. * Disposes of the runtime animation
  81560. */
  81561. dispose(): void;
  81562. /**
  81563. * Apply the interpolated value to the target
  81564. * @param currentValue defines the value computed by the animation
  81565. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  81566. */
  81567. setValue(currentValue: any, weight: number): void;
  81568. private _getOriginalValues;
  81569. private _setValue;
  81570. /**
  81571. * Gets the loop pmode of the runtime animation
  81572. * @returns Loop Mode
  81573. */
  81574. private _getCorrectLoopMode;
  81575. /**
  81576. * Move the current animation to a given frame
  81577. * @param frame defines the frame to move to
  81578. */
  81579. goToFrame(frame: number): void;
  81580. /**
  81581. * @hidden Internal use only
  81582. */
  81583. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  81584. /**
  81585. * Execute the current animation
  81586. * @param delay defines the delay to add to the current frame
  81587. * @param from defines the lower bound of the animation range
  81588. * @param to defines the upper bound of the animation range
  81589. * @param loop defines if the current animation must loop
  81590. * @param speedRatio defines the current speed ratio
  81591. * @param weight defines the weight of the animation (default is -1 so no weight)
  81592. * @param onLoop optional callback called when animation loops
  81593. * @returns a boolean indicating if the animation is running
  81594. */
  81595. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  81596. }
  81597. }
  81598. declare module BABYLON {
  81599. /**
  81600. * Class used to store an actual running animation
  81601. */
  81602. export class Animatable {
  81603. /** defines the target object */
  81604. target: any;
  81605. /** defines the starting frame number (default is 0) */
  81606. fromFrame: number;
  81607. /** defines the ending frame number (default is 100) */
  81608. toFrame: number;
  81609. /** defines if the animation must loop (default is false) */
  81610. loopAnimation: boolean;
  81611. /** defines a callback to call when animation ends if it is not looping */
  81612. onAnimationEnd?: (() => void) | null | undefined;
  81613. /** defines a callback to call when animation loops */
  81614. onAnimationLoop?: (() => void) | null | undefined;
  81615. private _localDelayOffset;
  81616. private _pausedDelay;
  81617. private _runtimeAnimations;
  81618. private _paused;
  81619. private _scene;
  81620. private _speedRatio;
  81621. private _weight;
  81622. private _syncRoot;
  81623. /**
  81624. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  81625. * This will only apply for non looping animation (default is true)
  81626. */
  81627. disposeOnEnd: boolean;
  81628. /**
  81629. * Gets a boolean indicating if the animation has started
  81630. */
  81631. animationStarted: boolean;
  81632. /**
  81633. * Observer raised when the animation ends
  81634. */
  81635. onAnimationEndObservable: Observable<Animatable>;
  81636. /**
  81637. * Observer raised when the animation loops
  81638. */
  81639. onAnimationLoopObservable: Observable<Animatable>;
  81640. /**
  81641. * Gets the root Animatable used to synchronize and normalize animations
  81642. */
  81643. readonly syncRoot: Nullable<Animatable>;
  81644. /**
  81645. * Gets the current frame of the first RuntimeAnimation
  81646. * Used to synchronize Animatables
  81647. */
  81648. readonly masterFrame: number;
  81649. /**
  81650. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  81651. */
  81652. weight: number;
  81653. /**
  81654. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  81655. */
  81656. speedRatio: number;
  81657. /**
  81658. * Creates a new Animatable
  81659. * @param scene defines the hosting scene
  81660. * @param target defines the target object
  81661. * @param fromFrame defines the starting frame number (default is 0)
  81662. * @param toFrame defines the ending frame number (default is 100)
  81663. * @param loopAnimation defines if the animation must loop (default is false)
  81664. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  81665. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  81666. * @param animations defines a group of animation to add to the new Animatable
  81667. * @param onAnimationLoop defines a callback to call when animation loops
  81668. */
  81669. constructor(scene: Scene,
  81670. /** defines the target object */
  81671. target: any,
  81672. /** defines the starting frame number (default is 0) */
  81673. fromFrame?: number,
  81674. /** defines the ending frame number (default is 100) */
  81675. toFrame?: number,
  81676. /** defines if the animation must loop (default is false) */
  81677. loopAnimation?: boolean, speedRatio?: number,
  81678. /** defines a callback to call when animation ends if it is not looping */
  81679. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  81680. /** defines a callback to call when animation loops */
  81681. onAnimationLoop?: (() => void) | null | undefined);
  81682. /**
  81683. * Synchronize and normalize current Animatable with a source Animatable
  81684. * This is useful when using animation weights and when animations are not of the same length
  81685. * @param root defines the root Animatable to synchronize with
  81686. * @returns the current Animatable
  81687. */
  81688. syncWith(root: Animatable): Animatable;
  81689. /**
  81690. * Gets the list of runtime animations
  81691. * @returns an array of RuntimeAnimation
  81692. */
  81693. getAnimations(): RuntimeAnimation[];
  81694. /**
  81695. * Adds more animations to the current animatable
  81696. * @param target defines the target of the animations
  81697. * @param animations defines the new animations to add
  81698. */
  81699. appendAnimations(target: any, animations: Animation[]): void;
  81700. /**
  81701. * Gets the source animation for a specific property
  81702. * @param property defines the propertyu to look for
  81703. * @returns null or the source animation for the given property
  81704. */
  81705. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  81706. /**
  81707. * Gets the runtime animation for a specific property
  81708. * @param property defines the propertyu to look for
  81709. * @returns null or the runtime animation for the given property
  81710. */
  81711. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  81712. /**
  81713. * Resets the animatable to its original state
  81714. */
  81715. reset(): void;
  81716. /**
  81717. * Allows the animatable to blend with current running animations
  81718. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81719. * @param blendingSpeed defines the blending speed to use
  81720. */
  81721. enableBlending(blendingSpeed: number): void;
  81722. /**
  81723. * Disable animation blending
  81724. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81725. */
  81726. disableBlending(): void;
  81727. /**
  81728. * Jump directly to a given frame
  81729. * @param frame defines the frame to jump to
  81730. */
  81731. goToFrame(frame: number): void;
  81732. /**
  81733. * Pause the animation
  81734. */
  81735. pause(): void;
  81736. /**
  81737. * Restart the animation
  81738. */
  81739. restart(): void;
  81740. private _raiseOnAnimationEnd;
  81741. /**
  81742. * Stop and delete the current animation
  81743. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  81744. * @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)
  81745. */
  81746. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  81747. /**
  81748. * Wait asynchronously for the animation to end
  81749. * @returns a promise which will be fullfilled when the animation ends
  81750. */
  81751. waitAsync(): Promise<Animatable>;
  81752. /** @hidden */
  81753. _animate(delay: number): boolean;
  81754. }
  81755. interface Scene {
  81756. /** @hidden */
  81757. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  81758. /** @hidden */
  81759. _processLateAnimationBindingsForMatrices(holder: {
  81760. totalWeight: number;
  81761. animations: RuntimeAnimation[];
  81762. originalValue: Matrix;
  81763. }): any;
  81764. /** @hidden */
  81765. _processLateAnimationBindingsForQuaternions(holder: {
  81766. totalWeight: number;
  81767. animations: RuntimeAnimation[];
  81768. originalValue: Quaternion;
  81769. }, refQuaternion: Quaternion): Quaternion;
  81770. /** @hidden */
  81771. _processLateAnimationBindings(): void;
  81772. /**
  81773. * Will start the animation sequence of a given target
  81774. * @param target defines the target
  81775. * @param from defines from which frame should animation start
  81776. * @param to defines until which frame should animation run.
  81777. * @param weight defines the weight to apply to the animation (1.0 by default)
  81778. * @param loop defines if the animation loops
  81779. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81780. * @param onAnimationEnd defines the function to be executed when the animation ends
  81781. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81782. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81783. * @param onAnimationLoop defines the callback to call when an animation loops
  81784. * @returns the animatable object created for this animation
  81785. */
  81786. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81787. /**
  81788. * Will start the animation sequence of a given target
  81789. * @param target defines the target
  81790. * @param from defines from which frame should animation start
  81791. * @param to defines until which frame should animation run.
  81792. * @param loop defines if the animation loops
  81793. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81794. * @param onAnimationEnd defines the function to be executed when the animation ends
  81795. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81796. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81797. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  81798. * @param onAnimationLoop defines the callback to call when an animation loops
  81799. * @returns the animatable object created for this animation
  81800. */
  81801. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81802. /**
  81803. * Will start the animation sequence of a given target and its hierarchy
  81804. * @param target defines the target
  81805. * @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.
  81806. * @param from defines from which frame should animation start
  81807. * @param to defines until which frame should animation run.
  81808. * @param loop defines if the animation loops
  81809. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81810. * @param onAnimationEnd defines the function to be executed when the animation ends
  81811. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81812. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81813. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81814. * @param onAnimationLoop defines the callback to call when an animation loops
  81815. * @returns the list of created animatables
  81816. */
  81817. 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[];
  81818. /**
  81819. * Begin a new animation on a given node
  81820. * @param target defines the target where the animation will take place
  81821. * @param animations defines the list of animations to start
  81822. * @param from defines the initial value
  81823. * @param to defines the final value
  81824. * @param loop defines if you want animation to loop (off by default)
  81825. * @param speedRatio defines the speed ratio to apply to all animations
  81826. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81827. * @param onAnimationLoop defines the callback to call when an animation loops
  81828. * @returns the list of created animatables
  81829. */
  81830. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  81831. /**
  81832. * Begin a new animation on a given node and its hierarchy
  81833. * @param target defines the root node where the animation will take place
  81834. * @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.
  81835. * @param animations defines the list of animations to start
  81836. * @param from defines the initial value
  81837. * @param to defines the final value
  81838. * @param loop defines if you want animation to loop (off by default)
  81839. * @param speedRatio defines the speed ratio to apply to all animations
  81840. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81841. * @param onAnimationLoop defines the callback to call when an animation loops
  81842. * @returns the list of animatables created for all nodes
  81843. */
  81844. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  81845. /**
  81846. * Gets the animatable associated with a specific target
  81847. * @param target defines the target of the animatable
  81848. * @returns the required animatable if found
  81849. */
  81850. getAnimatableByTarget(target: any): Nullable<Animatable>;
  81851. /**
  81852. * Gets all animatables associated with a given target
  81853. * @param target defines the target to look animatables for
  81854. * @returns an array of Animatables
  81855. */
  81856. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  81857. /**
  81858. * Stops and removes all animations that have been applied to the scene
  81859. */
  81860. stopAllAnimations(): void;
  81861. /**
  81862. * Gets the current delta time used by animation engine
  81863. */
  81864. deltaTime: number;
  81865. }
  81866. interface Bone {
  81867. /**
  81868. * Copy an animation range from another bone
  81869. * @param source defines the source bone
  81870. * @param rangeName defines the range name to copy
  81871. * @param frameOffset defines the frame offset
  81872. * @param rescaleAsRequired defines if rescaling must be applied if required
  81873. * @param skelDimensionsRatio defines the scaling ratio
  81874. * @returns true if operation was successful
  81875. */
  81876. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  81877. }
  81878. }
  81879. declare module BABYLON {
  81880. /**
  81881. * Class used to override all child animations of a given target
  81882. */
  81883. export class AnimationPropertiesOverride {
  81884. /**
  81885. * Gets or sets a value indicating if animation blending must be used
  81886. */
  81887. enableBlending: boolean;
  81888. /**
  81889. * Gets or sets the blending speed to use when enableBlending is true
  81890. */
  81891. blendingSpeed: number;
  81892. /**
  81893. * Gets or sets the default loop mode to use
  81894. */
  81895. loopMode: number;
  81896. }
  81897. }
  81898. declare module BABYLON {
  81899. /**
  81900. * Class used to handle skinning animations
  81901. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81902. */
  81903. export class Skeleton implements IAnimatable {
  81904. /** defines the skeleton name */
  81905. name: string;
  81906. /** defines the skeleton Id */
  81907. id: string;
  81908. /**
  81909. * Defines the list of child bones
  81910. */
  81911. bones: Bone[];
  81912. /**
  81913. * Defines an estimate of the dimension of the skeleton at rest
  81914. */
  81915. dimensionsAtRest: Vector3;
  81916. /**
  81917. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  81918. */
  81919. needInitialSkinMatrix: boolean;
  81920. /**
  81921. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  81922. */
  81923. overrideMesh: Nullable<AbstractMesh>;
  81924. /**
  81925. * Gets the list of animations attached to this skeleton
  81926. */
  81927. animations: Array<Animation>;
  81928. private _scene;
  81929. private _isDirty;
  81930. private _transformMatrices;
  81931. private _transformMatrixTexture;
  81932. private _meshesWithPoseMatrix;
  81933. private _animatables;
  81934. private _identity;
  81935. private _synchronizedWithMesh;
  81936. private _ranges;
  81937. private _lastAbsoluteTransformsUpdateId;
  81938. private _canUseTextureForBones;
  81939. private _uniqueId;
  81940. /** @hidden */
  81941. _numBonesWithLinkedTransformNode: number;
  81942. /** @hidden */
  81943. _hasWaitingData: Nullable<boolean>;
  81944. /**
  81945. * Specifies if the skeleton should be serialized
  81946. */
  81947. doNotSerialize: boolean;
  81948. private _useTextureToStoreBoneMatrices;
  81949. /**
  81950. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81951. * Please note that this option is not available if the hardware does not support it
  81952. */
  81953. useTextureToStoreBoneMatrices: boolean;
  81954. private _animationPropertiesOverride;
  81955. /**
  81956. * Gets or sets the animation properties override
  81957. */
  81958. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81959. /**
  81960. * List of inspectable custom properties (used by the Inspector)
  81961. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81962. */
  81963. inspectableCustomProperties: IInspectable[];
  81964. /**
  81965. * An observable triggered before computing the skeleton's matrices
  81966. */
  81967. onBeforeComputeObservable: Observable<Skeleton>;
  81968. /**
  81969. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81970. */
  81971. readonly isUsingTextureForMatrices: boolean;
  81972. /**
  81973. * Gets the unique ID of this skeleton
  81974. */
  81975. readonly uniqueId: number;
  81976. /**
  81977. * Creates a new skeleton
  81978. * @param name defines the skeleton name
  81979. * @param id defines the skeleton Id
  81980. * @param scene defines the hosting scene
  81981. */
  81982. constructor(
  81983. /** defines the skeleton name */
  81984. name: string,
  81985. /** defines the skeleton Id */
  81986. id: string, scene: Scene);
  81987. /**
  81988. * Gets the current object class name.
  81989. * @return the class name
  81990. */
  81991. getClassName(): string;
  81992. /**
  81993. * Returns an array containing the root bones
  81994. * @returns an array containing the root bones
  81995. */
  81996. getChildren(): Array<Bone>;
  81997. /**
  81998. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81999. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  82000. * @returns a Float32Array containing matrices data
  82001. */
  82002. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  82003. /**
  82004. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  82005. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  82006. * @returns a raw texture containing the data
  82007. */
  82008. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  82009. /**
  82010. * Gets the current hosting scene
  82011. * @returns a scene object
  82012. */
  82013. getScene(): Scene;
  82014. /**
  82015. * Gets a string representing the current skeleton data
  82016. * @param fullDetails defines a boolean indicating if we want a verbose version
  82017. * @returns a string representing the current skeleton data
  82018. */
  82019. toString(fullDetails?: boolean): string;
  82020. /**
  82021. * Get bone's index searching by name
  82022. * @param name defines bone's name to search for
  82023. * @return the indice of the bone. Returns -1 if not found
  82024. */
  82025. getBoneIndexByName(name: string): number;
  82026. /**
  82027. * Creater a new animation range
  82028. * @param name defines the name of the range
  82029. * @param from defines the start key
  82030. * @param to defines the end key
  82031. */
  82032. createAnimationRange(name: string, from: number, to: number): void;
  82033. /**
  82034. * Delete a specific animation range
  82035. * @param name defines the name of the range
  82036. * @param deleteFrames defines if frames must be removed as well
  82037. */
  82038. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  82039. /**
  82040. * Gets a specific animation range
  82041. * @param name defines the name of the range to look for
  82042. * @returns the requested animation range or null if not found
  82043. */
  82044. getAnimationRange(name: string): Nullable<AnimationRange>;
  82045. /**
  82046. * Gets the list of all animation ranges defined on this skeleton
  82047. * @returns an array
  82048. */
  82049. getAnimationRanges(): Nullable<AnimationRange>[];
  82050. /**
  82051. * Copy animation range from a source skeleton.
  82052. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  82053. * @param source defines the source skeleton
  82054. * @param name defines the name of the range to copy
  82055. * @param rescaleAsRequired defines if rescaling must be applied if required
  82056. * @returns true if operation was successful
  82057. */
  82058. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  82059. /**
  82060. * Forces the skeleton to go to rest pose
  82061. */
  82062. returnToRest(): void;
  82063. private _getHighestAnimationFrame;
  82064. /**
  82065. * Begin a specific animation range
  82066. * @param name defines the name of the range to start
  82067. * @param loop defines if looping must be turned on (false by default)
  82068. * @param speedRatio defines the speed ratio to apply (1 by default)
  82069. * @param onAnimationEnd defines a callback which will be called when animation will end
  82070. * @returns a new animatable
  82071. */
  82072. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  82073. /** @hidden */
  82074. _markAsDirty(): void;
  82075. /** @hidden */
  82076. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  82077. /** @hidden */
  82078. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  82079. private _computeTransformMatrices;
  82080. /**
  82081. * Build all resources required to render a skeleton
  82082. */
  82083. prepare(): void;
  82084. /**
  82085. * Gets the list of animatables currently running for this skeleton
  82086. * @returns an array of animatables
  82087. */
  82088. getAnimatables(): IAnimatable[];
  82089. /**
  82090. * Clone the current skeleton
  82091. * @param name defines the name of the new skeleton
  82092. * @param id defines the id of the new skeleton
  82093. * @returns the new skeleton
  82094. */
  82095. clone(name: string, id?: string): Skeleton;
  82096. /**
  82097. * Enable animation blending for this skeleton
  82098. * @param blendingSpeed defines the blending speed to apply
  82099. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  82100. */
  82101. enableBlending(blendingSpeed?: number): void;
  82102. /**
  82103. * Releases all resources associated with the current skeleton
  82104. */
  82105. dispose(): void;
  82106. /**
  82107. * Serialize the skeleton in a JSON object
  82108. * @returns a JSON object
  82109. */
  82110. serialize(): any;
  82111. /**
  82112. * Creates a new skeleton from serialized data
  82113. * @param parsedSkeleton defines the serialized data
  82114. * @param scene defines the hosting scene
  82115. * @returns a new skeleton
  82116. */
  82117. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  82118. /**
  82119. * Compute all node absolute transforms
  82120. * @param forceUpdate defines if computation must be done even if cache is up to date
  82121. */
  82122. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  82123. /**
  82124. * Gets the root pose matrix
  82125. * @returns a matrix
  82126. */
  82127. getPoseMatrix(): Nullable<Matrix>;
  82128. /**
  82129. * Sorts bones per internal index
  82130. */
  82131. sortBones(): void;
  82132. private _sortBones;
  82133. }
  82134. }
  82135. declare module BABYLON {
  82136. /**
  82137. * Class used to store bone information
  82138. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  82139. */
  82140. export class Bone extends Node {
  82141. /**
  82142. * defines the bone name
  82143. */
  82144. name: string;
  82145. private static _tmpVecs;
  82146. private static _tmpQuat;
  82147. private static _tmpMats;
  82148. /**
  82149. * Gets the list of child bones
  82150. */
  82151. children: Bone[];
  82152. /** Gets the animations associated with this bone */
  82153. animations: Animation[];
  82154. /**
  82155. * Gets or sets bone length
  82156. */
  82157. length: number;
  82158. /**
  82159. * @hidden Internal only
  82160. * Set this value to map this bone to a different index in the transform matrices
  82161. * Set this value to -1 to exclude the bone from the transform matrices
  82162. */
  82163. _index: Nullable<number>;
  82164. private _skeleton;
  82165. private _localMatrix;
  82166. private _restPose;
  82167. private _baseMatrix;
  82168. private _absoluteTransform;
  82169. private _invertedAbsoluteTransform;
  82170. private _parent;
  82171. private _scalingDeterminant;
  82172. private _worldTransform;
  82173. private _localScaling;
  82174. private _localRotation;
  82175. private _localPosition;
  82176. private _needToDecompose;
  82177. private _needToCompose;
  82178. /** @hidden */
  82179. _linkedTransformNode: Nullable<TransformNode>;
  82180. /** @hidden */
  82181. _waitingTransformNodeId: Nullable<string>;
  82182. /** @hidden */
  82183. /** @hidden */
  82184. _matrix: Matrix;
  82185. /**
  82186. * Create a new bone
  82187. * @param name defines the bone name
  82188. * @param skeleton defines the parent skeleton
  82189. * @param parentBone defines the parent (can be null if the bone is the root)
  82190. * @param localMatrix defines the local matrix
  82191. * @param restPose defines the rest pose matrix
  82192. * @param baseMatrix defines the base matrix
  82193. * @param index defines index of the bone in the hiearchy
  82194. */
  82195. constructor(
  82196. /**
  82197. * defines the bone name
  82198. */
  82199. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  82200. /**
  82201. * Gets the current object class name.
  82202. * @return the class name
  82203. */
  82204. getClassName(): string;
  82205. /**
  82206. * Gets the parent skeleton
  82207. * @returns a skeleton
  82208. */
  82209. getSkeleton(): Skeleton;
  82210. /**
  82211. * Gets parent bone
  82212. * @returns a bone or null if the bone is the root of the bone hierarchy
  82213. */
  82214. getParent(): Nullable<Bone>;
  82215. /**
  82216. * Returns an array containing the root bones
  82217. * @returns an array containing the root bones
  82218. */
  82219. getChildren(): Array<Bone>;
  82220. /**
  82221. * Gets the node index in matrix array generated for rendering
  82222. * @returns the node index
  82223. */
  82224. getIndex(): number;
  82225. /**
  82226. * Sets the parent bone
  82227. * @param parent defines the parent (can be null if the bone is the root)
  82228. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  82229. */
  82230. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  82231. /**
  82232. * Gets the local matrix
  82233. * @returns a matrix
  82234. */
  82235. getLocalMatrix(): Matrix;
  82236. /**
  82237. * Gets the base matrix (initial matrix which remains unchanged)
  82238. * @returns a matrix
  82239. */
  82240. getBaseMatrix(): Matrix;
  82241. /**
  82242. * Gets the rest pose matrix
  82243. * @returns a matrix
  82244. */
  82245. getRestPose(): Matrix;
  82246. /**
  82247. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  82248. */
  82249. getWorldMatrix(): Matrix;
  82250. /**
  82251. * Sets the local matrix to rest pose matrix
  82252. */
  82253. returnToRest(): void;
  82254. /**
  82255. * Gets the inverse of the absolute transform matrix.
  82256. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  82257. * @returns a matrix
  82258. */
  82259. getInvertedAbsoluteTransform(): Matrix;
  82260. /**
  82261. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  82262. * @returns a matrix
  82263. */
  82264. getAbsoluteTransform(): Matrix;
  82265. /**
  82266. * Links with the given transform node.
  82267. * The local matrix of this bone is copied from the transform node every frame.
  82268. * @param transformNode defines the transform node to link to
  82269. */
  82270. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  82271. /**
  82272. * Gets the node used to drive the bone's transformation
  82273. * @returns a transform node or null
  82274. */
  82275. getTransformNode(): Nullable<TransformNode>;
  82276. /** Gets or sets current position (in local space) */
  82277. position: Vector3;
  82278. /** Gets or sets current rotation (in local space) */
  82279. rotation: Vector3;
  82280. /** Gets or sets current rotation quaternion (in local space) */
  82281. rotationQuaternion: Quaternion;
  82282. /** Gets or sets current scaling (in local space) */
  82283. scaling: Vector3;
  82284. /**
  82285. * Gets the animation properties override
  82286. */
  82287. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  82288. private _decompose;
  82289. private _compose;
  82290. /**
  82291. * Update the base and local matrices
  82292. * @param matrix defines the new base or local matrix
  82293. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  82294. * @param updateLocalMatrix defines if the local matrix should be updated
  82295. */
  82296. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  82297. /** @hidden */
  82298. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  82299. /**
  82300. * Flag the bone as dirty (Forcing it to update everything)
  82301. */
  82302. markAsDirty(): void;
  82303. /** @hidden */
  82304. _markAsDirtyAndCompose(): void;
  82305. private _markAsDirtyAndDecompose;
  82306. /**
  82307. * Translate the bone in local or world space
  82308. * @param vec The amount to translate the bone
  82309. * @param space The space that the translation is in
  82310. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82311. */
  82312. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82313. /**
  82314. * Set the postion of the bone in local or world space
  82315. * @param position The position to set the bone
  82316. * @param space The space that the position is in
  82317. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82318. */
  82319. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82320. /**
  82321. * Set the absolute position of the bone (world space)
  82322. * @param position The position to set the bone
  82323. * @param mesh The mesh that this bone is attached to
  82324. */
  82325. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  82326. /**
  82327. * Scale the bone on the x, y and z axes (in local space)
  82328. * @param x The amount to scale the bone on the x axis
  82329. * @param y The amount to scale the bone on the y axis
  82330. * @param z The amount to scale the bone on the z axis
  82331. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  82332. */
  82333. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  82334. /**
  82335. * Set the bone scaling in local space
  82336. * @param scale defines the scaling vector
  82337. */
  82338. setScale(scale: Vector3): void;
  82339. /**
  82340. * Gets the current scaling in local space
  82341. * @returns the current scaling vector
  82342. */
  82343. getScale(): Vector3;
  82344. /**
  82345. * Gets the current scaling in local space and stores it in a target vector
  82346. * @param result defines the target vector
  82347. */
  82348. getScaleToRef(result: Vector3): void;
  82349. /**
  82350. * Set the yaw, pitch, and roll of the bone in local or world space
  82351. * @param yaw The rotation of the bone on the y axis
  82352. * @param pitch The rotation of the bone on the x axis
  82353. * @param roll The rotation of the bone on the z axis
  82354. * @param space The space that the axes of rotation are in
  82355. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82356. */
  82357. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  82358. /**
  82359. * Add a rotation to the bone on an axis in local or world space
  82360. * @param axis The axis to rotate the bone on
  82361. * @param amount The amount to rotate the bone
  82362. * @param space The space that the axis is in
  82363. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82364. */
  82365. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  82366. /**
  82367. * Set the rotation of the bone to a particular axis angle in local or world space
  82368. * @param axis The axis to rotate the bone on
  82369. * @param angle The angle that the bone should be rotated to
  82370. * @param space The space that the axis is in
  82371. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82372. */
  82373. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  82374. /**
  82375. * Set the euler rotation of the bone in local of world space
  82376. * @param rotation The euler rotation that the bone should be set to
  82377. * @param space The space that the rotation is in
  82378. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82379. */
  82380. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82381. /**
  82382. * Set the quaternion rotation of the bone in local of world space
  82383. * @param quat The quaternion rotation that the bone should be set to
  82384. * @param space The space that the rotation is in
  82385. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82386. */
  82387. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  82388. /**
  82389. * Set the rotation matrix of the bone in local of world space
  82390. * @param rotMat The rotation matrix that the bone should be set to
  82391. * @param space The space that the rotation is in
  82392. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82393. */
  82394. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  82395. private _rotateWithMatrix;
  82396. private _getNegativeRotationToRef;
  82397. /**
  82398. * Get the position of the bone in local or world space
  82399. * @param space The space that the returned position is in
  82400. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82401. * @returns The position of the bone
  82402. */
  82403. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82404. /**
  82405. * Copy the position of the bone to a vector3 in local or world space
  82406. * @param space The space that the returned position is in
  82407. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82408. * @param result The vector3 to copy the position to
  82409. */
  82410. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  82411. /**
  82412. * Get the absolute position of the bone (world space)
  82413. * @param mesh The mesh that this bone is attached to
  82414. * @returns The absolute position of the bone
  82415. */
  82416. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  82417. /**
  82418. * Copy the absolute position of the bone (world space) to the result param
  82419. * @param mesh The mesh that this bone is attached to
  82420. * @param result The vector3 to copy the absolute position to
  82421. */
  82422. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  82423. /**
  82424. * Compute the absolute transforms of this bone and its children
  82425. */
  82426. computeAbsoluteTransforms(): void;
  82427. /**
  82428. * Get the world direction from an axis that is in the local space of the bone
  82429. * @param localAxis The local direction that is used to compute the world direction
  82430. * @param mesh The mesh that this bone is attached to
  82431. * @returns The world direction
  82432. */
  82433. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82434. /**
  82435. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  82436. * @param localAxis The local direction that is used to compute the world direction
  82437. * @param mesh The mesh that this bone is attached to
  82438. * @param result The vector3 that the world direction will be copied to
  82439. */
  82440. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82441. /**
  82442. * Get the euler rotation of the bone in local or world space
  82443. * @param space The space that the rotation should be in
  82444. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82445. * @returns The euler rotation
  82446. */
  82447. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82448. /**
  82449. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  82450. * @param space The space that the rotation should be in
  82451. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82452. * @param result The vector3 that the rotation should be copied to
  82453. */
  82454. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82455. /**
  82456. * Get the quaternion rotation of the bone in either local or world space
  82457. * @param space The space that the rotation should be in
  82458. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82459. * @returns The quaternion rotation
  82460. */
  82461. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  82462. /**
  82463. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  82464. * @param space The space that the rotation should be in
  82465. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82466. * @param result The quaternion that the rotation should be copied to
  82467. */
  82468. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  82469. /**
  82470. * Get the rotation matrix of the bone in local or world space
  82471. * @param space The space that the rotation should be in
  82472. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82473. * @returns The rotation matrix
  82474. */
  82475. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  82476. /**
  82477. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  82478. * @param space The space that the rotation should be in
  82479. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82480. * @param result The quaternion that the rotation should be copied to
  82481. */
  82482. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  82483. /**
  82484. * Get the world position of a point that is in the local space of the bone
  82485. * @param position The local position
  82486. * @param mesh The mesh that this bone is attached to
  82487. * @returns The world position
  82488. */
  82489. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82490. /**
  82491. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  82492. * @param position The local position
  82493. * @param mesh The mesh that this bone is attached to
  82494. * @param result The vector3 that the world position should be copied to
  82495. */
  82496. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82497. /**
  82498. * Get the local position of a point that is in world space
  82499. * @param position The world position
  82500. * @param mesh The mesh that this bone is attached to
  82501. * @returns The local position
  82502. */
  82503. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82504. /**
  82505. * Get the local position of a point that is in world space and copy it to the result param
  82506. * @param position The world position
  82507. * @param mesh The mesh that this bone is attached to
  82508. * @param result The vector3 that the local position should be copied to
  82509. */
  82510. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82511. }
  82512. }
  82513. declare module BABYLON {
  82514. /**
  82515. * 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.
  82516. * @see https://doc.babylonjs.com/how_to/transformnode
  82517. */
  82518. export class TransformNode extends Node {
  82519. /**
  82520. * Object will not rotate to face the camera
  82521. */
  82522. static BILLBOARDMODE_NONE: number;
  82523. /**
  82524. * Object will rotate to face the camera but only on the x axis
  82525. */
  82526. static BILLBOARDMODE_X: number;
  82527. /**
  82528. * Object will rotate to face the camera but only on the y axis
  82529. */
  82530. static BILLBOARDMODE_Y: number;
  82531. /**
  82532. * Object will rotate to face the camera but only on the z axis
  82533. */
  82534. static BILLBOARDMODE_Z: number;
  82535. /**
  82536. * Object will rotate to face the camera
  82537. */
  82538. static BILLBOARDMODE_ALL: number;
  82539. /**
  82540. * Object will rotate to face the camera's position instead of orientation
  82541. */
  82542. static BILLBOARDMODE_USE_POSITION: number;
  82543. private _forward;
  82544. private _forwardInverted;
  82545. private _up;
  82546. private _right;
  82547. private _rightInverted;
  82548. private _position;
  82549. private _rotation;
  82550. private _rotationQuaternion;
  82551. protected _scaling: Vector3;
  82552. protected _isDirty: boolean;
  82553. private _transformToBoneReferal;
  82554. private _isAbsoluteSynced;
  82555. private _billboardMode;
  82556. /**
  82557. * Gets or sets the billboard mode. Default is 0.
  82558. *
  82559. * | Value | Type | Description |
  82560. * | --- | --- | --- |
  82561. * | 0 | BILLBOARDMODE_NONE | |
  82562. * | 1 | BILLBOARDMODE_X | |
  82563. * | 2 | BILLBOARDMODE_Y | |
  82564. * | 4 | BILLBOARDMODE_Z | |
  82565. * | 7 | BILLBOARDMODE_ALL | |
  82566. *
  82567. */
  82568. billboardMode: number;
  82569. private _preserveParentRotationForBillboard;
  82570. /**
  82571. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  82572. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  82573. */
  82574. preserveParentRotationForBillboard: boolean;
  82575. /**
  82576. * 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
  82577. */
  82578. scalingDeterminant: number;
  82579. private _infiniteDistance;
  82580. /**
  82581. * Gets or sets the distance of the object to max, often used by skybox
  82582. */
  82583. infiniteDistance: boolean;
  82584. /**
  82585. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  82586. * By default the system will update normals to compensate
  82587. */
  82588. ignoreNonUniformScaling: boolean;
  82589. /**
  82590. * 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
  82591. */
  82592. reIntegrateRotationIntoRotationQuaternion: boolean;
  82593. /** @hidden */
  82594. _poseMatrix: Nullable<Matrix>;
  82595. /** @hidden */
  82596. _localMatrix: Matrix;
  82597. private _usePivotMatrix;
  82598. private _absolutePosition;
  82599. private _absoluteScaling;
  82600. private _absoluteRotationQuaternion;
  82601. private _pivotMatrix;
  82602. private _pivotMatrixInverse;
  82603. protected _postMultiplyPivotMatrix: boolean;
  82604. protected _isWorldMatrixFrozen: boolean;
  82605. /** @hidden */
  82606. _indexInSceneTransformNodesArray: number;
  82607. /**
  82608. * An event triggered after the world matrix is updated
  82609. */
  82610. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  82611. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  82612. /**
  82613. * Gets a string identifying the name of the class
  82614. * @returns "TransformNode" string
  82615. */
  82616. getClassName(): string;
  82617. /**
  82618. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  82619. */
  82620. position: Vector3;
  82621. /**
  82622. * 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)).
  82623. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  82624. */
  82625. rotation: Vector3;
  82626. /**
  82627. * 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)).
  82628. */
  82629. scaling: Vector3;
  82630. /**
  82631. * 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).
  82632. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  82633. */
  82634. rotationQuaternion: Nullable<Quaternion>;
  82635. /**
  82636. * The forward direction of that transform in world space.
  82637. */
  82638. readonly forward: Vector3;
  82639. /**
  82640. * The up direction of that transform in world space.
  82641. */
  82642. readonly up: Vector3;
  82643. /**
  82644. * The right direction of that transform in world space.
  82645. */
  82646. readonly right: Vector3;
  82647. /**
  82648. * Copies the parameter passed Matrix into the mesh Pose matrix.
  82649. * @param matrix the matrix to copy the pose from
  82650. * @returns this TransformNode.
  82651. */
  82652. updatePoseMatrix(matrix: Matrix): TransformNode;
  82653. /**
  82654. * Returns the mesh Pose matrix.
  82655. * @returns the pose matrix
  82656. */
  82657. getPoseMatrix(): Matrix;
  82658. /** @hidden */
  82659. _isSynchronized(): boolean;
  82660. /** @hidden */
  82661. _initCache(): void;
  82662. /**
  82663. * Flag the transform node as dirty (Forcing it to update everything)
  82664. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  82665. * @returns this transform node
  82666. */
  82667. markAsDirty(property: string): TransformNode;
  82668. /**
  82669. * Returns the current mesh absolute position.
  82670. * Returns a Vector3.
  82671. */
  82672. readonly absolutePosition: Vector3;
  82673. /**
  82674. * Returns the current mesh absolute scaling.
  82675. * Returns a Vector3.
  82676. */
  82677. readonly absoluteScaling: Vector3;
  82678. /**
  82679. * Returns the current mesh absolute rotation.
  82680. * Returns a Quaternion.
  82681. */
  82682. readonly absoluteRotationQuaternion: Quaternion;
  82683. /**
  82684. * Sets a new matrix to apply before all other transformation
  82685. * @param matrix defines the transform matrix
  82686. * @returns the current TransformNode
  82687. */
  82688. setPreTransformMatrix(matrix: Matrix): TransformNode;
  82689. /**
  82690. * Sets a new pivot matrix to the current node
  82691. * @param matrix defines the new pivot matrix to use
  82692. * @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
  82693. * @returns the current TransformNode
  82694. */
  82695. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  82696. /**
  82697. * Returns the mesh pivot matrix.
  82698. * Default : Identity.
  82699. * @returns the matrix
  82700. */
  82701. getPivotMatrix(): Matrix;
  82702. /**
  82703. * Instantiate (when possible) or clone that node with its hierarchy
  82704. * @param newParent defines the new parent to use for the instance (or clone)
  82705. * @param options defines options to configure how copy is done
  82706. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  82707. * @returns an instance (or a clone) of the current node with its hiearchy
  82708. */
  82709. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  82710. doNotInstantiate: boolean;
  82711. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  82712. /**
  82713. * Prevents the World matrix to be computed any longer
  82714. * @param newWorldMatrix defines an optional matrix to use as world matrix
  82715. * @returns the TransformNode.
  82716. */
  82717. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  82718. /**
  82719. * Allows back the World matrix computation.
  82720. * @returns the TransformNode.
  82721. */
  82722. unfreezeWorldMatrix(): this;
  82723. /**
  82724. * True if the World matrix has been frozen.
  82725. */
  82726. readonly isWorldMatrixFrozen: boolean;
  82727. /**
  82728. * Retuns the mesh absolute position in the World.
  82729. * @returns a Vector3.
  82730. */
  82731. getAbsolutePosition(): Vector3;
  82732. /**
  82733. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  82734. * @param absolutePosition the absolute position to set
  82735. * @returns the TransformNode.
  82736. */
  82737. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  82738. /**
  82739. * Sets the mesh position in its local space.
  82740. * @param vector3 the position to set in localspace
  82741. * @returns the TransformNode.
  82742. */
  82743. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  82744. /**
  82745. * Returns the mesh position in the local space from the current World matrix values.
  82746. * @returns a new Vector3.
  82747. */
  82748. getPositionExpressedInLocalSpace(): Vector3;
  82749. /**
  82750. * Translates the mesh along the passed Vector3 in its local space.
  82751. * @param vector3 the distance to translate in localspace
  82752. * @returns the TransformNode.
  82753. */
  82754. locallyTranslate(vector3: Vector3): TransformNode;
  82755. private static _lookAtVectorCache;
  82756. /**
  82757. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  82758. * @param targetPoint the position (must be in same space as current mesh) to look at
  82759. * @param yawCor optional yaw (y-axis) correction in radians
  82760. * @param pitchCor optional pitch (x-axis) correction in radians
  82761. * @param rollCor optional roll (z-axis) correction in radians
  82762. * @param space the choosen space of the target
  82763. * @returns the TransformNode.
  82764. */
  82765. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  82766. /**
  82767. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82768. * This Vector3 is expressed in the World space.
  82769. * @param localAxis axis to rotate
  82770. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82771. */
  82772. getDirection(localAxis: Vector3): Vector3;
  82773. /**
  82774. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  82775. * localAxis is expressed in the mesh local space.
  82776. * result is computed in the Wordl space from the mesh World matrix.
  82777. * @param localAxis axis to rotate
  82778. * @param result the resulting transformnode
  82779. * @returns this TransformNode.
  82780. */
  82781. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  82782. /**
  82783. * Sets this transform node rotation to the given local axis.
  82784. * @param localAxis the axis in local space
  82785. * @param yawCor optional yaw (y-axis) correction in radians
  82786. * @param pitchCor optional pitch (x-axis) correction in radians
  82787. * @param rollCor optional roll (z-axis) correction in radians
  82788. * @returns this TransformNode
  82789. */
  82790. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  82791. /**
  82792. * Sets a new pivot point to the current node
  82793. * @param point defines the new pivot point to use
  82794. * @param space defines if the point is in world or local space (local by default)
  82795. * @returns the current TransformNode
  82796. */
  82797. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  82798. /**
  82799. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  82800. * @returns the pivot point
  82801. */
  82802. getPivotPoint(): Vector3;
  82803. /**
  82804. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  82805. * @param result the vector3 to store the result
  82806. * @returns this TransformNode.
  82807. */
  82808. getPivotPointToRef(result: Vector3): TransformNode;
  82809. /**
  82810. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  82811. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  82812. */
  82813. getAbsolutePivotPoint(): Vector3;
  82814. /**
  82815. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  82816. * @param result vector3 to store the result
  82817. * @returns this TransformNode.
  82818. */
  82819. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  82820. /**
  82821. * Defines the passed node as the parent of the current node.
  82822. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  82823. * @see https://doc.babylonjs.com/how_to/parenting
  82824. * @param node the node ot set as the parent
  82825. * @returns this TransformNode.
  82826. */
  82827. setParent(node: Nullable<Node>): TransformNode;
  82828. private _nonUniformScaling;
  82829. /**
  82830. * True if the scaling property of this object is non uniform eg. (1,2,1)
  82831. */
  82832. readonly nonUniformScaling: boolean;
  82833. /** @hidden */
  82834. _updateNonUniformScalingState(value: boolean): boolean;
  82835. /**
  82836. * Attach the current TransformNode to another TransformNode associated with a bone
  82837. * @param bone Bone affecting the TransformNode
  82838. * @param affectedTransformNode TransformNode associated with the bone
  82839. * @returns this object
  82840. */
  82841. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  82842. /**
  82843. * Detach the transform node if its associated with a bone
  82844. * @returns this object
  82845. */
  82846. detachFromBone(): TransformNode;
  82847. private static _rotationAxisCache;
  82848. /**
  82849. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  82850. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82851. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82852. * The passed axis is also normalized.
  82853. * @param axis the axis to rotate around
  82854. * @param amount the amount to rotate in radians
  82855. * @param space Space to rotate in (Default: local)
  82856. * @returns the TransformNode.
  82857. */
  82858. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  82859. /**
  82860. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  82861. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82862. * The passed axis is also normalized. .
  82863. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  82864. * @param point the point to rotate around
  82865. * @param axis the axis to rotate around
  82866. * @param amount the amount to rotate in radians
  82867. * @returns the TransformNode
  82868. */
  82869. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  82870. /**
  82871. * Translates the mesh along the axis vector for the passed distance in the given space.
  82872. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82873. * @param axis the axis to translate in
  82874. * @param distance the distance to translate
  82875. * @param space Space to rotate in (Default: local)
  82876. * @returns the TransformNode.
  82877. */
  82878. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  82879. /**
  82880. * Adds a rotation step to the mesh current rotation.
  82881. * x, y, z are Euler angles expressed in radians.
  82882. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  82883. * This means this rotation is made in the mesh local space only.
  82884. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  82885. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  82886. * ```javascript
  82887. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  82888. * ```
  82889. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  82890. * 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.
  82891. * @param x Rotation to add
  82892. * @param y Rotation to add
  82893. * @param z Rotation to add
  82894. * @returns the TransformNode.
  82895. */
  82896. addRotation(x: number, y: number, z: number): TransformNode;
  82897. /**
  82898. * @hidden
  82899. */
  82900. protected _getEffectiveParent(): Nullable<Node>;
  82901. /**
  82902. * Computes the world matrix of the node
  82903. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82904. * @returns the world matrix
  82905. */
  82906. computeWorldMatrix(force?: boolean): Matrix;
  82907. protected _afterComputeWorldMatrix(): void;
  82908. /**
  82909. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  82910. * @param func callback function to add
  82911. *
  82912. * @returns the TransformNode.
  82913. */
  82914. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82915. /**
  82916. * Removes a registered callback function.
  82917. * @param func callback function to remove
  82918. * @returns the TransformNode.
  82919. */
  82920. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82921. /**
  82922. * Gets the position of the current mesh in camera space
  82923. * @param camera defines the camera to use
  82924. * @returns a position
  82925. */
  82926. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  82927. /**
  82928. * Returns the distance from the mesh to the active camera
  82929. * @param camera defines the camera to use
  82930. * @returns the distance
  82931. */
  82932. getDistanceToCamera(camera?: Nullable<Camera>): number;
  82933. /**
  82934. * Clone the current transform node
  82935. * @param name Name of the new clone
  82936. * @param newParent New parent for the clone
  82937. * @param doNotCloneChildren Do not clone children hierarchy
  82938. * @returns the new transform node
  82939. */
  82940. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  82941. /**
  82942. * Serializes the objects information.
  82943. * @param currentSerializationObject defines the object to serialize in
  82944. * @returns the serialized object
  82945. */
  82946. serialize(currentSerializationObject?: any): any;
  82947. /**
  82948. * Returns a new TransformNode object parsed from the source provided.
  82949. * @param parsedTransformNode is the source.
  82950. * @param scene the scne the object belongs to
  82951. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82952. * @returns a new TransformNode object parsed from the source provided.
  82953. */
  82954. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82955. /**
  82956. * Get all child-transformNodes of this node
  82957. * @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
  82958. * @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
  82959. * @returns an array of TransformNode
  82960. */
  82961. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82962. /**
  82963. * Releases resources associated with this transform node.
  82964. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82965. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82966. */
  82967. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82968. /**
  82969. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82970. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82971. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82972. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82973. * @returns the current mesh
  82974. */
  82975. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82976. private _syncAbsoluteScalingAndRotation;
  82977. }
  82978. }
  82979. declare module BABYLON {
  82980. /**
  82981. * Defines the types of pose enabled controllers that are supported
  82982. */
  82983. export enum PoseEnabledControllerType {
  82984. /**
  82985. * HTC Vive
  82986. */
  82987. VIVE = 0,
  82988. /**
  82989. * Oculus Rift
  82990. */
  82991. OCULUS = 1,
  82992. /**
  82993. * Windows mixed reality
  82994. */
  82995. WINDOWS = 2,
  82996. /**
  82997. * Samsung gear VR
  82998. */
  82999. GEAR_VR = 3,
  83000. /**
  83001. * Google Daydream
  83002. */
  83003. DAYDREAM = 4,
  83004. /**
  83005. * Generic
  83006. */
  83007. GENERIC = 5
  83008. }
  83009. /**
  83010. * Defines the MutableGamepadButton interface for the state of a gamepad button
  83011. */
  83012. export interface MutableGamepadButton {
  83013. /**
  83014. * Value of the button/trigger
  83015. */
  83016. value: number;
  83017. /**
  83018. * If the button/trigger is currently touched
  83019. */
  83020. touched: boolean;
  83021. /**
  83022. * If the button/trigger is currently pressed
  83023. */
  83024. pressed: boolean;
  83025. }
  83026. /**
  83027. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  83028. * @hidden
  83029. */
  83030. export interface ExtendedGamepadButton extends GamepadButton {
  83031. /**
  83032. * If the button/trigger is currently pressed
  83033. */
  83034. readonly pressed: boolean;
  83035. /**
  83036. * If the button/trigger is currently touched
  83037. */
  83038. readonly touched: boolean;
  83039. /**
  83040. * Value of the button/trigger
  83041. */
  83042. readonly value: number;
  83043. }
  83044. /** @hidden */
  83045. export interface _GamePadFactory {
  83046. /**
  83047. * Returns wether or not the current gamepad can be created for this type of controller.
  83048. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  83049. * @returns true if it can be created, otherwise false
  83050. */
  83051. canCreate(gamepadInfo: any): boolean;
  83052. /**
  83053. * Creates a new instance of the Gamepad.
  83054. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  83055. * @returns the new gamepad instance
  83056. */
  83057. create(gamepadInfo: any): Gamepad;
  83058. }
  83059. /**
  83060. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83061. */
  83062. export class PoseEnabledControllerHelper {
  83063. /** @hidden */
  83064. static _ControllerFactories: _GamePadFactory[];
  83065. /** @hidden */
  83066. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  83067. /**
  83068. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83069. * @param vrGamepad the gamepad to initialized
  83070. * @returns a vr controller of the type the gamepad identified as
  83071. */
  83072. static InitiateController(vrGamepad: any): Gamepad;
  83073. }
  83074. /**
  83075. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83076. */
  83077. export class PoseEnabledController extends Gamepad implements PoseControlled {
  83078. /**
  83079. * If the controller is used in a webXR session
  83080. */
  83081. isXR: boolean;
  83082. private _deviceRoomPosition;
  83083. private _deviceRoomRotationQuaternion;
  83084. /**
  83085. * The device position in babylon space
  83086. */
  83087. devicePosition: Vector3;
  83088. /**
  83089. * The device rotation in babylon space
  83090. */
  83091. deviceRotationQuaternion: Quaternion;
  83092. /**
  83093. * The scale factor of the device in babylon space
  83094. */
  83095. deviceScaleFactor: number;
  83096. /**
  83097. * (Likely devicePosition should be used instead) The device position in its room space
  83098. */
  83099. position: Vector3;
  83100. /**
  83101. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  83102. */
  83103. rotationQuaternion: Quaternion;
  83104. /**
  83105. * The type of controller (Eg. Windows mixed reality)
  83106. */
  83107. controllerType: PoseEnabledControllerType;
  83108. protected _calculatedPosition: Vector3;
  83109. private _calculatedRotation;
  83110. /**
  83111. * The raw pose from the device
  83112. */
  83113. rawPose: DevicePose;
  83114. private _trackPosition;
  83115. private _maxRotationDistFromHeadset;
  83116. private _draggedRoomRotation;
  83117. /**
  83118. * @hidden
  83119. */
  83120. _disableTrackPosition(fixedPosition: Vector3): void;
  83121. /**
  83122. * Internal, the mesh attached to the controller
  83123. * @hidden
  83124. */
  83125. _mesh: Nullable<AbstractMesh>;
  83126. private _poseControlledCamera;
  83127. private _leftHandSystemQuaternion;
  83128. /**
  83129. * Internal, matrix used to convert room space to babylon space
  83130. * @hidden
  83131. */
  83132. _deviceToWorld: Matrix;
  83133. /**
  83134. * Node to be used when casting a ray from the controller
  83135. * @hidden
  83136. */
  83137. _pointingPoseNode: Nullable<TransformNode>;
  83138. /**
  83139. * Name of the child mesh that can be used to cast a ray from the controller
  83140. */
  83141. static readonly POINTING_POSE: string;
  83142. /**
  83143. * Creates a new PoseEnabledController from a gamepad
  83144. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83145. */
  83146. constructor(browserGamepad: any);
  83147. private _workingMatrix;
  83148. /**
  83149. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83150. */
  83151. update(): void;
  83152. /**
  83153. * Updates only the pose device and mesh without doing any button event checking
  83154. */
  83155. protected _updatePoseAndMesh(): void;
  83156. /**
  83157. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83158. * @param poseData raw pose fromthe device
  83159. */
  83160. updateFromDevice(poseData: DevicePose): void;
  83161. /**
  83162. * @hidden
  83163. */
  83164. _meshAttachedObservable: Observable<AbstractMesh>;
  83165. /**
  83166. * Attaches a mesh to the controller
  83167. * @param mesh the mesh to be attached
  83168. */
  83169. attachToMesh(mesh: AbstractMesh): void;
  83170. /**
  83171. * Attaches the controllers mesh to a camera
  83172. * @param camera the camera the mesh should be attached to
  83173. */
  83174. attachToPoseControlledCamera(camera: TargetCamera): void;
  83175. /**
  83176. * Disposes of the controller
  83177. */
  83178. dispose(): void;
  83179. /**
  83180. * The mesh that is attached to the controller
  83181. */
  83182. readonly mesh: Nullable<AbstractMesh>;
  83183. /**
  83184. * Gets the ray of the controller in the direction the controller is pointing
  83185. * @param length the length the resulting ray should be
  83186. * @returns a ray in the direction the controller is pointing
  83187. */
  83188. getForwardRay(length?: number): Ray;
  83189. }
  83190. }
  83191. declare module BABYLON {
  83192. /**
  83193. * Defines the WebVRController object that represents controllers tracked in 3D space
  83194. */
  83195. export abstract class WebVRController extends PoseEnabledController {
  83196. /**
  83197. * Internal, the default controller model for the controller
  83198. */
  83199. protected _defaultModel: Nullable<AbstractMesh>;
  83200. /**
  83201. * Fired when the trigger state has changed
  83202. */
  83203. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  83204. /**
  83205. * Fired when the main button state has changed
  83206. */
  83207. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  83208. /**
  83209. * Fired when the secondary button state has changed
  83210. */
  83211. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  83212. /**
  83213. * Fired when the pad state has changed
  83214. */
  83215. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  83216. /**
  83217. * Fired when controllers stick values have changed
  83218. */
  83219. onPadValuesChangedObservable: Observable<StickValues>;
  83220. /**
  83221. * Array of button availible on the controller
  83222. */
  83223. protected _buttons: Array<MutableGamepadButton>;
  83224. private _onButtonStateChange;
  83225. /**
  83226. * Fired when a controller button's state has changed
  83227. * @param callback the callback containing the button that was modified
  83228. */
  83229. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  83230. /**
  83231. * X and Y axis corresponding to the controllers joystick
  83232. */
  83233. pad: StickValues;
  83234. /**
  83235. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  83236. */
  83237. hand: string;
  83238. /**
  83239. * The default controller model for the controller
  83240. */
  83241. readonly defaultModel: Nullable<AbstractMesh>;
  83242. /**
  83243. * Creates a new WebVRController from a gamepad
  83244. * @param vrGamepad the gamepad that the WebVRController should be created from
  83245. */
  83246. constructor(vrGamepad: any);
  83247. /**
  83248. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83249. */
  83250. update(): void;
  83251. /**
  83252. * Function to be called when a button is modified
  83253. */
  83254. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  83255. /**
  83256. * Loads a mesh and attaches it to the controller
  83257. * @param scene the scene the mesh should be added to
  83258. * @param meshLoaded callback for when the mesh has been loaded
  83259. */
  83260. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  83261. private _setButtonValue;
  83262. private _changes;
  83263. private _checkChanges;
  83264. /**
  83265. * Disposes of th webVRCOntroller
  83266. */
  83267. dispose(): void;
  83268. }
  83269. }
  83270. declare module BABYLON {
  83271. /**
  83272. * The HemisphericLight simulates the ambient environment light,
  83273. * so the passed direction is the light reflection direction, not the incoming direction.
  83274. */
  83275. export class HemisphericLight extends Light {
  83276. /**
  83277. * The groundColor is the light in the opposite direction to the one specified during creation.
  83278. * 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.
  83279. */
  83280. groundColor: Color3;
  83281. /**
  83282. * The light reflection direction, not the incoming direction.
  83283. */
  83284. direction: Vector3;
  83285. /**
  83286. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  83287. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  83288. * The HemisphericLight can't cast shadows.
  83289. * Documentation : https://doc.babylonjs.com/babylon101/lights
  83290. * @param name The friendly name of the light
  83291. * @param direction The direction of the light reflection
  83292. * @param scene The scene the light belongs to
  83293. */
  83294. constructor(name: string, direction: Vector3, scene: Scene);
  83295. protected _buildUniformLayout(): void;
  83296. /**
  83297. * Returns the string "HemisphericLight".
  83298. * @return The class name
  83299. */
  83300. getClassName(): string;
  83301. /**
  83302. * Sets the HemisphericLight direction towards the passed target (Vector3).
  83303. * Returns the updated direction.
  83304. * @param target The target the direction should point to
  83305. * @return The computed direction
  83306. */
  83307. setDirectionToTarget(target: Vector3): Vector3;
  83308. /**
  83309. * Returns the shadow generator associated to the light.
  83310. * @returns Always null for hemispheric lights because it does not support shadows.
  83311. */
  83312. getShadowGenerator(): Nullable<IShadowGenerator>;
  83313. /**
  83314. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  83315. * @param effect The effect to update
  83316. * @param lightIndex The index of the light in the effect to update
  83317. * @returns The hemispheric light
  83318. */
  83319. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  83320. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  83321. /**
  83322. * Computes the world matrix of the node
  83323. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  83324. * @param useWasUpdatedFlag defines a reserved property
  83325. * @returns the world matrix
  83326. */
  83327. computeWorldMatrix(): Matrix;
  83328. /**
  83329. * Returns the integer 3.
  83330. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  83331. */
  83332. getTypeID(): number;
  83333. /**
  83334. * Prepares the list of defines specific to the light type.
  83335. * @param defines the list of defines
  83336. * @param lightIndex defines the index of the light for the effect
  83337. */
  83338. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  83339. }
  83340. }
  83341. declare module BABYLON {
  83342. /** @hidden */
  83343. export var vrMultiviewToSingleviewPixelShader: {
  83344. name: string;
  83345. shader: string;
  83346. };
  83347. }
  83348. declare module BABYLON {
  83349. /**
  83350. * Renders to multiple views with a single draw call
  83351. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  83352. */
  83353. export class MultiviewRenderTarget extends RenderTargetTexture {
  83354. /**
  83355. * Creates a multiview render target
  83356. * @param scene scene used with the render target
  83357. * @param size the size of the render target (used for each view)
  83358. */
  83359. constructor(scene: Scene, size?: number | {
  83360. width: number;
  83361. height: number;
  83362. } | {
  83363. ratio: number;
  83364. });
  83365. /**
  83366. * @hidden
  83367. * @param faceIndex the face index, if its a cube texture
  83368. */
  83369. _bindFrameBuffer(faceIndex?: number): void;
  83370. /**
  83371. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83372. * @returns the view count
  83373. */
  83374. getViewCount(): number;
  83375. }
  83376. }
  83377. declare module BABYLON {
  83378. /**
  83379. * Represents a camera frustum
  83380. */
  83381. export class Frustum {
  83382. /**
  83383. * Gets the planes representing the frustum
  83384. * @param transform matrix to be applied to the returned planes
  83385. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  83386. */
  83387. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  83388. /**
  83389. * Gets the near frustum plane transformed by the transform matrix
  83390. * @param transform transformation matrix to be applied to the resulting frustum plane
  83391. * @param frustumPlane the resuling frustum plane
  83392. */
  83393. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83394. /**
  83395. * Gets the far frustum plane transformed by the transform matrix
  83396. * @param transform transformation matrix to be applied to the resulting frustum plane
  83397. * @param frustumPlane the resuling frustum plane
  83398. */
  83399. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83400. /**
  83401. * Gets the left frustum plane transformed by the transform matrix
  83402. * @param transform transformation matrix to be applied to the resulting frustum plane
  83403. * @param frustumPlane the resuling frustum plane
  83404. */
  83405. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83406. /**
  83407. * Gets the right frustum plane transformed by the transform matrix
  83408. * @param transform transformation matrix to be applied to the resulting frustum plane
  83409. * @param frustumPlane the resuling frustum plane
  83410. */
  83411. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83412. /**
  83413. * Gets the top frustum plane transformed by the transform matrix
  83414. * @param transform transformation matrix to be applied to the resulting frustum plane
  83415. * @param frustumPlane the resuling frustum plane
  83416. */
  83417. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83418. /**
  83419. * Gets the bottom frustum plane transformed by the transform matrix
  83420. * @param transform transformation matrix to be applied to the resulting frustum plane
  83421. * @param frustumPlane the resuling frustum plane
  83422. */
  83423. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83424. /**
  83425. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  83426. * @param transform transformation matrix to be applied to the resulting frustum planes
  83427. * @param frustumPlanes the resuling frustum planes
  83428. */
  83429. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  83430. }
  83431. }
  83432. declare module BABYLON {
  83433. interface Engine {
  83434. /**
  83435. * Creates a new multiview render target
  83436. * @param width defines the width of the texture
  83437. * @param height defines the height of the texture
  83438. * @returns the created multiview texture
  83439. */
  83440. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  83441. /**
  83442. * Binds a multiview framebuffer to be drawn to
  83443. * @param multiviewTexture texture to bind
  83444. */
  83445. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  83446. }
  83447. interface Camera {
  83448. /**
  83449. * @hidden
  83450. * 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)
  83451. */
  83452. _useMultiviewToSingleView: boolean;
  83453. /**
  83454. * @hidden
  83455. * 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)
  83456. */
  83457. _multiviewTexture: Nullable<RenderTargetTexture>;
  83458. /**
  83459. * @hidden
  83460. * ensures the multiview texture of the camera exists and has the specified width/height
  83461. * @param width height to set on the multiview texture
  83462. * @param height width to set on the multiview texture
  83463. */
  83464. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  83465. }
  83466. interface Scene {
  83467. /** @hidden */
  83468. _transformMatrixR: Matrix;
  83469. /** @hidden */
  83470. _multiviewSceneUbo: Nullable<UniformBuffer>;
  83471. /** @hidden */
  83472. _createMultiviewUbo(): void;
  83473. /** @hidden */
  83474. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  83475. /** @hidden */
  83476. _renderMultiviewToSingleView(camera: Camera): void;
  83477. }
  83478. }
  83479. declare module BABYLON {
  83480. /**
  83481. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  83482. * This will not be used for webXR as it supports displaying texture arrays directly
  83483. */
  83484. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  83485. /**
  83486. * Initializes a VRMultiviewToSingleview
  83487. * @param name name of the post process
  83488. * @param camera camera to be applied to
  83489. * @param scaleFactor scaling factor to the size of the output texture
  83490. */
  83491. constructor(name: string, camera: Camera, scaleFactor: number);
  83492. }
  83493. }
  83494. declare module BABYLON {
  83495. /**
  83496. * Interface used to define additional presentation attributes
  83497. */
  83498. export interface IVRPresentationAttributes {
  83499. /**
  83500. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  83501. */
  83502. highRefreshRate: boolean;
  83503. /**
  83504. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  83505. */
  83506. foveationLevel: number;
  83507. }
  83508. interface Engine {
  83509. /** @hidden */
  83510. _vrDisplay: any;
  83511. /** @hidden */
  83512. _vrSupported: boolean;
  83513. /** @hidden */
  83514. _oldSize: Size;
  83515. /** @hidden */
  83516. _oldHardwareScaleFactor: number;
  83517. /** @hidden */
  83518. _vrExclusivePointerMode: boolean;
  83519. /** @hidden */
  83520. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  83521. /** @hidden */
  83522. _onVRDisplayPointerRestricted: () => void;
  83523. /** @hidden */
  83524. _onVRDisplayPointerUnrestricted: () => void;
  83525. /** @hidden */
  83526. _onVrDisplayConnect: Nullable<(display: any) => void>;
  83527. /** @hidden */
  83528. _onVrDisplayDisconnect: Nullable<() => void>;
  83529. /** @hidden */
  83530. _onVrDisplayPresentChange: Nullable<() => void>;
  83531. /**
  83532. * Observable signaled when VR display mode changes
  83533. */
  83534. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  83535. /**
  83536. * Observable signaled when VR request present is complete
  83537. */
  83538. onVRRequestPresentComplete: Observable<boolean>;
  83539. /**
  83540. * Observable signaled when VR request present starts
  83541. */
  83542. onVRRequestPresentStart: Observable<Engine>;
  83543. /**
  83544. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  83545. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  83546. */
  83547. isInVRExclusivePointerMode: boolean;
  83548. /**
  83549. * Gets a boolean indicating if a webVR device was detected
  83550. * @returns true if a webVR device was detected
  83551. */
  83552. isVRDevicePresent(): boolean;
  83553. /**
  83554. * Gets the current webVR device
  83555. * @returns the current webVR device (or null)
  83556. */
  83557. getVRDevice(): any;
  83558. /**
  83559. * Initializes a webVR display and starts listening to display change events
  83560. * The onVRDisplayChangedObservable will be notified upon these changes
  83561. * @returns A promise containing a VRDisplay and if vr is supported
  83562. */
  83563. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  83564. /** @hidden */
  83565. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  83566. /**
  83567. * Gets or sets the presentation attributes used to configure VR rendering
  83568. */
  83569. vrPresentationAttributes?: IVRPresentationAttributes;
  83570. /**
  83571. * Call this function to switch to webVR mode
  83572. * Will do nothing if webVR is not supported or if there is no webVR device
  83573. * @param options the webvr options provided to the camera. mainly used for multiview
  83574. * @see http://doc.babylonjs.com/how_to/webvr_camera
  83575. */
  83576. enableVR(options: WebVROptions): void;
  83577. /** @hidden */
  83578. _onVRFullScreenTriggered(): void;
  83579. }
  83580. }
  83581. declare module BABYLON {
  83582. /**
  83583. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  83584. * IMPORTANT!! The data is right-hand data.
  83585. * @export
  83586. * @interface DevicePose
  83587. */
  83588. export interface DevicePose {
  83589. /**
  83590. * The position of the device, values in array are [x,y,z].
  83591. */
  83592. readonly position: Nullable<Float32Array>;
  83593. /**
  83594. * The linearVelocity of the device, values in array are [x,y,z].
  83595. */
  83596. readonly linearVelocity: Nullable<Float32Array>;
  83597. /**
  83598. * The linearAcceleration of the device, values in array are [x,y,z].
  83599. */
  83600. readonly linearAcceleration: Nullable<Float32Array>;
  83601. /**
  83602. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  83603. */
  83604. readonly orientation: Nullable<Float32Array>;
  83605. /**
  83606. * The angularVelocity of the device, values in array are [x,y,z].
  83607. */
  83608. readonly angularVelocity: Nullable<Float32Array>;
  83609. /**
  83610. * The angularAcceleration of the device, values in array are [x,y,z].
  83611. */
  83612. readonly angularAcceleration: Nullable<Float32Array>;
  83613. }
  83614. /**
  83615. * Interface representing a pose controlled object in Babylon.
  83616. * A pose controlled object has both regular pose values as well as pose values
  83617. * from an external device such as a VR head mounted display
  83618. */
  83619. export interface PoseControlled {
  83620. /**
  83621. * The position of the object in babylon space.
  83622. */
  83623. position: Vector3;
  83624. /**
  83625. * The rotation quaternion of the object in babylon space.
  83626. */
  83627. rotationQuaternion: Quaternion;
  83628. /**
  83629. * The position of the device in babylon space.
  83630. */
  83631. devicePosition?: Vector3;
  83632. /**
  83633. * The rotation quaternion of the device in babylon space.
  83634. */
  83635. deviceRotationQuaternion: Quaternion;
  83636. /**
  83637. * The raw pose coming from the device.
  83638. */
  83639. rawPose: Nullable<DevicePose>;
  83640. /**
  83641. * The scale of the device to be used when translating from device space to babylon space.
  83642. */
  83643. deviceScaleFactor: number;
  83644. /**
  83645. * Updates the poseControlled values based on the input device pose.
  83646. * @param poseData the pose data to update the object with
  83647. */
  83648. updateFromDevice(poseData: DevicePose): void;
  83649. }
  83650. /**
  83651. * Set of options to customize the webVRCamera
  83652. */
  83653. export interface WebVROptions {
  83654. /**
  83655. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  83656. */
  83657. trackPosition?: boolean;
  83658. /**
  83659. * Sets the scale of the vrDevice in babylon space. (default: 1)
  83660. */
  83661. positionScale?: number;
  83662. /**
  83663. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  83664. */
  83665. displayName?: string;
  83666. /**
  83667. * Should the native controller meshes be initialized. (default: true)
  83668. */
  83669. controllerMeshes?: boolean;
  83670. /**
  83671. * Creating a default HemiLight only on controllers. (default: true)
  83672. */
  83673. defaultLightingOnControllers?: boolean;
  83674. /**
  83675. * If you don't want to use the default VR button of the helper. (default: false)
  83676. */
  83677. useCustomVRButton?: boolean;
  83678. /**
  83679. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  83680. */
  83681. customVRButton?: HTMLButtonElement;
  83682. /**
  83683. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  83684. */
  83685. rayLength?: number;
  83686. /**
  83687. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  83688. */
  83689. defaultHeight?: number;
  83690. /**
  83691. * If multiview should be used if availible (default: false)
  83692. */
  83693. useMultiview?: boolean;
  83694. }
  83695. /**
  83696. * This represents a WebVR camera.
  83697. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  83698. * @example http://doc.babylonjs.com/how_to/webvr_camera
  83699. */
  83700. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  83701. private webVROptions;
  83702. /**
  83703. * @hidden
  83704. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  83705. */
  83706. _vrDevice: any;
  83707. /**
  83708. * The rawPose of the vrDevice.
  83709. */
  83710. rawPose: Nullable<DevicePose>;
  83711. private _onVREnabled;
  83712. private _specsVersion;
  83713. private _attached;
  83714. private _frameData;
  83715. protected _descendants: Array<Node>;
  83716. private _deviceRoomPosition;
  83717. /** @hidden */
  83718. _deviceRoomRotationQuaternion: Quaternion;
  83719. private _standingMatrix;
  83720. /**
  83721. * Represents device position in babylon space.
  83722. */
  83723. devicePosition: Vector3;
  83724. /**
  83725. * Represents device rotation in babylon space.
  83726. */
  83727. deviceRotationQuaternion: Quaternion;
  83728. /**
  83729. * The scale of the device to be used when translating from device space to babylon space.
  83730. */
  83731. deviceScaleFactor: number;
  83732. private _deviceToWorld;
  83733. private _worldToDevice;
  83734. /**
  83735. * References to the webVR controllers for the vrDevice.
  83736. */
  83737. controllers: Array<WebVRController>;
  83738. /**
  83739. * Emits an event when a controller is attached.
  83740. */
  83741. onControllersAttachedObservable: Observable<WebVRController[]>;
  83742. /**
  83743. * Emits an event when a controller's mesh has been loaded;
  83744. */
  83745. onControllerMeshLoadedObservable: Observable<WebVRController>;
  83746. /**
  83747. * Emits an event when the HMD's pose has been updated.
  83748. */
  83749. onPoseUpdatedFromDeviceObservable: Observable<any>;
  83750. private _poseSet;
  83751. /**
  83752. * If the rig cameras be used as parent instead of this camera.
  83753. */
  83754. rigParenting: boolean;
  83755. private _lightOnControllers;
  83756. private _defaultHeight?;
  83757. /**
  83758. * Instantiates a WebVRFreeCamera.
  83759. * @param name The name of the WebVRFreeCamera
  83760. * @param position The starting anchor position for the camera
  83761. * @param scene The scene the camera belongs to
  83762. * @param webVROptions a set of customizable options for the webVRCamera
  83763. */
  83764. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  83765. /**
  83766. * Gets the device distance from the ground in meters.
  83767. * @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.
  83768. */
  83769. deviceDistanceToRoomGround(): number;
  83770. /**
  83771. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83772. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  83773. */
  83774. useStandingMatrix(callback?: (bool: boolean) => void): void;
  83775. /**
  83776. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83777. * @returns A promise with a boolean set to if the standing matrix is supported.
  83778. */
  83779. useStandingMatrixAsync(): Promise<boolean>;
  83780. /**
  83781. * Disposes the camera
  83782. */
  83783. dispose(): void;
  83784. /**
  83785. * Gets a vrController by name.
  83786. * @param name The name of the controller to retreive
  83787. * @returns the controller matching the name specified or null if not found
  83788. */
  83789. getControllerByName(name: string): Nullable<WebVRController>;
  83790. private _leftController;
  83791. /**
  83792. * The controller corresponding to the users left hand.
  83793. */
  83794. readonly leftController: Nullable<WebVRController>;
  83795. private _rightController;
  83796. /**
  83797. * The controller corresponding to the users right hand.
  83798. */
  83799. readonly rightController: Nullable<WebVRController>;
  83800. /**
  83801. * Casts a ray forward from the vrCamera's gaze.
  83802. * @param length Length of the ray (default: 100)
  83803. * @returns the ray corresponding to the gaze
  83804. */
  83805. getForwardRay(length?: number): Ray;
  83806. /**
  83807. * @hidden
  83808. * Updates the camera based on device's frame data
  83809. */
  83810. _checkInputs(): void;
  83811. /**
  83812. * Updates the poseControlled values based on the input device pose.
  83813. * @param poseData Pose coming from the device
  83814. */
  83815. updateFromDevice(poseData: DevicePose): void;
  83816. private _htmlElementAttached;
  83817. private _detachIfAttached;
  83818. /**
  83819. * WebVR's attach control will start broadcasting frames to the device.
  83820. * Note that in certain browsers (chrome for example) this function must be called
  83821. * within a user-interaction callback. Example:
  83822. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  83823. *
  83824. * @param element html element to attach the vrDevice to
  83825. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  83826. */
  83827. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  83828. /**
  83829. * Detaches the camera from the html element and disables VR
  83830. *
  83831. * @param element html element to detach from
  83832. */
  83833. detachControl(element: HTMLElement): void;
  83834. /**
  83835. * @returns the name of this class
  83836. */
  83837. getClassName(): string;
  83838. /**
  83839. * Calls resetPose on the vrDisplay
  83840. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  83841. */
  83842. resetToCurrentRotation(): void;
  83843. /**
  83844. * @hidden
  83845. * Updates the rig cameras (left and right eye)
  83846. */
  83847. _updateRigCameras(): void;
  83848. private _workingVector;
  83849. private _oneVector;
  83850. private _workingMatrix;
  83851. private updateCacheCalled;
  83852. private _correctPositionIfNotTrackPosition;
  83853. /**
  83854. * @hidden
  83855. * Updates the cached values of the camera
  83856. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  83857. */
  83858. _updateCache(ignoreParentClass?: boolean): void;
  83859. /**
  83860. * @hidden
  83861. * Get current device position in babylon world
  83862. */
  83863. _computeDevicePosition(): void;
  83864. /**
  83865. * Updates the current device position and rotation in the babylon world
  83866. */
  83867. update(): void;
  83868. /**
  83869. * @hidden
  83870. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  83871. * @returns an identity matrix
  83872. */
  83873. _getViewMatrix(): Matrix;
  83874. private _tmpMatrix;
  83875. /**
  83876. * This function is called by the two RIG cameras.
  83877. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  83878. * @hidden
  83879. */
  83880. _getWebVRViewMatrix(): Matrix;
  83881. /** @hidden */
  83882. _getWebVRProjectionMatrix(): Matrix;
  83883. private _onGamepadConnectedObserver;
  83884. private _onGamepadDisconnectedObserver;
  83885. private _updateCacheWhenTrackingDisabledObserver;
  83886. /**
  83887. * Initializes the controllers and their meshes
  83888. */
  83889. initControllers(): void;
  83890. }
  83891. }
  83892. declare module BABYLON {
  83893. /**
  83894. * Size options for a post process
  83895. */
  83896. export type PostProcessOptions = {
  83897. width: number;
  83898. height: number;
  83899. };
  83900. /**
  83901. * PostProcess can be used to apply a shader to a texture after it has been rendered
  83902. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83903. */
  83904. export class PostProcess {
  83905. /** Name of the PostProcess. */
  83906. name: string;
  83907. /**
  83908. * Gets or sets the unique id of the post process
  83909. */
  83910. uniqueId: number;
  83911. /**
  83912. * Width of the texture to apply the post process on
  83913. */
  83914. width: number;
  83915. /**
  83916. * Height of the texture to apply the post process on
  83917. */
  83918. height: number;
  83919. /**
  83920. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  83921. * @hidden
  83922. */
  83923. _outputTexture: Nullable<InternalTexture>;
  83924. /**
  83925. * Sampling mode used by the shader
  83926. * See https://doc.babylonjs.com/classes/3.1/texture
  83927. */
  83928. renderTargetSamplingMode: number;
  83929. /**
  83930. * Clear color to use when screen clearing
  83931. */
  83932. clearColor: Color4;
  83933. /**
  83934. * If the buffer needs to be cleared before applying the post process. (default: true)
  83935. * Should be set to false if shader will overwrite all previous pixels.
  83936. */
  83937. autoClear: boolean;
  83938. /**
  83939. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  83940. */
  83941. alphaMode: number;
  83942. /**
  83943. * Sets the setAlphaBlendConstants of the babylon engine
  83944. */
  83945. alphaConstants: Color4;
  83946. /**
  83947. * Animations to be used for the post processing
  83948. */
  83949. animations: Animation[];
  83950. /**
  83951. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83952. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83953. */
  83954. enablePixelPerfectMode: boolean;
  83955. /**
  83956. * Force the postprocess to be applied without taking in account viewport
  83957. */
  83958. forceFullscreenViewport: boolean;
  83959. /**
  83960. * List of inspectable custom properties (used by the Inspector)
  83961. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83962. */
  83963. inspectableCustomProperties: IInspectable[];
  83964. /**
  83965. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83966. *
  83967. * | Value | Type | Description |
  83968. * | ----- | ----------------------------------- | ----------- |
  83969. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83970. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83971. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83972. *
  83973. */
  83974. scaleMode: number;
  83975. /**
  83976. * Force textures to be a power of two (default: false)
  83977. */
  83978. alwaysForcePOT: boolean;
  83979. private _samples;
  83980. /**
  83981. * Number of sample textures (default: 1)
  83982. */
  83983. samples: number;
  83984. /**
  83985. * Modify the scale of the post process to be the same as the viewport (default: false)
  83986. */
  83987. adaptScaleToCurrentViewport: boolean;
  83988. private _camera;
  83989. private _scene;
  83990. private _engine;
  83991. private _options;
  83992. private _reusable;
  83993. private _textureType;
  83994. /**
  83995. * Smart array of input and output textures for the post process.
  83996. * @hidden
  83997. */
  83998. _textures: SmartArray<InternalTexture>;
  83999. /**
  84000. * The index in _textures that corresponds to the output texture.
  84001. * @hidden
  84002. */
  84003. _currentRenderTextureInd: number;
  84004. private _effect;
  84005. private _samplers;
  84006. private _fragmentUrl;
  84007. private _vertexUrl;
  84008. private _parameters;
  84009. private _scaleRatio;
  84010. protected _indexParameters: any;
  84011. private _shareOutputWithPostProcess;
  84012. private _texelSize;
  84013. private _forcedOutputTexture;
  84014. /**
  84015. * Returns the fragment url or shader name used in the post process.
  84016. * @returns the fragment url or name in the shader store.
  84017. */
  84018. getEffectName(): string;
  84019. /**
  84020. * An event triggered when the postprocess is activated.
  84021. */
  84022. onActivateObservable: Observable<Camera>;
  84023. private _onActivateObserver;
  84024. /**
  84025. * A function that is added to the onActivateObservable
  84026. */
  84027. onActivate: Nullable<(camera: Camera) => void>;
  84028. /**
  84029. * An event triggered when the postprocess changes its size.
  84030. */
  84031. onSizeChangedObservable: Observable<PostProcess>;
  84032. private _onSizeChangedObserver;
  84033. /**
  84034. * A function that is added to the onSizeChangedObservable
  84035. */
  84036. onSizeChanged: (postProcess: PostProcess) => void;
  84037. /**
  84038. * An event triggered when the postprocess applies its effect.
  84039. */
  84040. onApplyObservable: Observable<Effect>;
  84041. private _onApplyObserver;
  84042. /**
  84043. * A function that is added to the onApplyObservable
  84044. */
  84045. onApply: (effect: Effect) => void;
  84046. /**
  84047. * An event triggered before rendering the postprocess
  84048. */
  84049. onBeforeRenderObservable: Observable<Effect>;
  84050. private _onBeforeRenderObserver;
  84051. /**
  84052. * A function that is added to the onBeforeRenderObservable
  84053. */
  84054. onBeforeRender: (effect: Effect) => void;
  84055. /**
  84056. * An event triggered after rendering the postprocess
  84057. */
  84058. onAfterRenderObservable: Observable<Effect>;
  84059. private _onAfterRenderObserver;
  84060. /**
  84061. * A function that is added to the onAfterRenderObservable
  84062. */
  84063. onAfterRender: (efect: Effect) => void;
  84064. /**
  84065. * 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
  84066. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  84067. */
  84068. inputTexture: InternalTexture;
  84069. /**
  84070. * Gets the camera which post process is applied to.
  84071. * @returns The camera the post process is applied to.
  84072. */
  84073. getCamera(): Camera;
  84074. /**
  84075. * Gets the texel size of the postprocess.
  84076. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  84077. */
  84078. readonly texelSize: Vector2;
  84079. /**
  84080. * Creates a new instance PostProcess
  84081. * @param name The name of the PostProcess.
  84082. * @param fragmentUrl The url of the fragment shader to be used.
  84083. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  84084. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  84085. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  84086. * @param camera The camera to apply the render pass to.
  84087. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  84088. * @param engine The engine which the post process will be applied. (default: current engine)
  84089. * @param reusable If the post process can be reused on the same frame. (default: false)
  84090. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  84091. * @param textureType Type of textures used when performing the post process. (default: 0)
  84092. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  84093. * @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
  84094. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  84095. */
  84096. constructor(
  84097. /** Name of the PostProcess. */
  84098. 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);
  84099. /**
  84100. * Gets a string idenfifying the name of the class
  84101. * @returns "PostProcess" string
  84102. */
  84103. getClassName(): string;
  84104. /**
  84105. * Gets the engine which this post process belongs to.
  84106. * @returns The engine the post process was enabled with.
  84107. */
  84108. getEngine(): Engine;
  84109. /**
  84110. * The effect that is created when initializing the post process.
  84111. * @returns The created effect corresponding the the postprocess.
  84112. */
  84113. getEffect(): Effect;
  84114. /**
  84115. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  84116. * @param postProcess The post process to share the output with.
  84117. * @returns This post process.
  84118. */
  84119. shareOutputWith(postProcess: PostProcess): PostProcess;
  84120. /**
  84121. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  84122. * This should be called if the post process that shares output with this post process is disabled/disposed.
  84123. */
  84124. useOwnOutput(): void;
  84125. /**
  84126. * Updates the effect with the current post process compile time values and recompiles the shader.
  84127. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  84128. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  84129. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  84130. * @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
  84131. * @param onCompiled Called when the shader has been compiled.
  84132. * @param onError Called if there is an error when compiling a shader.
  84133. */
  84134. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84135. /**
  84136. * The post process is reusable if it can be used multiple times within one frame.
  84137. * @returns If the post process is reusable
  84138. */
  84139. isReusable(): boolean;
  84140. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  84141. markTextureDirty(): void;
  84142. /**
  84143. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  84144. * 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.
  84145. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  84146. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  84147. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  84148. * @returns The target texture that was bound to be written to.
  84149. */
  84150. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  84151. /**
  84152. * If the post process is supported.
  84153. */
  84154. readonly isSupported: boolean;
  84155. /**
  84156. * The aspect ratio of the output texture.
  84157. */
  84158. readonly aspectRatio: number;
  84159. /**
  84160. * Get a value indicating if the post-process is ready to be used
  84161. * @returns true if the post-process is ready (shader is compiled)
  84162. */
  84163. isReady(): boolean;
  84164. /**
  84165. * Binds all textures and uniforms to the shader, this will be run on every pass.
  84166. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  84167. */
  84168. apply(): Nullable<Effect>;
  84169. private _disposeTextures;
  84170. /**
  84171. * Disposes the post process.
  84172. * @param camera The camera to dispose the post process on.
  84173. */
  84174. dispose(camera?: Camera): void;
  84175. }
  84176. }
  84177. declare module BABYLON {
  84178. /** @hidden */
  84179. export var kernelBlurVaryingDeclaration: {
  84180. name: string;
  84181. shader: string;
  84182. };
  84183. }
  84184. declare module BABYLON {
  84185. /** @hidden */
  84186. export var kernelBlurFragment: {
  84187. name: string;
  84188. shader: string;
  84189. };
  84190. }
  84191. declare module BABYLON {
  84192. /** @hidden */
  84193. export var kernelBlurFragment2: {
  84194. name: string;
  84195. shader: string;
  84196. };
  84197. }
  84198. declare module BABYLON {
  84199. /** @hidden */
  84200. export var kernelBlurPixelShader: {
  84201. name: string;
  84202. shader: string;
  84203. };
  84204. }
  84205. declare module BABYLON {
  84206. /** @hidden */
  84207. export var kernelBlurVertex: {
  84208. name: string;
  84209. shader: string;
  84210. };
  84211. }
  84212. declare module BABYLON {
  84213. /** @hidden */
  84214. export var kernelBlurVertexShader: {
  84215. name: string;
  84216. shader: string;
  84217. };
  84218. }
  84219. declare module BABYLON {
  84220. /**
  84221. * The Blur Post Process which blurs an image based on a kernel and direction.
  84222. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  84223. */
  84224. export class BlurPostProcess extends PostProcess {
  84225. /** The direction in which to blur the image. */
  84226. direction: Vector2;
  84227. private blockCompilation;
  84228. protected _kernel: number;
  84229. protected _idealKernel: number;
  84230. protected _packedFloat: boolean;
  84231. private _staticDefines;
  84232. /**
  84233. * Sets the length in pixels of the blur sample region
  84234. */
  84235. /**
  84236. * Gets the length in pixels of the blur sample region
  84237. */
  84238. kernel: number;
  84239. /**
  84240. * Sets wether or not the blur needs to unpack/repack floats
  84241. */
  84242. /**
  84243. * Gets wether or not the blur is unpacking/repacking floats
  84244. */
  84245. packedFloat: boolean;
  84246. /**
  84247. * Creates a new instance BlurPostProcess
  84248. * @param name The name of the effect.
  84249. * @param direction The direction in which to blur the image.
  84250. * @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.
  84251. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  84252. * @param camera The camera to apply the render pass to.
  84253. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  84254. * @param engine The engine which the post process will be applied. (default: current engine)
  84255. * @param reusable If the post process can be reused on the same frame. (default: false)
  84256. * @param textureType Type of textures used when performing the post process. (default: 0)
  84257. * @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)
  84258. */
  84259. constructor(name: string,
  84260. /** The direction in which to blur the image. */
  84261. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  84262. /**
  84263. * Updates the effect with the current post process compile time values and recompiles the shader.
  84264. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  84265. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  84266. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  84267. * @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
  84268. * @param onCompiled Called when the shader has been compiled.
  84269. * @param onError Called if there is an error when compiling a shader.
  84270. */
  84271. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84272. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84273. /**
  84274. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  84275. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  84276. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  84277. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  84278. * The gaps between physical kernels are compensated for in the weighting of the samples
  84279. * @param idealKernel Ideal blur kernel.
  84280. * @return Nearest best kernel.
  84281. */
  84282. protected _nearestBestKernel(idealKernel: number): number;
  84283. /**
  84284. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  84285. * @param x The point on the Gaussian distribution to sample.
  84286. * @return the value of the Gaussian function at x.
  84287. */
  84288. protected _gaussianWeight(x: number): number;
  84289. /**
  84290. * Generates a string that can be used as a floating point number in GLSL.
  84291. * @param x Value to print.
  84292. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  84293. * @return GLSL float string.
  84294. */
  84295. protected _glslFloat(x: number, decimalFigures?: number): string;
  84296. }
  84297. }
  84298. declare module BABYLON {
  84299. /**
  84300. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84301. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84302. * You can then easily use it as a reflectionTexture on a flat surface.
  84303. * In case the surface is not a plane, please consider relying on reflection probes.
  84304. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84305. */
  84306. export class MirrorTexture extends RenderTargetTexture {
  84307. private scene;
  84308. /**
  84309. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  84310. * 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.
  84311. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84312. */
  84313. mirrorPlane: Plane;
  84314. /**
  84315. * Define the blur ratio used to blur the reflection if needed.
  84316. */
  84317. blurRatio: number;
  84318. /**
  84319. * Define the adaptive blur kernel used to blur the reflection if needed.
  84320. * This will autocompute the closest best match for the `blurKernel`
  84321. */
  84322. adaptiveBlurKernel: number;
  84323. /**
  84324. * Define the blur kernel used to blur the reflection if needed.
  84325. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84326. */
  84327. blurKernel: number;
  84328. /**
  84329. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  84330. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84331. */
  84332. blurKernelX: number;
  84333. /**
  84334. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  84335. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84336. */
  84337. blurKernelY: number;
  84338. private _autoComputeBlurKernel;
  84339. protected _onRatioRescale(): void;
  84340. private _updateGammaSpace;
  84341. private _imageProcessingConfigChangeObserver;
  84342. private _transformMatrix;
  84343. private _mirrorMatrix;
  84344. private _savedViewMatrix;
  84345. private _blurX;
  84346. private _blurY;
  84347. private _adaptiveBlurKernel;
  84348. private _blurKernelX;
  84349. private _blurKernelY;
  84350. private _blurRatio;
  84351. /**
  84352. * Instantiates a Mirror Texture.
  84353. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84354. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84355. * You can then easily use it as a reflectionTexture on a flat surface.
  84356. * In case the surface is not a plane, please consider relying on reflection probes.
  84357. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84358. * @param name
  84359. * @param size
  84360. * @param scene
  84361. * @param generateMipMaps
  84362. * @param type
  84363. * @param samplingMode
  84364. * @param generateDepthBuffer
  84365. */
  84366. constructor(name: string, size: number | {
  84367. width: number;
  84368. height: number;
  84369. } | {
  84370. ratio: number;
  84371. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  84372. private _preparePostProcesses;
  84373. /**
  84374. * Clone the mirror texture.
  84375. * @returns the cloned texture
  84376. */
  84377. clone(): MirrorTexture;
  84378. /**
  84379. * Serialize the texture to a JSON representation you could use in Parse later on
  84380. * @returns the serialized JSON representation
  84381. */
  84382. serialize(): any;
  84383. /**
  84384. * Dispose the texture and release its associated resources.
  84385. */
  84386. dispose(): void;
  84387. }
  84388. }
  84389. declare module BABYLON {
  84390. /**
  84391. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84392. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84393. */
  84394. export class Texture extends BaseTexture {
  84395. /**
  84396. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  84397. */
  84398. static SerializeBuffers: boolean;
  84399. /** @hidden */
  84400. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  84401. /** @hidden */
  84402. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  84403. /** @hidden */
  84404. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  84405. /** nearest is mag = nearest and min = nearest and mip = linear */
  84406. static readonly NEAREST_SAMPLINGMODE: number;
  84407. /** nearest is mag = nearest and min = nearest and mip = linear */
  84408. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  84409. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84410. static readonly BILINEAR_SAMPLINGMODE: number;
  84411. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84412. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  84413. /** Trilinear is mag = linear and min = linear and mip = linear */
  84414. static readonly TRILINEAR_SAMPLINGMODE: number;
  84415. /** Trilinear is mag = linear and min = linear and mip = linear */
  84416. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  84417. /** mag = nearest and min = nearest and mip = nearest */
  84418. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  84419. /** mag = nearest and min = linear and mip = nearest */
  84420. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  84421. /** mag = nearest and min = linear and mip = linear */
  84422. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  84423. /** mag = nearest and min = linear and mip = none */
  84424. static readonly NEAREST_LINEAR: number;
  84425. /** mag = nearest and min = nearest and mip = none */
  84426. static readonly NEAREST_NEAREST: number;
  84427. /** mag = linear and min = nearest and mip = nearest */
  84428. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  84429. /** mag = linear and min = nearest and mip = linear */
  84430. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  84431. /** mag = linear and min = linear and mip = none */
  84432. static readonly LINEAR_LINEAR: number;
  84433. /** mag = linear and min = nearest and mip = none */
  84434. static readonly LINEAR_NEAREST: number;
  84435. /** Explicit coordinates mode */
  84436. static readonly EXPLICIT_MODE: number;
  84437. /** Spherical coordinates mode */
  84438. static readonly SPHERICAL_MODE: number;
  84439. /** Planar coordinates mode */
  84440. static readonly PLANAR_MODE: number;
  84441. /** Cubic coordinates mode */
  84442. static readonly CUBIC_MODE: number;
  84443. /** Projection coordinates mode */
  84444. static readonly PROJECTION_MODE: number;
  84445. /** Inverse Cubic coordinates mode */
  84446. static readonly SKYBOX_MODE: number;
  84447. /** Inverse Cubic coordinates mode */
  84448. static readonly INVCUBIC_MODE: number;
  84449. /** Equirectangular coordinates mode */
  84450. static readonly EQUIRECTANGULAR_MODE: number;
  84451. /** Equirectangular Fixed coordinates mode */
  84452. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  84453. /** Equirectangular Fixed Mirrored coordinates mode */
  84454. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  84455. /** Texture is not repeating outside of 0..1 UVs */
  84456. static readonly CLAMP_ADDRESSMODE: number;
  84457. /** Texture is repeating outside of 0..1 UVs */
  84458. static readonly WRAP_ADDRESSMODE: number;
  84459. /** Texture is repeating and mirrored */
  84460. static readonly MIRROR_ADDRESSMODE: number;
  84461. /**
  84462. * 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
  84463. */
  84464. static UseSerializedUrlIfAny: boolean;
  84465. /**
  84466. * Define the url of the texture.
  84467. */
  84468. url: Nullable<string>;
  84469. /**
  84470. * Define an offset on the texture to offset the u coordinates of the UVs
  84471. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84472. */
  84473. uOffset: number;
  84474. /**
  84475. * Define an offset on the texture to offset the v coordinates of the UVs
  84476. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84477. */
  84478. vOffset: number;
  84479. /**
  84480. * Define an offset on the texture to scale the u coordinates of the UVs
  84481. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84482. */
  84483. uScale: number;
  84484. /**
  84485. * Define an offset on the texture to scale the v coordinates of the UVs
  84486. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84487. */
  84488. vScale: number;
  84489. /**
  84490. * Define an offset on the texture to rotate around the u coordinates of the UVs
  84491. * @see http://doc.babylonjs.com/how_to/more_materials
  84492. */
  84493. uAng: number;
  84494. /**
  84495. * Define an offset on the texture to rotate around the v coordinates of the UVs
  84496. * @see http://doc.babylonjs.com/how_to/more_materials
  84497. */
  84498. vAng: number;
  84499. /**
  84500. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  84501. * @see http://doc.babylonjs.com/how_to/more_materials
  84502. */
  84503. wAng: number;
  84504. /**
  84505. * Defines the center of rotation (U)
  84506. */
  84507. uRotationCenter: number;
  84508. /**
  84509. * Defines the center of rotation (V)
  84510. */
  84511. vRotationCenter: number;
  84512. /**
  84513. * Defines the center of rotation (W)
  84514. */
  84515. wRotationCenter: number;
  84516. /**
  84517. * Are mip maps generated for this texture or not.
  84518. */
  84519. readonly noMipmap: boolean;
  84520. /**
  84521. * List of inspectable custom properties (used by the Inspector)
  84522. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84523. */
  84524. inspectableCustomProperties: Nullable<IInspectable[]>;
  84525. private _noMipmap;
  84526. /** @hidden */
  84527. _invertY: boolean;
  84528. private _rowGenerationMatrix;
  84529. private _cachedTextureMatrix;
  84530. private _projectionModeMatrix;
  84531. private _t0;
  84532. private _t1;
  84533. private _t2;
  84534. private _cachedUOffset;
  84535. private _cachedVOffset;
  84536. private _cachedUScale;
  84537. private _cachedVScale;
  84538. private _cachedUAng;
  84539. private _cachedVAng;
  84540. private _cachedWAng;
  84541. private _cachedProjectionMatrixId;
  84542. private _cachedCoordinatesMode;
  84543. /** @hidden */
  84544. protected _initialSamplingMode: number;
  84545. /** @hidden */
  84546. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  84547. private _deleteBuffer;
  84548. protected _format: Nullable<number>;
  84549. private _delayedOnLoad;
  84550. private _delayedOnError;
  84551. private _mimeType?;
  84552. /**
  84553. * Observable triggered once the texture has been loaded.
  84554. */
  84555. onLoadObservable: Observable<Texture>;
  84556. protected _isBlocking: boolean;
  84557. /**
  84558. * Is the texture preventing material to render while loading.
  84559. * If false, a default texture will be used instead of the loading one during the preparation step.
  84560. */
  84561. isBlocking: boolean;
  84562. /**
  84563. * Get the current sampling mode associated with the texture.
  84564. */
  84565. readonly samplingMode: number;
  84566. /**
  84567. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  84568. */
  84569. readonly invertY: boolean;
  84570. /**
  84571. * Instantiates a new texture.
  84572. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84573. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84574. * @param url defines the url of the picture to load as a texture
  84575. * @param scene defines the scene or engine the texture will belong to
  84576. * @param noMipmap defines if the texture will require mip maps or not
  84577. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  84578. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84579. * @param onLoad defines a callback triggered when the texture has been loaded
  84580. * @param onError defines a callback triggered when an error occurred during the loading session
  84581. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  84582. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  84583. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84584. * @param mimeType defines an optional mime type information
  84585. */
  84586. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  84587. /**
  84588. * Update the url (and optional buffer) of this texture if url was null during construction.
  84589. * @param url the url of the texture
  84590. * @param buffer the buffer of the texture (defaults to null)
  84591. * @param onLoad callback called when the texture is loaded (defaults to null)
  84592. */
  84593. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  84594. /**
  84595. * Finish the loading sequence of a texture flagged as delayed load.
  84596. * @hidden
  84597. */
  84598. delayLoad(): void;
  84599. private _prepareRowForTextureGeneration;
  84600. /**
  84601. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  84602. * @returns the transform matrix of the texture.
  84603. */
  84604. getTextureMatrix(uBase?: number): Matrix;
  84605. /**
  84606. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  84607. * @returns The reflection texture transform
  84608. */
  84609. getReflectionTextureMatrix(): Matrix;
  84610. /**
  84611. * Clones the texture.
  84612. * @returns the cloned texture
  84613. */
  84614. clone(): Texture;
  84615. /**
  84616. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84617. * @returns The JSON representation of the texture
  84618. */
  84619. serialize(): any;
  84620. /**
  84621. * Get the current class name of the texture useful for serialization or dynamic coding.
  84622. * @returns "Texture"
  84623. */
  84624. getClassName(): string;
  84625. /**
  84626. * Dispose the texture and release its associated resources.
  84627. */
  84628. dispose(): void;
  84629. /**
  84630. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  84631. * @param parsedTexture Define the JSON representation of the texture
  84632. * @param scene Define the scene the parsed texture should be instantiated in
  84633. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  84634. * @returns The parsed texture if successful
  84635. */
  84636. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  84637. /**
  84638. * Creates a texture from its base 64 representation.
  84639. * @param data Define the base64 payload without the data: prefix
  84640. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84641. * @param scene Define the scene the texture should belong to
  84642. * @param noMipmap Forces the texture to not create mip map information if true
  84643. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84644. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84645. * @param onLoad define a callback triggered when the texture has been loaded
  84646. * @param onError define a callback triggered when an error occurred during the loading session
  84647. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84648. * @returns the created texture
  84649. */
  84650. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  84651. /**
  84652. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  84653. * @param data Define the base64 payload without the data: prefix
  84654. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84655. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  84656. * @param scene Define the scene the texture should belong to
  84657. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  84658. * @param noMipmap Forces the texture to not create mip map information if true
  84659. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84660. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84661. * @param onLoad define a callback triggered when the texture has been loaded
  84662. * @param onError define a callback triggered when an error occurred during the loading session
  84663. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84664. * @returns the created texture
  84665. */
  84666. 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;
  84667. }
  84668. }
  84669. declare module BABYLON {
  84670. /**
  84671. * PostProcessManager is used to manage one or more post processes or post process pipelines
  84672. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  84673. */
  84674. export class PostProcessManager {
  84675. private _scene;
  84676. private _indexBuffer;
  84677. private _vertexBuffers;
  84678. /**
  84679. * Creates a new instance PostProcess
  84680. * @param scene The scene that the post process is associated with.
  84681. */
  84682. constructor(scene: Scene);
  84683. private _prepareBuffers;
  84684. private _buildIndexBuffer;
  84685. /**
  84686. * Rebuilds the vertex buffers of the manager.
  84687. * @hidden
  84688. */
  84689. _rebuild(): void;
  84690. /**
  84691. * Prepares a frame to be run through a post process.
  84692. * @param sourceTexture The input texture to the post procesess. (default: null)
  84693. * @param postProcesses An array of post processes to be run. (default: null)
  84694. * @returns True if the post processes were able to be run.
  84695. * @hidden
  84696. */
  84697. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  84698. /**
  84699. * Manually render a set of post processes to a texture.
  84700. * @param postProcesses An array of post processes to be run.
  84701. * @param targetTexture The target texture to render to.
  84702. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  84703. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  84704. * @param lodLevel defines which lod of the texture to render to
  84705. */
  84706. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  84707. /**
  84708. * Finalize the result of the output of the postprocesses.
  84709. * @param doNotPresent If true the result will not be displayed to the screen.
  84710. * @param targetTexture The target texture to render to.
  84711. * @param faceIndex The index of the face to bind the target texture to.
  84712. * @param postProcesses The array of post processes to render.
  84713. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  84714. * @hidden
  84715. */
  84716. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  84717. /**
  84718. * Disposes of the post process manager.
  84719. */
  84720. dispose(): void;
  84721. }
  84722. }
  84723. declare module BABYLON {
  84724. /** Interface used by value gradients (color, factor, ...) */
  84725. export interface IValueGradient {
  84726. /**
  84727. * Gets or sets the gradient value (between 0 and 1)
  84728. */
  84729. gradient: number;
  84730. }
  84731. /** Class used to store color4 gradient */
  84732. export class ColorGradient implements IValueGradient {
  84733. /**
  84734. * Gets or sets the gradient value (between 0 and 1)
  84735. */
  84736. gradient: number;
  84737. /**
  84738. * Gets or sets first associated color
  84739. */
  84740. color1: Color4;
  84741. /**
  84742. * Gets or sets second associated color
  84743. */
  84744. color2?: Color4;
  84745. /**
  84746. * Will get a color picked randomly between color1 and color2.
  84747. * If color2 is undefined then color1 will be used
  84748. * @param result defines the target Color4 to store the result in
  84749. */
  84750. getColorToRef(result: Color4): void;
  84751. }
  84752. /** Class used to store color 3 gradient */
  84753. export class Color3Gradient implements IValueGradient {
  84754. /**
  84755. * Gets or sets the gradient value (between 0 and 1)
  84756. */
  84757. gradient: number;
  84758. /**
  84759. * Gets or sets the associated color
  84760. */
  84761. color: Color3;
  84762. }
  84763. /** Class used to store factor gradient */
  84764. export class FactorGradient implements IValueGradient {
  84765. /**
  84766. * Gets or sets the gradient value (between 0 and 1)
  84767. */
  84768. gradient: number;
  84769. /**
  84770. * Gets or sets first associated factor
  84771. */
  84772. factor1: number;
  84773. /**
  84774. * Gets or sets second associated factor
  84775. */
  84776. factor2?: number;
  84777. /**
  84778. * Will get a number picked randomly between factor1 and factor2.
  84779. * If factor2 is undefined then factor1 will be used
  84780. * @returns the picked number
  84781. */
  84782. getFactor(): number;
  84783. }
  84784. /**
  84785. * Helper used to simplify some generic gradient tasks
  84786. */
  84787. export class GradientHelper {
  84788. /**
  84789. * Gets the current gradient from an array of IValueGradient
  84790. * @param ratio defines the current ratio to get
  84791. * @param gradients defines the array of IValueGradient
  84792. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  84793. */
  84794. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  84795. }
  84796. }
  84797. declare module BABYLON {
  84798. interface ThinEngine {
  84799. /**
  84800. * Creates a dynamic texture
  84801. * @param width defines the width of the texture
  84802. * @param height defines the height of the texture
  84803. * @param generateMipMaps defines if the engine should generate the mip levels
  84804. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  84805. * @returns the dynamic texture inside an InternalTexture
  84806. */
  84807. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  84808. /**
  84809. * Update the content of a dynamic texture
  84810. * @param texture defines the texture to update
  84811. * @param canvas defines the canvas containing the source
  84812. * @param invertY defines if data must be stored with Y axis inverted
  84813. * @param premulAlpha defines if alpha is stored as premultiplied
  84814. * @param format defines the format of the data
  84815. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  84816. */
  84817. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  84818. }
  84819. }
  84820. declare module BABYLON {
  84821. /**
  84822. * Helper class used to generate a canvas to manipulate images
  84823. */
  84824. export class CanvasGenerator {
  84825. /**
  84826. * Create a new canvas (or offscreen canvas depending on the context)
  84827. * @param width defines the expected width
  84828. * @param height defines the expected height
  84829. * @return a new canvas or offscreen canvas
  84830. */
  84831. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  84832. }
  84833. }
  84834. declare module BABYLON {
  84835. /**
  84836. * A class extending Texture allowing drawing on a texture
  84837. * @see http://doc.babylonjs.com/how_to/dynamictexture
  84838. */
  84839. export class DynamicTexture extends Texture {
  84840. private _generateMipMaps;
  84841. private _canvas;
  84842. private _context;
  84843. private _engine;
  84844. /**
  84845. * Creates a DynamicTexture
  84846. * @param name defines the name of the texture
  84847. * @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
  84848. * @param scene defines the scene where you want the texture
  84849. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  84850. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  84851. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  84852. */
  84853. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  84854. /**
  84855. * Get the current class name of the texture useful for serialization or dynamic coding.
  84856. * @returns "DynamicTexture"
  84857. */
  84858. getClassName(): string;
  84859. /**
  84860. * Gets the current state of canRescale
  84861. */
  84862. readonly canRescale: boolean;
  84863. private _recreate;
  84864. /**
  84865. * Scales the texture
  84866. * @param ratio the scale factor to apply to both width and height
  84867. */
  84868. scale(ratio: number): void;
  84869. /**
  84870. * Resizes the texture
  84871. * @param width the new width
  84872. * @param height the new height
  84873. */
  84874. scaleTo(width: number, height: number): void;
  84875. /**
  84876. * Gets the context of the canvas used by the texture
  84877. * @returns the canvas context of the dynamic texture
  84878. */
  84879. getContext(): CanvasRenderingContext2D;
  84880. /**
  84881. * Clears the texture
  84882. */
  84883. clear(): void;
  84884. /**
  84885. * Updates the texture
  84886. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84887. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  84888. */
  84889. update(invertY?: boolean, premulAlpha?: boolean): void;
  84890. /**
  84891. * Draws text onto the texture
  84892. * @param text defines the text to be drawn
  84893. * @param x defines the placement of the text from the left
  84894. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  84895. * @param font defines the font to be used with font-style, font-size, font-name
  84896. * @param color defines the color used for the text
  84897. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  84898. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84899. * @param update defines whether texture is immediately update (default is true)
  84900. */
  84901. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  84902. /**
  84903. * Clones the texture
  84904. * @returns the clone of the texture.
  84905. */
  84906. clone(): DynamicTexture;
  84907. /**
  84908. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  84909. * @returns a serialized dynamic texture object
  84910. */
  84911. serialize(): any;
  84912. /** @hidden */
  84913. _rebuild(): void;
  84914. }
  84915. }
  84916. declare module BABYLON {
  84917. interface AbstractScene {
  84918. /**
  84919. * The list of procedural textures added to the scene
  84920. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84921. */
  84922. proceduralTextures: Array<ProceduralTexture>;
  84923. }
  84924. /**
  84925. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  84926. * in a given scene.
  84927. */
  84928. export class ProceduralTextureSceneComponent implements ISceneComponent {
  84929. /**
  84930. * The component name helpfull to identify the component in the list of scene components.
  84931. */
  84932. readonly name: string;
  84933. /**
  84934. * The scene the component belongs to.
  84935. */
  84936. scene: Scene;
  84937. /**
  84938. * Creates a new instance of the component for the given scene
  84939. * @param scene Defines the scene to register the component in
  84940. */
  84941. constructor(scene: Scene);
  84942. /**
  84943. * Registers the component in a given scene
  84944. */
  84945. register(): void;
  84946. /**
  84947. * Rebuilds the elements related to this component in case of
  84948. * context lost for instance.
  84949. */
  84950. rebuild(): void;
  84951. /**
  84952. * Disposes the component and the associated ressources.
  84953. */
  84954. dispose(): void;
  84955. private _beforeClear;
  84956. }
  84957. }
  84958. declare module BABYLON {
  84959. interface ThinEngine {
  84960. /**
  84961. * Creates a new render target cube texture
  84962. * @param size defines the size of the texture
  84963. * @param options defines the options used to create the texture
  84964. * @returns a new render target cube texture stored in an InternalTexture
  84965. */
  84966. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84967. }
  84968. }
  84969. declare module BABYLON {
  84970. /** @hidden */
  84971. export var proceduralVertexShader: {
  84972. name: string;
  84973. shader: string;
  84974. };
  84975. }
  84976. declare module BABYLON {
  84977. /**
  84978. * 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.
  84979. * This is the base class of any Procedural texture and contains most of the shareable code.
  84980. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84981. */
  84982. export class ProceduralTexture extends Texture {
  84983. isCube: boolean;
  84984. /**
  84985. * Define if the texture is enabled or not (disabled texture will not render)
  84986. */
  84987. isEnabled: boolean;
  84988. /**
  84989. * Define if the texture must be cleared before rendering (default is true)
  84990. */
  84991. autoClear: boolean;
  84992. /**
  84993. * Callback called when the texture is generated
  84994. */
  84995. onGenerated: () => void;
  84996. /**
  84997. * Event raised when the texture is generated
  84998. */
  84999. onGeneratedObservable: Observable<ProceduralTexture>;
  85000. /** @hidden */
  85001. _generateMipMaps: boolean;
  85002. /** @hidden **/
  85003. _effect: Effect;
  85004. /** @hidden */
  85005. _textures: {
  85006. [key: string]: Texture;
  85007. };
  85008. private _size;
  85009. private _currentRefreshId;
  85010. private _refreshRate;
  85011. private _vertexBuffers;
  85012. private _indexBuffer;
  85013. private _uniforms;
  85014. private _samplers;
  85015. private _fragment;
  85016. private _floats;
  85017. private _ints;
  85018. private _floatsArrays;
  85019. private _colors3;
  85020. private _colors4;
  85021. private _vectors2;
  85022. private _vectors3;
  85023. private _matrices;
  85024. private _fallbackTexture;
  85025. private _fallbackTextureUsed;
  85026. private _engine;
  85027. private _cachedDefines;
  85028. private _contentUpdateId;
  85029. private _contentData;
  85030. /**
  85031. * Instantiates a new procedural texture.
  85032. * 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.
  85033. * This is the base class of any Procedural texture and contains most of the shareable code.
  85034. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  85035. * @param name Define the name of the texture
  85036. * @param size Define the size of the texture to create
  85037. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  85038. * @param scene Define the scene the texture belongs to
  85039. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  85040. * @param generateMipMaps Define if the texture should creates mip maps or not
  85041. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  85042. */
  85043. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  85044. /**
  85045. * The effect that is created when initializing the post process.
  85046. * @returns The created effect corresponding the the postprocess.
  85047. */
  85048. getEffect(): Effect;
  85049. /**
  85050. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  85051. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  85052. */
  85053. getContent(): Nullable<ArrayBufferView>;
  85054. private _createIndexBuffer;
  85055. /** @hidden */
  85056. _rebuild(): void;
  85057. /**
  85058. * Resets the texture in order to recreate its associated resources.
  85059. * This can be called in case of context loss
  85060. */
  85061. reset(): void;
  85062. protected _getDefines(): string;
  85063. /**
  85064. * Is the texture ready to be used ? (rendered at least once)
  85065. * @returns true if ready, otherwise, false.
  85066. */
  85067. isReady(): boolean;
  85068. /**
  85069. * Resets the refresh counter of the texture and start bak from scratch.
  85070. * Could be useful to regenerate the texture if it is setup to render only once.
  85071. */
  85072. resetRefreshCounter(): void;
  85073. /**
  85074. * Set the fragment shader to use in order to render the texture.
  85075. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  85076. */
  85077. setFragment(fragment: any): void;
  85078. /**
  85079. * Define the refresh rate of the texture or the rendering frequency.
  85080. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85081. */
  85082. refreshRate: number;
  85083. /** @hidden */
  85084. _shouldRender(): boolean;
  85085. /**
  85086. * Get the size the texture is rendering at.
  85087. * @returns the size (texture is always squared)
  85088. */
  85089. getRenderSize(): number;
  85090. /**
  85091. * Resize the texture to new value.
  85092. * @param size Define the new size the texture should have
  85093. * @param generateMipMaps Define whether the new texture should create mip maps
  85094. */
  85095. resize(size: number, generateMipMaps: boolean): void;
  85096. private _checkUniform;
  85097. /**
  85098. * Set a texture in the shader program used to render.
  85099. * @param name Define the name of the uniform samplers as defined in the shader
  85100. * @param texture Define the texture to bind to this sampler
  85101. * @return the texture itself allowing "fluent" like uniform updates
  85102. */
  85103. setTexture(name: string, texture: Texture): ProceduralTexture;
  85104. /**
  85105. * Set a float in the shader.
  85106. * @param name Define the name of the uniform as defined in the shader
  85107. * @param value Define the value to give to the uniform
  85108. * @return the texture itself allowing "fluent" like uniform updates
  85109. */
  85110. setFloat(name: string, value: number): ProceduralTexture;
  85111. /**
  85112. * Set a int in the shader.
  85113. * @param name Define the name of the uniform as defined in the shader
  85114. * @param value Define the value to give to the uniform
  85115. * @return the texture itself allowing "fluent" like uniform updates
  85116. */
  85117. setInt(name: string, value: number): ProceduralTexture;
  85118. /**
  85119. * Set an array of floats in the shader.
  85120. * @param name Define the name of the uniform as defined in the shader
  85121. * @param value Define the value to give to the uniform
  85122. * @return the texture itself allowing "fluent" like uniform updates
  85123. */
  85124. setFloats(name: string, value: number[]): ProceduralTexture;
  85125. /**
  85126. * Set a vec3 in the shader from a Color3.
  85127. * @param name Define the name of the uniform as defined in the shader
  85128. * @param value Define the value to give to the uniform
  85129. * @return the texture itself allowing "fluent" like uniform updates
  85130. */
  85131. setColor3(name: string, value: Color3): ProceduralTexture;
  85132. /**
  85133. * Set a vec4 in the shader from a Color4.
  85134. * @param name Define the name of the uniform as defined in the shader
  85135. * @param value Define the value to give to the uniform
  85136. * @return the texture itself allowing "fluent" like uniform updates
  85137. */
  85138. setColor4(name: string, value: Color4): ProceduralTexture;
  85139. /**
  85140. * Set a vec2 in the shader from a Vector2.
  85141. * @param name Define the name of the uniform as defined in the shader
  85142. * @param value Define the value to give to the uniform
  85143. * @return the texture itself allowing "fluent" like uniform updates
  85144. */
  85145. setVector2(name: string, value: Vector2): ProceduralTexture;
  85146. /**
  85147. * Set a vec3 in the shader from a Vector3.
  85148. * @param name Define the name of the uniform as defined in the shader
  85149. * @param value Define the value to give to the uniform
  85150. * @return the texture itself allowing "fluent" like uniform updates
  85151. */
  85152. setVector3(name: string, value: Vector3): ProceduralTexture;
  85153. /**
  85154. * Set a mat4 in the shader from a MAtrix.
  85155. * @param name Define the name of the uniform as defined in the shader
  85156. * @param value Define the value to give to the uniform
  85157. * @return the texture itself allowing "fluent" like uniform updates
  85158. */
  85159. setMatrix(name: string, value: Matrix): ProceduralTexture;
  85160. /**
  85161. * Render the texture to its associated render target.
  85162. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  85163. */
  85164. render(useCameraPostProcess?: boolean): void;
  85165. /**
  85166. * Clone the texture.
  85167. * @returns the cloned texture
  85168. */
  85169. clone(): ProceduralTexture;
  85170. /**
  85171. * Dispose the texture and release its asoociated resources.
  85172. */
  85173. dispose(): void;
  85174. }
  85175. }
  85176. declare module BABYLON {
  85177. /**
  85178. * This represents the base class for particle system in Babylon.
  85179. * 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.
  85180. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85181. * @example https://doc.babylonjs.com/babylon101/particles
  85182. */
  85183. export class BaseParticleSystem {
  85184. /**
  85185. * Source color is added to the destination color without alpha affecting the result
  85186. */
  85187. static BLENDMODE_ONEONE: number;
  85188. /**
  85189. * Blend current color and particle color using particle’s alpha
  85190. */
  85191. static BLENDMODE_STANDARD: number;
  85192. /**
  85193. * Add current color and particle color multiplied by particle’s alpha
  85194. */
  85195. static BLENDMODE_ADD: number;
  85196. /**
  85197. * Multiply current color with particle color
  85198. */
  85199. static BLENDMODE_MULTIPLY: number;
  85200. /**
  85201. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  85202. */
  85203. static BLENDMODE_MULTIPLYADD: number;
  85204. /**
  85205. * List of animations used by the particle system.
  85206. */
  85207. animations: Animation[];
  85208. /**
  85209. * The id of the Particle system.
  85210. */
  85211. id: string;
  85212. /**
  85213. * The friendly name of the Particle system.
  85214. */
  85215. name: string;
  85216. /**
  85217. * The rendering group used by the Particle system to chose when to render.
  85218. */
  85219. renderingGroupId: number;
  85220. /**
  85221. * The emitter represents the Mesh or position we are attaching the particle system to.
  85222. */
  85223. emitter: Nullable<AbstractMesh | Vector3>;
  85224. /**
  85225. * The maximum number of particles to emit per frame
  85226. */
  85227. emitRate: number;
  85228. /**
  85229. * If you want to launch only a few particles at once, that can be done, as well.
  85230. */
  85231. manualEmitCount: number;
  85232. /**
  85233. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  85234. */
  85235. updateSpeed: number;
  85236. /**
  85237. * The amount of time the particle system is running (depends of the overall update speed).
  85238. */
  85239. targetStopDuration: number;
  85240. /**
  85241. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  85242. */
  85243. disposeOnStop: boolean;
  85244. /**
  85245. * Minimum power of emitting particles.
  85246. */
  85247. minEmitPower: number;
  85248. /**
  85249. * Maximum power of emitting particles.
  85250. */
  85251. maxEmitPower: number;
  85252. /**
  85253. * Minimum life time of emitting particles.
  85254. */
  85255. minLifeTime: number;
  85256. /**
  85257. * Maximum life time of emitting particles.
  85258. */
  85259. maxLifeTime: number;
  85260. /**
  85261. * Minimum Size of emitting particles.
  85262. */
  85263. minSize: number;
  85264. /**
  85265. * Maximum Size of emitting particles.
  85266. */
  85267. maxSize: number;
  85268. /**
  85269. * Minimum scale of emitting particles on X axis.
  85270. */
  85271. minScaleX: number;
  85272. /**
  85273. * Maximum scale of emitting particles on X axis.
  85274. */
  85275. maxScaleX: number;
  85276. /**
  85277. * Minimum scale of emitting particles on Y axis.
  85278. */
  85279. minScaleY: number;
  85280. /**
  85281. * Maximum scale of emitting particles on Y axis.
  85282. */
  85283. maxScaleY: number;
  85284. /**
  85285. * Gets or sets the minimal initial rotation in radians.
  85286. */
  85287. minInitialRotation: number;
  85288. /**
  85289. * Gets or sets the maximal initial rotation in radians.
  85290. */
  85291. maxInitialRotation: number;
  85292. /**
  85293. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  85294. */
  85295. minAngularSpeed: number;
  85296. /**
  85297. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  85298. */
  85299. maxAngularSpeed: number;
  85300. /**
  85301. * The texture used to render each particle. (this can be a spritesheet)
  85302. */
  85303. particleTexture: Nullable<Texture>;
  85304. /**
  85305. * The layer mask we are rendering the particles through.
  85306. */
  85307. layerMask: number;
  85308. /**
  85309. * This can help using your own shader to render the particle system.
  85310. * The according effect will be created
  85311. */
  85312. customShader: any;
  85313. /**
  85314. * By default particle system starts as soon as they are created. This prevents the
  85315. * automatic start to happen and let you decide when to start emitting particles.
  85316. */
  85317. preventAutoStart: boolean;
  85318. private _noiseTexture;
  85319. /**
  85320. * Gets or sets a texture used to add random noise to particle positions
  85321. */
  85322. noiseTexture: Nullable<ProceduralTexture>;
  85323. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  85324. noiseStrength: Vector3;
  85325. /**
  85326. * Callback triggered when the particle animation is ending.
  85327. */
  85328. onAnimationEnd: Nullable<() => void>;
  85329. /**
  85330. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  85331. */
  85332. blendMode: number;
  85333. /**
  85334. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  85335. * to override the particles.
  85336. */
  85337. forceDepthWrite: boolean;
  85338. /** 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 */
  85339. preWarmCycles: number;
  85340. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  85341. preWarmStepOffset: number;
  85342. /**
  85343. * 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)
  85344. */
  85345. spriteCellChangeSpeed: number;
  85346. /**
  85347. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  85348. */
  85349. startSpriteCellID: number;
  85350. /**
  85351. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  85352. */
  85353. endSpriteCellID: number;
  85354. /**
  85355. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  85356. */
  85357. spriteCellWidth: number;
  85358. /**
  85359. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  85360. */
  85361. spriteCellHeight: number;
  85362. /**
  85363. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  85364. */
  85365. spriteRandomStartCell: boolean;
  85366. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  85367. translationPivot: Vector2;
  85368. /** @hidden */
  85369. protected _isAnimationSheetEnabled: boolean;
  85370. /**
  85371. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  85372. */
  85373. beginAnimationOnStart: boolean;
  85374. /**
  85375. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  85376. */
  85377. beginAnimationFrom: number;
  85378. /**
  85379. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  85380. */
  85381. beginAnimationTo: number;
  85382. /**
  85383. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  85384. */
  85385. beginAnimationLoop: boolean;
  85386. /**
  85387. * Gets or sets a world offset applied to all particles
  85388. */
  85389. worldOffset: Vector3;
  85390. /**
  85391. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  85392. */
  85393. isAnimationSheetEnabled: boolean;
  85394. /**
  85395. * Get hosting scene
  85396. * @returns the scene
  85397. */
  85398. getScene(): Scene;
  85399. /**
  85400. * You can use gravity if you want to give an orientation to your particles.
  85401. */
  85402. gravity: Vector3;
  85403. protected _colorGradients: Nullable<Array<ColorGradient>>;
  85404. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  85405. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  85406. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  85407. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  85408. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  85409. protected _dragGradients: Nullable<Array<FactorGradient>>;
  85410. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  85411. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  85412. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  85413. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  85414. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  85415. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  85416. /**
  85417. * Defines the delay in milliseconds before starting the system (0 by default)
  85418. */
  85419. startDelay: number;
  85420. /**
  85421. * Gets the current list of drag gradients.
  85422. * You must use addDragGradient and removeDragGradient to udpate this list
  85423. * @returns the list of drag gradients
  85424. */
  85425. getDragGradients(): Nullable<Array<FactorGradient>>;
  85426. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  85427. limitVelocityDamping: number;
  85428. /**
  85429. * Gets the current list of limit velocity gradients.
  85430. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  85431. * @returns the list of limit velocity gradients
  85432. */
  85433. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  85434. /**
  85435. * Gets the current list of color gradients.
  85436. * You must use addColorGradient and removeColorGradient to udpate this list
  85437. * @returns the list of color gradients
  85438. */
  85439. getColorGradients(): Nullable<Array<ColorGradient>>;
  85440. /**
  85441. * Gets the current list of size gradients.
  85442. * You must use addSizeGradient and removeSizeGradient to udpate this list
  85443. * @returns the list of size gradients
  85444. */
  85445. getSizeGradients(): Nullable<Array<FactorGradient>>;
  85446. /**
  85447. * Gets the current list of color remap gradients.
  85448. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  85449. * @returns the list of color remap gradients
  85450. */
  85451. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  85452. /**
  85453. * Gets the current list of alpha remap gradients.
  85454. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  85455. * @returns the list of alpha remap gradients
  85456. */
  85457. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  85458. /**
  85459. * Gets the current list of life time gradients.
  85460. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  85461. * @returns the list of life time gradients
  85462. */
  85463. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  85464. /**
  85465. * Gets the current list of angular speed gradients.
  85466. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  85467. * @returns the list of angular speed gradients
  85468. */
  85469. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  85470. /**
  85471. * Gets the current list of velocity gradients.
  85472. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  85473. * @returns the list of velocity gradients
  85474. */
  85475. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  85476. /**
  85477. * Gets the current list of start size gradients.
  85478. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  85479. * @returns the list of start size gradients
  85480. */
  85481. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  85482. /**
  85483. * Gets the current list of emit rate gradients.
  85484. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  85485. * @returns the list of emit rate gradients
  85486. */
  85487. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  85488. /**
  85489. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85490. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85491. */
  85492. direction1: Vector3;
  85493. /**
  85494. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85495. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85496. */
  85497. direction2: Vector3;
  85498. /**
  85499. * 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.
  85500. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85501. */
  85502. minEmitBox: Vector3;
  85503. /**
  85504. * 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.
  85505. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85506. */
  85507. maxEmitBox: Vector3;
  85508. /**
  85509. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85510. */
  85511. color1: Color4;
  85512. /**
  85513. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85514. */
  85515. color2: Color4;
  85516. /**
  85517. * Color the particle will have at the end of its lifetime
  85518. */
  85519. colorDead: Color4;
  85520. /**
  85521. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  85522. */
  85523. textureMask: Color4;
  85524. /**
  85525. * The particle emitter type defines the emitter used by the particle system.
  85526. * It can be for example box, sphere, or cone...
  85527. */
  85528. particleEmitterType: IParticleEmitterType;
  85529. /** @hidden */
  85530. _isSubEmitter: boolean;
  85531. /**
  85532. * Gets or sets the billboard mode to use when isBillboardBased = true.
  85533. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  85534. */
  85535. billboardMode: number;
  85536. protected _isBillboardBased: boolean;
  85537. /**
  85538. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85539. */
  85540. isBillboardBased: boolean;
  85541. /**
  85542. * The scene the particle system belongs to.
  85543. */
  85544. protected _scene: Scene;
  85545. /**
  85546. * Local cache of defines for image processing.
  85547. */
  85548. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  85549. /**
  85550. * Default configuration related to image processing available in the standard Material.
  85551. */
  85552. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  85553. /**
  85554. * Gets the image processing configuration used either in this material.
  85555. */
  85556. /**
  85557. * Sets the Default image processing configuration used either in the this material.
  85558. *
  85559. * If sets to null, the scene one is in use.
  85560. */
  85561. imageProcessingConfiguration: ImageProcessingConfiguration;
  85562. /**
  85563. * Attaches a new image processing configuration to the Standard Material.
  85564. * @param configuration
  85565. */
  85566. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  85567. /** @hidden */
  85568. protected _reset(): void;
  85569. /** @hidden */
  85570. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  85571. /**
  85572. * Instantiates a particle system.
  85573. * 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.
  85574. * @param name The name of the particle system
  85575. */
  85576. constructor(name: string);
  85577. /**
  85578. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  85579. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85580. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85581. * @returns the emitter
  85582. */
  85583. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  85584. /**
  85585. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  85586. * @param radius The radius of the hemisphere to emit from
  85587. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85588. * @returns the emitter
  85589. */
  85590. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  85591. /**
  85592. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  85593. * @param radius The radius of the sphere to emit from
  85594. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85595. * @returns the emitter
  85596. */
  85597. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  85598. /**
  85599. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  85600. * @param radius The radius of the sphere to emit from
  85601. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  85602. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  85603. * @returns the emitter
  85604. */
  85605. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  85606. /**
  85607. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  85608. * @param radius The radius of the emission cylinder
  85609. * @param height The height of the emission cylinder
  85610. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  85611. * @param directionRandomizer How much to randomize the particle direction [0-1]
  85612. * @returns the emitter
  85613. */
  85614. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  85615. /**
  85616. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  85617. * @param radius The radius of the cylinder to emit from
  85618. * @param height The height of the emission cylinder
  85619. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85620. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  85621. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  85622. * @returns the emitter
  85623. */
  85624. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  85625. /**
  85626. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  85627. * @param radius The radius of the cone to emit from
  85628. * @param angle The base angle of the cone
  85629. * @returns the emitter
  85630. */
  85631. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  85632. /**
  85633. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  85634. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85635. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85636. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85637. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85638. * @returns the emitter
  85639. */
  85640. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  85641. }
  85642. }
  85643. declare module BABYLON {
  85644. /**
  85645. * Type of sub emitter
  85646. */
  85647. export enum SubEmitterType {
  85648. /**
  85649. * Attached to the particle over it's lifetime
  85650. */
  85651. ATTACHED = 0,
  85652. /**
  85653. * Created when the particle dies
  85654. */
  85655. END = 1
  85656. }
  85657. /**
  85658. * Sub emitter class used to emit particles from an existing particle
  85659. */
  85660. export class SubEmitter {
  85661. /**
  85662. * the particle system to be used by the sub emitter
  85663. */
  85664. particleSystem: ParticleSystem;
  85665. /**
  85666. * Type of the submitter (Default: END)
  85667. */
  85668. type: SubEmitterType;
  85669. /**
  85670. * 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)
  85671. * Note: This only is supported when using an emitter of type Mesh
  85672. */
  85673. inheritDirection: boolean;
  85674. /**
  85675. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  85676. */
  85677. inheritedVelocityAmount: number;
  85678. /**
  85679. * Creates a sub emitter
  85680. * @param particleSystem the particle system to be used by the sub emitter
  85681. */
  85682. constructor(
  85683. /**
  85684. * the particle system to be used by the sub emitter
  85685. */
  85686. particleSystem: ParticleSystem);
  85687. /**
  85688. * Clones the sub emitter
  85689. * @returns the cloned sub emitter
  85690. */
  85691. clone(): SubEmitter;
  85692. /**
  85693. * Serialize current object to a JSON object
  85694. * @returns the serialized object
  85695. */
  85696. serialize(): any;
  85697. /** @hidden */
  85698. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  85699. /**
  85700. * Creates a new SubEmitter from a serialized JSON version
  85701. * @param serializationObject defines the JSON object to read from
  85702. * @param scene defines the hosting scene
  85703. * @param rootUrl defines the rootUrl for data loading
  85704. * @returns a new SubEmitter
  85705. */
  85706. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  85707. /** Release associated resources */
  85708. dispose(): void;
  85709. }
  85710. }
  85711. declare module BABYLON {
  85712. /** @hidden */
  85713. export var clipPlaneFragmentDeclaration: {
  85714. name: string;
  85715. shader: string;
  85716. };
  85717. }
  85718. declare module BABYLON {
  85719. /** @hidden */
  85720. export var imageProcessingDeclaration: {
  85721. name: string;
  85722. shader: string;
  85723. };
  85724. }
  85725. declare module BABYLON {
  85726. /** @hidden */
  85727. export var imageProcessingFunctions: {
  85728. name: string;
  85729. shader: string;
  85730. };
  85731. }
  85732. declare module BABYLON {
  85733. /** @hidden */
  85734. export var clipPlaneFragment: {
  85735. name: string;
  85736. shader: string;
  85737. };
  85738. }
  85739. declare module BABYLON {
  85740. /** @hidden */
  85741. export var particlesPixelShader: {
  85742. name: string;
  85743. shader: string;
  85744. };
  85745. }
  85746. declare module BABYLON {
  85747. /** @hidden */
  85748. export var clipPlaneVertexDeclaration: {
  85749. name: string;
  85750. shader: string;
  85751. };
  85752. }
  85753. declare module BABYLON {
  85754. /** @hidden */
  85755. export var clipPlaneVertex: {
  85756. name: string;
  85757. shader: string;
  85758. };
  85759. }
  85760. declare module BABYLON {
  85761. /** @hidden */
  85762. export var particlesVertexShader: {
  85763. name: string;
  85764. shader: string;
  85765. };
  85766. }
  85767. declare module BABYLON {
  85768. /**
  85769. * This represents a particle system in Babylon.
  85770. * 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.
  85771. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85772. * @example https://doc.babylonjs.com/babylon101/particles
  85773. */
  85774. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  85775. /**
  85776. * Billboard mode will only apply to Y axis
  85777. */
  85778. static readonly BILLBOARDMODE_Y: number;
  85779. /**
  85780. * Billboard mode will apply to all axes
  85781. */
  85782. static readonly BILLBOARDMODE_ALL: number;
  85783. /**
  85784. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  85785. */
  85786. static readonly BILLBOARDMODE_STRETCHED: number;
  85787. /**
  85788. * This function can be defined to provide custom update for active particles.
  85789. * This function will be called instead of regular update (age, position, color, etc.).
  85790. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  85791. */
  85792. updateFunction: (particles: Particle[]) => void;
  85793. private _emitterWorldMatrix;
  85794. /**
  85795. * This function can be defined to specify initial direction for every new particle.
  85796. * It by default use the emitterType defined function
  85797. */
  85798. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  85799. /**
  85800. * This function can be defined to specify initial position for every new particle.
  85801. * It by default use the emitterType defined function
  85802. */
  85803. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  85804. /**
  85805. * @hidden
  85806. */
  85807. _inheritedVelocityOffset: Vector3;
  85808. /**
  85809. * An event triggered when the system is disposed
  85810. */
  85811. onDisposeObservable: Observable<ParticleSystem>;
  85812. private _onDisposeObserver;
  85813. /**
  85814. * Sets a callback that will be triggered when the system is disposed
  85815. */
  85816. onDispose: () => void;
  85817. private _particles;
  85818. private _epsilon;
  85819. private _capacity;
  85820. private _stockParticles;
  85821. private _newPartsExcess;
  85822. private _vertexData;
  85823. private _vertexBuffer;
  85824. private _vertexBuffers;
  85825. private _spriteBuffer;
  85826. private _indexBuffer;
  85827. private _effect;
  85828. private _customEffect;
  85829. private _cachedDefines;
  85830. private _scaledColorStep;
  85831. private _colorDiff;
  85832. private _scaledDirection;
  85833. private _scaledGravity;
  85834. private _currentRenderId;
  85835. private _alive;
  85836. private _useInstancing;
  85837. private _started;
  85838. private _stopped;
  85839. private _actualFrame;
  85840. private _scaledUpdateSpeed;
  85841. private _vertexBufferSize;
  85842. /** @hidden */
  85843. _currentEmitRateGradient: Nullable<FactorGradient>;
  85844. /** @hidden */
  85845. _currentEmitRate1: number;
  85846. /** @hidden */
  85847. _currentEmitRate2: number;
  85848. /** @hidden */
  85849. _currentStartSizeGradient: Nullable<FactorGradient>;
  85850. /** @hidden */
  85851. _currentStartSize1: number;
  85852. /** @hidden */
  85853. _currentStartSize2: number;
  85854. private readonly _rawTextureWidth;
  85855. private _rampGradientsTexture;
  85856. private _useRampGradients;
  85857. /** Gets or sets a boolean indicating that ramp gradients must be used
  85858. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  85859. */
  85860. useRampGradients: boolean;
  85861. /**
  85862. * 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.
  85863. * 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: [])
  85864. */
  85865. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  85866. private _subEmitters;
  85867. /**
  85868. * @hidden
  85869. * If the particle systems emitter should be disposed when the particle system is disposed
  85870. */
  85871. _disposeEmitterOnDispose: boolean;
  85872. /**
  85873. * The current active Sub-systems, this property is used by the root particle system only.
  85874. */
  85875. activeSubSystems: Array<ParticleSystem>;
  85876. private _rootParticleSystem;
  85877. /**
  85878. * Gets the current list of active particles
  85879. */
  85880. readonly particles: Particle[];
  85881. /**
  85882. * Returns the string "ParticleSystem"
  85883. * @returns a string containing the class name
  85884. */
  85885. getClassName(): string;
  85886. /**
  85887. * Instantiates a particle system.
  85888. * 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.
  85889. * @param name The name of the particle system
  85890. * @param capacity The max number of particles alive at the same time
  85891. * @param scene The scene the particle system belongs to
  85892. * @param customEffect a custom effect used to change the way particles are rendered by default
  85893. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  85894. * @param epsilon Offset used to render the particles
  85895. */
  85896. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  85897. private _addFactorGradient;
  85898. private _removeFactorGradient;
  85899. /**
  85900. * Adds a new life time gradient
  85901. * @param gradient defines the gradient to use (between 0 and 1)
  85902. * @param factor defines the life time factor to affect to the specified gradient
  85903. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85904. * @returns the current particle system
  85905. */
  85906. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85907. /**
  85908. * Remove a specific life time gradient
  85909. * @param gradient defines the gradient to remove
  85910. * @returns the current particle system
  85911. */
  85912. removeLifeTimeGradient(gradient: number): IParticleSystem;
  85913. /**
  85914. * Adds a new size gradient
  85915. * @param gradient defines the gradient to use (between 0 and 1)
  85916. * @param factor defines the size factor to affect to the specified gradient
  85917. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85918. * @returns the current particle system
  85919. */
  85920. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85921. /**
  85922. * Remove a specific size gradient
  85923. * @param gradient defines the gradient to remove
  85924. * @returns the current particle system
  85925. */
  85926. removeSizeGradient(gradient: number): IParticleSystem;
  85927. /**
  85928. * Adds a new color remap gradient
  85929. * @param gradient defines the gradient to use (between 0 and 1)
  85930. * @param min defines the color remap minimal range
  85931. * @param max defines the color remap maximal range
  85932. * @returns the current particle system
  85933. */
  85934. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85935. /**
  85936. * Remove a specific color remap gradient
  85937. * @param gradient defines the gradient to remove
  85938. * @returns the current particle system
  85939. */
  85940. removeColorRemapGradient(gradient: number): IParticleSystem;
  85941. /**
  85942. * Adds a new alpha remap gradient
  85943. * @param gradient defines the gradient to use (between 0 and 1)
  85944. * @param min defines the alpha remap minimal range
  85945. * @param max defines the alpha remap maximal range
  85946. * @returns the current particle system
  85947. */
  85948. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85949. /**
  85950. * Remove a specific alpha remap gradient
  85951. * @param gradient defines the gradient to remove
  85952. * @returns the current particle system
  85953. */
  85954. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85955. /**
  85956. * Adds a new angular speed gradient
  85957. * @param gradient defines the gradient to use (between 0 and 1)
  85958. * @param factor defines the angular speed to affect to the specified gradient
  85959. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85960. * @returns the current particle system
  85961. */
  85962. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85963. /**
  85964. * Remove a specific angular speed gradient
  85965. * @param gradient defines the gradient to remove
  85966. * @returns the current particle system
  85967. */
  85968. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85969. /**
  85970. * Adds a new velocity gradient
  85971. * @param gradient defines the gradient to use (between 0 and 1)
  85972. * @param factor defines the velocity to affect to the specified gradient
  85973. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85974. * @returns the current particle system
  85975. */
  85976. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85977. /**
  85978. * Remove a specific velocity gradient
  85979. * @param gradient defines the gradient to remove
  85980. * @returns the current particle system
  85981. */
  85982. removeVelocityGradient(gradient: number): IParticleSystem;
  85983. /**
  85984. * Adds a new limit velocity gradient
  85985. * @param gradient defines the gradient to use (between 0 and 1)
  85986. * @param factor defines the limit velocity value to affect to the specified gradient
  85987. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85988. * @returns the current particle system
  85989. */
  85990. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85991. /**
  85992. * Remove a specific limit velocity gradient
  85993. * @param gradient defines the gradient to remove
  85994. * @returns the current particle system
  85995. */
  85996. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85997. /**
  85998. * Adds a new drag gradient
  85999. * @param gradient defines the gradient to use (between 0 and 1)
  86000. * @param factor defines the drag value to affect to the specified gradient
  86001. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86002. * @returns the current particle system
  86003. */
  86004. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86005. /**
  86006. * Remove a specific drag gradient
  86007. * @param gradient defines the gradient to remove
  86008. * @returns the current particle system
  86009. */
  86010. removeDragGradient(gradient: number): IParticleSystem;
  86011. /**
  86012. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86013. * @param gradient defines the gradient to use (between 0 and 1)
  86014. * @param factor defines the emit rate value to affect to the specified gradient
  86015. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86016. * @returns the current particle system
  86017. */
  86018. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86019. /**
  86020. * Remove a specific emit rate gradient
  86021. * @param gradient defines the gradient to remove
  86022. * @returns the current particle system
  86023. */
  86024. removeEmitRateGradient(gradient: number): IParticleSystem;
  86025. /**
  86026. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86027. * @param gradient defines the gradient to use (between 0 and 1)
  86028. * @param factor defines the start size value to affect to the specified gradient
  86029. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86030. * @returns the current particle system
  86031. */
  86032. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86033. /**
  86034. * Remove a specific start size gradient
  86035. * @param gradient defines the gradient to remove
  86036. * @returns the current particle system
  86037. */
  86038. removeStartSizeGradient(gradient: number): IParticleSystem;
  86039. private _createRampGradientTexture;
  86040. /**
  86041. * Gets the current list of ramp gradients.
  86042. * You must use addRampGradient and removeRampGradient to udpate this list
  86043. * @returns the list of ramp gradients
  86044. */
  86045. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86046. /**
  86047. * Adds a new ramp gradient used to remap particle colors
  86048. * @param gradient defines the gradient to use (between 0 and 1)
  86049. * @param color defines the color to affect to the specified gradient
  86050. * @returns the current particle system
  86051. */
  86052. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  86053. /**
  86054. * Remove a specific ramp gradient
  86055. * @param gradient defines the gradient to remove
  86056. * @returns the current particle system
  86057. */
  86058. removeRampGradient(gradient: number): ParticleSystem;
  86059. /**
  86060. * Adds a new color gradient
  86061. * @param gradient defines the gradient to use (between 0 and 1)
  86062. * @param color1 defines the color to affect to the specified gradient
  86063. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86064. * @returns this particle system
  86065. */
  86066. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86067. /**
  86068. * Remove a specific color gradient
  86069. * @param gradient defines the gradient to remove
  86070. * @returns this particle system
  86071. */
  86072. removeColorGradient(gradient: number): IParticleSystem;
  86073. private _fetchR;
  86074. protected _reset(): void;
  86075. private _resetEffect;
  86076. private _createVertexBuffers;
  86077. private _createIndexBuffer;
  86078. /**
  86079. * Gets the maximum number of particles active at the same time.
  86080. * @returns The max number of active particles.
  86081. */
  86082. getCapacity(): number;
  86083. /**
  86084. * Gets whether there are still active particles in the system.
  86085. * @returns True if it is alive, otherwise false.
  86086. */
  86087. isAlive(): boolean;
  86088. /**
  86089. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86090. * @returns True if it has been started, otherwise false.
  86091. */
  86092. isStarted(): boolean;
  86093. private _prepareSubEmitterInternalArray;
  86094. /**
  86095. * Starts the particle system and begins to emit
  86096. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  86097. */
  86098. start(delay?: number): void;
  86099. /**
  86100. * Stops the particle system.
  86101. * @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.
  86102. */
  86103. stop(stopSubEmitters?: boolean): void;
  86104. /**
  86105. * Remove all active particles
  86106. */
  86107. reset(): void;
  86108. /**
  86109. * @hidden (for internal use only)
  86110. */
  86111. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  86112. /**
  86113. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  86114. * Its lifetime will start back at 0.
  86115. */
  86116. recycleParticle: (particle: Particle) => void;
  86117. private _stopSubEmitters;
  86118. private _createParticle;
  86119. private _removeFromRoot;
  86120. private _emitFromParticle;
  86121. private _update;
  86122. /** @hidden */
  86123. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  86124. /** @hidden */
  86125. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  86126. /** @hidden */
  86127. private _getEffect;
  86128. /**
  86129. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  86130. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  86131. */
  86132. animate(preWarmOnly?: boolean): void;
  86133. private _appendParticleVertices;
  86134. /**
  86135. * Rebuilds the particle system.
  86136. */
  86137. rebuild(): void;
  86138. /**
  86139. * Is this system ready to be used/rendered
  86140. * @return true if the system is ready
  86141. */
  86142. isReady(): boolean;
  86143. private _render;
  86144. /**
  86145. * Renders the particle system in its current state.
  86146. * @returns the current number of particles
  86147. */
  86148. render(): number;
  86149. /**
  86150. * Disposes the particle system and free the associated resources
  86151. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86152. */
  86153. dispose(disposeTexture?: boolean): void;
  86154. /**
  86155. * Clones the particle system.
  86156. * @param name The name of the cloned object
  86157. * @param newEmitter The new emitter to use
  86158. * @returns the cloned particle system
  86159. */
  86160. clone(name: string, newEmitter: any): ParticleSystem;
  86161. /**
  86162. * Serializes the particle system to a JSON object.
  86163. * @returns the JSON object
  86164. */
  86165. serialize(): any;
  86166. /** @hidden */
  86167. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  86168. /** @hidden */
  86169. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  86170. /**
  86171. * Parses a JSON object to create a particle system.
  86172. * @param parsedParticleSystem The JSON object to parse
  86173. * @param scene The scene to create the particle system in
  86174. * @param rootUrl The root url to use to load external dependencies like texture
  86175. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  86176. * @returns the Parsed particle system
  86177. */
  86178. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  86179. }
  86180. }
  86181. declare module BABYLON {
  86182. /**
  86183. * A particle represents one of the element emitted by a particle system.
  86184. * This is mainly define by its coordinates, direction, velocity and age.
  86185. */
  86186. export class Particle {
  86187. /**
  86188. * The particle system the particle belongs to.
  86189. */
  86190. particleSystem: ParticleSystem;
  86191. private static _Count;
  86192. /**
  86193. * Unique ID of the particle
  86194. */
  86195. id: number;
  86196. /**
  86197. * The world position of the particle in the scene.
  86198. */
  86199. position: Vector3;
  86200. /**
  86201. * The world direction of the particle in the scene.
  86202. */
  86203. direction: Vector3;
  86204. /**
  86205. * The color of the particle.
  86206. */
  86207. color: Color4;
  86208. /**
  86209. * The color change of the particle per step.
  86210. */
  86211. colorStep: Color4;
  86212. /**
  86213. * Defines how long will the life of the particle be.
  86214. */
  86215. lifeTime: number;
  86216. /**
  86217. * The current age of the particle.
  86218. */
  86219. age: number;
  86220. /**
  86221. * The current size of the particle.
  86222. */
  86223. size: number;
  86224. /**
  86225. * The current scale of the particle.
  86226. */
  86227. scale: Vector2;
  86228. /**
  86229. * The current angle of the particle.
  86230. */
  86231. angle: number;
  86232. /**
  86233. * Defines how fast is the angle changing.
  86234. */
  86235. angularSpeed: number;
  86236. /**
  86237. * Defines the cell index used by the particle to be rendered from a sprite.
  86238. */
  86239. cellIndex: number;
  86240. /**
  86241. * The information required to support color remapping
  86242. */
  86243. remapData: Vector4;
  86244. /** @hidden */
  86245. _randomCellOffset?: number;
  86246. /** @hidden */
  86247. _initialDirection: Nullable<Vector3>;
  86248. /** @hidden */
  86249. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  86250. /** @hidden */
  86251. _initialStartSpriteCellID: number;
  86252. /** @hidden */
  86253. _initialEndSpriteCellID: number;
  86254. /** @hidden */
  86255. _currentColorGradient: Nullable<ColorGradient>;
  86256. /** @hidden */
  86257. _currentColor1: Color4;
  86258. /** @hidden */
  86259. _currentColor2: Color4;
  86260. /** @hidden */
  86261. _currentSizeGradient: Nullable<FactorGradient>;
  86262. /** @hidden */
  86263. _currentSize1: number;
  86264. /** @hidden */
  86265. _currentSize2: number;
  86266. /** @hidden */
  86267. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  86268. /** @hidden */
  86269. _currentAngularSpeed1: number;
  86270. /** @hidden */
  86271. _currentAngularSpeed2: number;
  86272. /** @hidden */
  86273. _currentVelocityGradient: Nullable<FactorGradient>;
  86274. /** @hidden */
  86275. _currentVelocity1: number;
  86276. /** @hidden */
  86277. _currentVelocity2: number;
  86278. /** @hidden */
  86279. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  86280. /** @hidden */
  86281. _currentLimitVelocity1: number;
  86282. /** @hidden */
  86283. _currentLimitVelocity2: number;
  86284. /** @hidden */
  86285. _currentDragGradient: Nullable<FactorGradient>;
  86286. /** @hidden */
  86287. _currentDrag1: number;
  86288. /** @hidden */
  86289. _currentDrag2: number;
  86290. /** @hidden */
  86291. _randomNoiseCoordinates1: Vector3;
  86292. /** @hidden */
  86293. _randomNoiseCoordinates2: Vector3;
  86294. /**
  86295. * Creates a new instance Particle
  86296. * @param particleSystem the particle system the particle belongs to
  86297. */
  86298. constructor(
  86299. /**
  86300. * The particle system the particle belongs to.
  86301. */
  86302. particleSystem: ParticleSystem);
  86303. private updateCellInfoFromSystem;
  86304. /**
  86305. * Defines how the sprite cell index is updated for the particle
  86306. */
  86307. updateCellIndex(): void;
  86308. /** @hidden */
  86309. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  86310. /** @hidden */
  86311. _inheritParticleInfoToSubEmitters(): void;
  86312. /** @hidden */
  86313. _reset(): void;
  86314. /**
  86315. * Copy the properties of particle to another one.
  86316. * @param other the particle to copy the information to.
  86317. */
  86318. copyTo(other: Particle): void;
  86319. }
  86320. }
  86321. declare module BABYLON {
  86322. /**
  86323. * Particle emitter represents a volume emitting particles.
  86324. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  86325. */
  86326. export interface IParticleEmitterType {
  86327. /**
  86328. * Called by the particle System when the direction is computed for the created particle.
  86329. * @param worldMatrix is the world matrix of the particle system
  86330. * @param directionToUpdate is the direction vector to update with the result
  86331. * @param particle is the particle we are computed the direction for
  86332. */
  86333. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86334. /**
  86335. * Called by the particle System when the position is computed for the created particle.
  86336. * @param worldMatrix is the world matrix of the particle system
  86337. * @param positionToUpdate is the position vector to update with the result
  86338. * @param particle is the particle we are computed the position for
  86339. */
  86340. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86341. /**
  86342. * Clones the current emitter and returns a copy of it
  86343. * @returns the new emitter
  86344. */
  86345. clone(): IParticleEmitterType;
  86346. /**
  86347. * Called by the GPUParticleSystem to setup the update shader
  86348. * @param effect defines the update shader
  86349. */
  86350. applyToShader(effect: Effect): void;
  86351. /**
  86352. * Returns a string to use to update the GPU particles update shader
  86353. * @returns the effect defines string
  86354. */
  86355. getEffectDefines(): string;
  86356. /**
  86357. * Returns a string representing the class name
  86358. * @returns a string containing the class name
  86359. */
  86360. getClassName(): string;
  86361. /**
  86362. * Serializes the particle system to a JSON object.
  86363. * @returns the JSON object
  86364. */
  86365. serialize(): any;
  86366. /**
  86367. * Parse properties from a JSON object
  86368. * @param serializationObject defines the JSON object
  86369. */
  86370. parse(serializationObject: any): void;
  86371. }
  86372. }
  86373. declare module BABYLON {
  86374. /**
  86375. * Particle emitter emitting particles from the inside of a box.
  86376. * It emits the particles randomly between 2 given directions.
  86377. */
  86378. export class BoxParticleEmitter implements IParticleEmitterType {
  86379. /**
  86380. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86381. */
  86382. direction1: Vector3;
  86383. /**
  86384. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86385. */
  86386. direction2: Vector3;
  86387. /**
  86388. * 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.
  86389. */
  86390. minEmitBox: Vector3;
  86391. /**
  86392. * 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.
  86393. */
  86394. maxEmitBox: Vector3;
  86395. /**
  86396. * Creates a new instance BoxParticleEmitter
  86397. */
  86398. constructor();
  86399. /**
  86400. * Called by the particle System when the direction is computed for the created particle.
  86401. * @param worldMatrix is the world matrix of the particle system
  86402. * @param directionToUpdate is the direction vector to update with the result
  86403. * @param particle is the particle we are computed the direction for
  86404. */
  86405. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86406. /**
  86407. * Called by the particle System when the position is computed for the created particle.
  86408. * @param worldMatrix is the world matrix of the particle system
  86409. * @param positionToUpdate is the position vector to update with the result
  86410. * @param particle is the particle we are computed the position for
  86411. */
  86412. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86413. /**
  86414. * Clones the current emitter and returns a copy of it
  86415. * @returns the new emitter
  86416. */
  86417. clone(): BoxParticleEmitter;
  86418. /**
  86419. * Called by the GPUParticleSystem to setup the update shader
  86420. * @param effect defines the update shader
  86421. */
  86422. applyToShader(effect: Effect): void;
  86423. /**
  86424. * Returns a string to use to update the GPU particles update shader
  86425. * @returns a string containng the defines string
  86426. */
  86427. getEffectDefines(): string;
  86428. /**
  86429. * Returns the string "BoxParticleEmitter"
  86430. * @returns a string containing the class name
  86431. */
  86432. getClassName(): string;
  86433. /**
  86434. * Serializes the particle system to a JSON object.
  86435. * @returns the JSON object
  86436. */
  86437. serialize(): any;
  86438. /**
  86439. * Parse properties from a JSON object
  86440. * @param serializationObject defines the JSON object
  86441. */
  86442. parse(serializationObject: any): void;
  86443. }
  86444. }
  86445. declare module BABYLON {
  86446. /**
  86447. * Particle emitter emitting particles from the inside of a cone.
  86448. * It emits the particles alongside the cone volume from the base to the particle.
  86449. * The emission direction might be randomized.
  86450. */
  86451. export class ConeParticleEmitter implements IParticleEmitterType {
  86452. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86453. directionRandomizer: number;
  86454. private _radius;
  86455. private _angle;
  86456. private _height;
  86457. /**
  86458. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  86459. */
  86460. radiusRange: number;
  86461. /**
  86462. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  86463. */
  86464. heightRange: number;
  86465. /**
  86466. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  86467. */
  86468. emitFromSpawnPointOnly: boolean;
  86469. /**
  86470. * Gets or sets the radius of the emission cone
  86471. */
  86472. radius: number;
  86473. /**
  86474. * Gets or sets the angle of the emission cone
  86475. */
  86476. angle: number;
  86477. private _buildHeight;
  86478. /**
  86479. * Creates a new instance ConeParticleEmitter
  86480. * @param radius the radius of the emission cone (1 by default)
  86481. * @param angle the cone base angle (PI by default)
  86482. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  86483. */
  86484. constructor(radius?: number, angle?: number,
  86485. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86486. directionRandomizer?: number);
  86487. /**
  86488. * Called by the particle System when the direction is computed for the created particle.
  86489. * @param worldMatrix is the world matrix of the particle system
  86490. * @param directionToUpdate is the direction vector to update with the result
  86491. * @param particle is the particle we are computed the direction for
  86492. */
  86493. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86494. /**
  86495. * Called by the particle System when the position is computed for the created particle.
  86496. * @param worldMatrix is the world matrix of the particle system
  86497. * @param positionToUpdate is the position vector to update with the result
  86498. * @param particle is the particle we are computed the position for
  86499. */
  86500. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86501. /**
  86502. * Clones the current emitter and returns a copy of it
  86503. * @returns the new emitter
  86504. */
  86505. clone(): ConeParticleEmitter;
  86506. /**
  86507. * Called by the GPUParticleSystem to setup the update shader
  86508. * @param effect defines the update shader
  86509. */
  86510. applyToShader(effect: Effect): void;
  86511. /**
  86512. * Returns a string to use to update the GPU particles update shader
  86513. * @returns a string containng the defines string
  86514. */
  86515. getEffectDefines(): string;
  86516. /**
  86517. * Returns the string "ConeParticleEmitter"
  86518. * @returns a string containing the class name
  86519. */
  86520. getClassName(): string;
  86521. /**
  86522. * Serializes the particle system to a JSON object.
  86523. * @returns the JSON object
  86524. */
  86525. serialize(): any;
  86526. /**
  86527. * Parse properties from a JSON object
  86528. * @param serializationObject defines the JSON object
  86529. */
  86530. parse(serializationObject: any): void;
  86531. }
  86532. }
  86533. declare module BABYLON {
  86534. /**
  86535. * Particle emitter emitting particles from the inside of a cylinder.
  86536. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  86537. */
  86538. export class CylinderParticleEmitter implements IParticleEmitterType {
  86539. /**
  86540. * The radius of the emission cylinder.
  86541. */
  86542. radius: number;
  86543. /**
  86544. * The height of the emission cylinder.
  86545. */
  86546. height: number;
  86547. /**
  86548. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86549. */
  86550. radiusRange: number;
  86551. /**
  86552. * How much to randomize the particle direction [0-1].
  86553. */
  86554. directionRandomizer: number;
  86555. /**
  86556. * Creates a new instance CylinderParticleEmitter
  86557. * @param radius the radius of the emission cylinder (1 by default)
  86558. * @param height the height of the emission cylinder (1 by default)
  86559. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86560. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86561. */
  86562. constructor(
  86563. /**
  86564. * The radius of the emission cylinder.
  86565. */
  86566. radius?: number,
  86567. /**
  86568. * The height of the emission cylinder.
  86569. */
  86570. height?: number,
  86571. /**
  86572. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86573. */
  86574. radiusRange?: number,
  86575. /**
  86576. * How much to randomize the particle direction [0-1].
  86577. */
  86578. directionRandomizer?: number);
  86579. /**
  86580. * Called by the particle System when the direction is computed for the created particle.
  86581. * @param worldMatrix is the world matrix of the particle system
  86582. * @param directionToUpdate is the direction vector to update with the result
  86583. * @param particle is the particle we are computed the direction for
  86584. */
  86585. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86586. /**
  86587. * Called by the particle System when the position is computed for the created particle.
  86588. * @param worldMatrix is the world matrix of the particle system
  86589. * @param positionToUpdate is the position vector to update with the result
  86590. * @param particle is the particle we are computed the position for
  86591. */
  86592. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86593. /**
  86594. * Clones the current emitter and returns a copy of it
  86595. * @returns the new emitter
  86596. */
  86597. clone(): CylinderParticleEmitter;
  86598. /**
  86599. * Called by the GPUParticleSystem to setup the update shader
  86600. * @param effect defines the update shader
  86601. */
  86602. applyToShader(effect: Effect): void;
  86603. /**
  86604. * Returns a string to use to update the GPU particles update shader
  86605. * @returns a string containng the defines string
  86606. */
  86607. getEffectDefines(): string;
  86608. /**
  86609. * Returns the string "CylinderParticleEmitter"
  86610. * @returns a string containing the class name
  86611. */
  86612. getClassName(): string;
  86613. /**
  86614. * Serializes the particle system to a JSON object.
  86615. * @returns the JSON object
  86616. */
  86617. serialize(): any;
  86618. /**
  86619. * Parse properties from a JSON object
  86620. * @param serializationObject defines the JSON object
  86621. */
  86622. parse(serializationObject: any): void;
  86623. }
  86624. /**
  86625. * Particle emitter emitting particles from the inside of a cylinder.
  86626. * It emits the particles randomly between two vectors.
  86627. */
  86628. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  86629. /**
  86630. * The min limit of the emission direction.
  86631. */
  86632. direction1: Vector3;
  86633. /**
  86634. * The max limit of the emission direction.
  86635. */
  86636. direction2: Vector3;
  86637. /**
  86638. * Creates a new instance CylinderDirectedParticleEmitter
  86639. * @param radius the radius of the emission cylinder (1 by default)
  86640. * @param height the height of the emission cylinder (1 by default)
  86641. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86642. * @param direction1 the min limit of the emission direction (up vector by default)
  86643. * @param direction2 the max limit of the emission direction (up vector by default)
  86644. */
  86645. constructor(radius?: number, height?: number, radiusRange?: number,
  86646. /**
  86647. * The min limit of the emission direction.
  86648. */
  86649. direction1?: Vector3,
  86650. /**
  86651. * The max limit of the emission direction.
  86652. */
  86653. direction2?: Vector3);
  86654. /**
  86655. * Called by the particle System when the direction is computed for the created particle.
  86656. * @param worldMatrix is the world matrix of the particle system
  86657. * @param directionToUpdate is the direction vector to update with the result
  86658. * @param particle is the particle we are computed the direction for
  86659. */
  86660. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86661. /**
  86662. * Clones the current emitter and returns a copy of it
  86663. * @returns the new emitter
  86664. */
  86665. clone(): CylinderDirectedParticleEmitter;
  86666. /**
  86667. * Called by the GPUParticleSystem to setup the update shader
  86668. * @param effect defines the update shader
  86669. */
  86670. applyToShader(effect: Effect): void;
  86671. /**
  86672. * Returns a string to use to update the GPU particles update shader
  86673. * @returns a string containng the defines string
  86674. */
  86675. getEffectDefines(): string;
  86676. /**
  86677. * Returns the string "CylinderDirectedParticleEmitter"
  86678. * @returns a string containing the class name
  86679. */
  86680. getClassName(): string;
  86681. /**
  86682. * Serializes the particle system to a JSON object.
  86683. * @returns the JSON object
  86684. */
  86685. serialize(): any;
  86686. /**
  86687. * Parse properties from a JSON object
  86688. * @param serializationObject defines the JSON object
  86689. */
  86690. parse(serializationObject: any): void;
  86691. }
  86692. }
  86693. declare module BABYLON {
  86694. /**
  86695. * Particle emitter emitting particles from the inside of a hemisphere.
  86696. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  86697. */
  86698. export class HemisphericParticleEmitter implements IParticleEmitterType {
  86699. /**
  86700. * The radius of the emission hemisphere.
  86701. */
  86702. radius: number;
  86703. /**
  86704. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86705. */
  86706. radiusRange: number;
  86707. /**
  86708. * How much to randomize the particle direction [0-1].
  86709. */
  86710. directionRandomizer: number;
  86711. /**
  86712. * Creates a new instance HemisphericParticleEmitter
  86713. * @param radius the radius of the emission hemisphere (1 by default)
  86714. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86715. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86716. */
  86717. constructor(
  86718. /**
  86719. * The radius of the emission hemisphere.
  86720. */
  86721. radius?: number,
  86722. /**
  86723. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86724. */
  86725. radiusRange?: number,
  86726. /**
  86727. * How much to randomize the particle direction [0-1].
  86728. */
  86729. directionRandomizer?: number);
  86730. /**
  86731. * Called by the particle System when the direction is computed for the created particle.
  86732. * @param worldMatrix is the world matrix of the particle system
  86733. * @param directionToUpdate is the direction vector to update with the result
  86734. * @param particle is the particle we are computed the direction for
  86735. */
  86736. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86737. /**
  86738. * Called by the particle System when the position is computed for the created particle.
  86739. * @param worldMatrix is the world matrix of the particle system
  86740. * @param positionToUpdate is the position vector to update with the result
  86741. * @param particle is the particle we are computed the position for
  86742. */
  86743. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86744. /**
  86745. * Clones the current emitter and returns a copy of it
  86746. * @returns the new emitter
  86747. */
  86748. clone(): HemisphericParticleEmitter;
  86749. /**
  86750. * Called by the GPUParticleSystem to setup the update shader
  86751. * @param effect defines the update shader
  86752. */
  86753. applyToShader(effect: Effect): void;
  86754. /**
  86755. * Returns a string to use to update the GPU particles update shader
  86756. * @returns a string containng the defines string
  86757. */
  86758. getEffectDefines(): string;
  86759. /**
  86760. * Returns the string "HemisphericParticleEmitter"
  86761. * @returns a string containing the class name
  86762. */
  86763. getClassName(): string;
  86764. /**
  86765. * Serializes the particle system to a JSON object.
  86766. * @returns the JSON object
  86767. */
  86768. serialize(): any;
  86769. /**
  86770. * Parse properties from a JSON object
  86771. * @param serializationObject defines the JSON object
  86772. */
  86773. parse(serializationObject: any): void;
  86774. }
  86775. }
  86776. declare module BABYLON {
  86777. /**
  86778. * Particle emitter emitting particles from a point.
  86779. * It emits the particles randomly between 2 given directions.
  86780. */
  86781. export class PointParticleEmitter implements IParticleEmitterType {
  86782. /**
  86783. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86784. */
  86785. direction1: Vector3;
  86786. /**
  86787. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86788. */
  86789. direction2: Vector3;
  86790. /**
  86791. * Creates a new instance PointParticleEmitter
  86792. */
  86793. constructor();
  86794. /**
  86795. * Called by the particle System when the direction is computed for the created particle.
  86796. * @param worldMatrix is the world matrix of the particle system
  86797. * @param directionToUpdate is the direction vector to update with the result
  86798. * @param particle is the particle we are computed the direction for
  86799. */
  86800. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86801. /**
  86802. * Called by the particle System when the position is computed for the created particle.
  86803. * @param worldMatrix is the world matrix of the particle system
  86804. * @param positionToUpdate is the position vector to update with the result
  86805. * @param particle is the particle we are computed the position for
  86806. */
  86807. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86808. /**
  86809. * Clones the current emitter and returns a copy of it
  86810. * @returns the new emitter
  86811. */
  86812. clone(): PointParticleEmitter;
  86813. /**
  86814. * Called by the GPUParticleSystem to setup the update shader
  86815. * @param effect defines the update shader
  86816. */
  86817. applyToShader(effect: Effect): void;
  86818. /**
  86819. * Returns a string to use to update the GPU particles update shader
  86820. * @returns a string containng the defines string
  86821. */
  86822. getEffectDefines(): string;
  86823. /**
  86824. * Returns the string "PointParticleEmitter"
  86825. * @returns a string containing the class name
  86826. */
  86827. getClassName(): string;
  86828. /**
  86829. * Serializes the particle system to a JSON object.
  86830. * @returns the JSON object
  86831. */
  86832. serialize(): any;
  86833. /**
  86834. * Parse properties from a JSON object
  86835. * @param serializationObject defines the JSON object
  86836. */
  86837. parse(serializationObject: any): void;
  86838. }
  86839. }
  86840. declare module BABYLON {
  86841. /**
  86842. * Particle emitter emitting particles from the inside of a sphere.
  86843. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  86844. */
  86845. export class SphereParticleEmitter implements IParticleEmitterType {
  86846. /**
  86847. * The radius of the emission sphere.
  86848. */
  86849. radius: number;
  86850. /**
  86851. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86852. */
  86853. radiusRange: number;
  86854. /**
  86855. * How much to randomize the particle direction [0-1].
  86856. */
  86857. directionRandomizer: number;
  86858. /**
  86859. * Creates a new instance SphereParticleEmitter
  86860. * @param radius the radius of the emission sphere (1 by default)
  86861. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86862. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86863. */
  86864. constructor(
  86865. /**
  86866. * The radius of the emission sphere.
  86867. */
  86868. radius?: number,
  86869. /**
  86870. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86871. */
  86872. radiusRange?: number,
  86873. /**
  86874. * How much to randomize the particle direction [0-1].
  86875. */
  86876. directionRandomizer?: number);
  86877. /**
  86878. * Called by the particle System when the direction is computed for the created particle.
  86879. * @param worldMatrix is the world matrix of the particle system
  86880. * @param directionToUpdate is the direction vector to update with the result
  86881. * @param particle is the particle we are computed the direction for
  86882. */
  86883. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86884. /**
  86885. * Called by the particle System when the position is computed for the created particle.
  86886. * @param worldMatrix is the world matrix of the particle system
  86887. * @param positionToUpdate is the position vector to update with the result
  86888. * @param particle is the particle we are computed the position for
  86889. */
  86890. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86891. /**
  86892. * Clones the current emitter and returns a copy of it
  86893. * @returns the new emitter
  86894. */
  86895. clone(): SphereParticleEmitter;
  86896. /**
  86897. * Called by the GPUParticleSystem to setup the update shader
  86898. * @param effect defines the update shader
  86899. */
  86900. applyToShader(effect: Effect): void;
  86901. /**
  86902. * Returns a string to use to update the GPU particles update shader
  86903. * @returns a string containng the defines string
  86904. */
  86905. getEffectDefines(): string;
  86906. /**
  86907. * Returns the string "SphereParticleEmitter"
  86908. * @returns a string containing the class name
  86909. */
  86910. getClassName(): string;
  86911. /**
  86912. * Serializes the particle system to a JSON object.
  86913. * @returns the JSON object
  86914. */
  86915. serialize(): any;
  86916. /**
  86917. * Parse properties from a JSON object
  86918. * @param serializationObject defines the JSON object
  86919. */
  86920. parse(serializationObject: any): void;
  86921. }
  86922. /**
  86923. * Particle emitter emitting particles from the inside of a sphere.
  86924. * It emits the particles randomly between two vectors.
  86925. */
  86926. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  86927. /**
  86928. * The min limit of the emission direction.
  86929. */
  86930. direction1: Vector3;
  86931. /**
  86932. * The max limit of the emission direction.
  86933. */
  86934. direction2: Vector3;
  86935. /**
  86936. * Creates a new instance SphereDirectedParticleEmitter
  86937. * @param radius the radius of the emission sphere (1 by default)
  86938. * @param direction1 the min limit of the emission direction (up vector by default)
  86939. * @param direction2 the max limit of the emission direction (up vector by default)
  86940. */
  86941. constructor(radius?: number,
  86942. /**
  86943. * The min limit of the emission direction.
  86944. */
  86945. direction1?: Vector3,
  86946. /**
  86947. * The max limit of the emission direction.
  86948. */
  86949. direction2?: Vector3);
  86950. /**
  86951. * Called by the particle System when the direction is computed for the created particle.
  86952. * @param worldMatrix is the world matrix of the particle system
  86953. * @param directionToUpdate is the direction vector to update with the result
  86954. * @param particle is the particle we are computed the direction for
  86955. */
  86956. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86957. /**
  86958. * Clones the current emitter and returns a copy of it
  86959. * @returns the new emitter
  86960. */
  86961. clone(): SphereDirectedParticleEmitter;
  86962. /**
  86963. * Called by the GPUParticleSystem to setup the update shader
  86964. * @param effect defines the update shader
  86965. */
  86966. applyToShader(effect: Effect): void;
  86967. /**
  86968. * Returns a string to use to update the GPU particles update shader
  86969. * @returns a string containng the defines string
  86970. */
  86971. getEffectDefines(): string;
  86972. /**
  86973. * Returns the string "SphereDirectedParticleEmitter"
  86974. * @returns a string containing the class name
  86975. */
  86976. getClassName(): string;
  86977. /**
  86978. * Serializes the particle system to a JSON object.
  86979. * @returns the JSON object
  86980. */
  86981. serialize(): any;
  86982. /**
  86983. * Parse properties from a JSON object
  86984. * @param serializationObject defines the JSON object
  86985. */
  86986. parse(serializationObject: any): void;
  86987. }
  86988. }
  86989. declare module BABYLON {
  86990. /**
  86991. * Interface representing a particle system in Babylon.js.
  86992. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86993. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86994. */
  86995. export interface IParticleSystem {
  86996. /**
  86997. * List of animations used by the particle system.
  86998. */
  86999. animations: Animation[];
  87000. /**
  87001. * The id of the Particle system.
  87002. */
  87003. id: string;
  87004. /**
  87005. * The name of the Particle system.
  87006. */
  87007. name: string;
  87008. /**
  87009. * The emitter represents the Mesh or position we are attaching the particle system to.
  87010. */
  87011. emitter: Nullable<AbstractMesh | Vector3>;
  87012. /**
  87013. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  87014. */
  87015. isBillboardBased: boolean;
  87016. /**
  87017. * The rendering group used by the Particle system to chose when to render.
  87018. */
  87019. renderingGroupId: number;
  87020. /**
  87021. * The layer mask we are rendering the particles through.
  87022. */
  87023. layerMask: number;
  87024. /**
  87025. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  87026. */
  87027. updateSpeed: number;
  87028. /**
  87029. * The amount of time the particle system is running (depends of the overall update speed).
  87030. */
  87031. targetStopDuration: number;
  87032. /**
  87033. * The texture used to render each particle. (this can be a spritesheet)
  87034. */
  87035. particleTexture: Nullable<Texture>;
  87036. /**
  87037. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  87038. */
  87039. blendMode: number;
  87040. /**
  87041. * Minimum life time of emitting particles.
  87042. */
  87043. minLifeTime: number;
  87044. /**
  87045. * Maximum life time of emitting particles.
  87046. */
  87047. maxLifeTime: number;
  87048. /**
  87049. * Minimum Size of emitting particles.
  87050. */
  87051. minSize: number;
  87052. /**
  87053. * Maximum Size of emitting particles.
  87054. */
  87055. maxSize: number;
  87056. /**
  87057. * Minimum scale of emitting particles on X axis.
  87058. */
  87059. minScaleX: number;
  87060. /**
  87061. * Maximum scale of emitting particles on X axis.
  87062. */
  87063. maxScaleX: number;
  87064. /**
  87065. * Minimum scale of emitting particles on Y axis.
  87066. */
  87067. minScaleY: number;
  87068. /**
  87069. * Maximum scale of emitting particles on Y axis.
  87070. */
  87071. maxScaleY: number;
  87072. /**
  87073. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  87074. */
  87075. color1: Color4;
  87076. /**
  87077. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  87078. */
  87079. color2: Color4;
  87080. /**
  87081. * Color the particle will have at the end of its lifetime.
  87082. */
  87083. colorDead: Color4;
  87084. /**
  87085. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  87086. */
  87087. emitRate: number;
  87088. /**
  87089. * You can use gravity if you want to give an orientation to your particles.
  87090. */
  87091. gravity: Vector3;
  87092. /**
  87093. * Minimum power of emitting particles.
  87094. */
  87095. minEmitPower: number;
  87096. /**
  87097. * Maximum power of emitting particles.
  87098. */
  87099. maxEmitPower: number;
  87100. /**
  87101. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  87102. */
  87103. minAngularSpeed: number;
  87104. /**
  87105. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  87106. */
  87107. maxAngularSpeed: number;
  87108. /**
  87109. * Gets or sets the minimal initial rotation in radians.
  87110. */
  87111. minInitialRotation: number;
  87112. /**
  87113. * Gets or sets the maximal initial rotation in radians.
  87114. */
  87115. maxInitialRotation: number;
  87116. /**
  87117. * The particle emitter type defines the emitter used by the particle system.
  87118. * It can be for example box, sphere, or cone...
  87119. */
  87120. particleEmitterType: Nullable<IParticleEmitterType>;
  87121. /**
  87122. * Defines the delay in milliseconds before starting the system (0 by default)
  87123. */
  87124. startDelay: number;
  87125. /**
  87126. * 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
  87127. */
  87128. preWarmCycles: number;
  87129. /**
  87130. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  87131. */
  87132. preWarmStepOffset: number;
  87133. /**
  87134. * 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)
  87135. */
  87136. spriteCellChangeSpeed: number;
  87137. /**
  87138. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  87139. */
  87140. startSpriteCellID: number;
  87141. /**
  87142. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  87143. */
  87144. endSpriteCellID: number;
  87145. /**
  87146. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  87147. */
  87148. spriteCellWidth: number;
  87149. /**
  87150. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  87151. */
  87152. spriteCellHeight: number;
  87153. /**
  87154. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  87155. */
  87156. spriteRandomStartCell: boolean;
  87157. /**
  87158. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  87159. */
  87160. isAnimationSheetEnabled: boolean;
  87161. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  87162. translationPivot: Vector2;
  87163. /**
  87164. * Gets or sets a texture used to add random noise to particle positions
  87165. */
  87166. noiseTexture: Nullable<BaseTexture>;
  87167. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  87168. noiseStrength: Vector3;
  87169. /**
  87170. * Gets or sets the billboard mode to use when isBillboardBased = true.
  87171. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  87172. */
  87173. billboardMode: number;
  87174. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  87175. limitVelocityDamping: number;
  87176. /**
  87177. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  87178. */
  87179. beginAnimationOnStart: boolean;
  87180. /**
  87181. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  87182. */
  87183. beginAnimationFrom: number;
  87184. /**
  87185. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  87186. */
  87187. beginAnimationTo: number;
  87188. /**
  87189. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  87190. */
  87191. beginAnimationLoop: boolean;
  87192. /**
  87193. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  87194. */
  87195. disposeOnStop: boolean;
  87196. /**
  87197. * Gets the maximum number of particles active at the same time.
  87198. * @returns The max number of active particles.
  87199. */
  87200. getCapacity(): number;
  87201. /**
  87202. * Gets if the system has been started. (Note: this will still be true after stop is called)
  87203. * @returns True if it has been started, otherwise false.
  87204. */
  87205. isStarted(): boolean;
  87206. /**
  87207. * Animates the particle system for this frame.
  87208. */
  87209. animate(): void;
  87210. /**
  87211. * Renders the particle system in its current state.
  87212. * @returns the current number of particles
  87213. */
  87214. render(): number;
  87215. /**
  87216. * Dispose the particle system and frees its associated resources.
  87217. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  87218. */
  87219. dispose(disposeTexture?: boolean): void;
  87220. /**
  87221. * Clones the particle system.
  87222. * @param name The name of the cloned object
  87223. * @param newEmitter The new emitter to use
  87224. * @returns the cloned particle system
  87225. */
  87226. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  87227. /**
  87228. * Serializes the particle system to a JSON object.
  87229. * @returns the JSON object
  87230. */
  87231. serialize(): any;
  87232. /**
  87233. * Rebuild the particle system
  87234. */
  87235. rebuild(): void;
  87236. /**
  87237. * Starts the particle system and begins to emit
  87238. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  87239. */
  87240. start(delay?: number): void;
  87241. /**
  87242. * Stops the particle system.
  87243. */
  87244. stop(): void;
  87245. /**
  87246. * Remove all active particles
  87247. */
  87248. reset(): void;
  87249. /**
  87250. * Is this system ready to be used/rendered
  87251. * @return true if the system is ready
  87252. */
  87253. isReady(): boolean;
  87254. /**
  87255. * Adds a new color gradient
  87256. * @param gradient defines the gradient to use (between 0 and 1)
  87257. * @param color1 defines the color to affect to the specified gradient
  87258. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  87259. * @returns the current particle system
  87260. */
  87261. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  87262. /**
  87263. * Remove a specific color gradient
  87264. * @param gradient defines the gradient to remove
  87265. * @returns the current particle system
  87266. */
  87267. removeColorGradient(gradient: number): IParticleSystem;
  87268. /**
  87269. * Adds a new size gradient
  87270. * @param gradient defines the gradient to use (between 0 and 1)
  87271. * @param factor defines the size factor to affect to the specified gradient
  87272. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87273. * @returns the current particle system
  87274. */
  87275. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87276. /**
  87277. * Remove a specific size gradient
  87278. * @param gradient defines the gradient to remove
  87279. * @returns the current particle system
  87280. */
  87281. removeSizeGradient(gradient: number): IParticleSystem;
  87282. /**
  87283. * Gets the current list of color gradients.
  87284. * You must use addColorGradient and removeColorGradient to udpate this list
  87285. * @returns the list of color gradients
  87286. */
  87287. getColorGradients(): Nullable<Array<ColorGradient>>;
  87288. /**
  87289. * Gets the current list of size gradients.
  87290. * You must use addSizeGradient and removeSizeGradient to udpate this list
  87291. * @returns the list of size gradients
  87292. */
  87293. getSizeGradients(): Nullable<Array<FactorGradient>>;
  87294. /**
  87295. * Gets the current list of angular speed gradients.
  87296. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  87297. * @returns the list of angular speed gradients
  87298. */
  87299. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  87300. /**
  87301. * Adds a new angular speed gradient
  87302. * @param gradient defines the gradient to use (between 0 and 1)
  87303. * @param factor defines the angular speed to affect to the specified gradient
  87304. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87305. * @returns the current particle system
  87306. */
  87307. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87308. /**
  87309. * Remove a specific angular speed gradient
  87310. * @param gradient defines the gradient to remove
  87311. * @returns the current particle system
  87312. */
  87313. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  87314. /**
  87315. * Gets the current list of velocity gradients.
  87316. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  87317. * @returns the list of velocity gradients
  87318. */
  87319. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  87320. /**
  87321. * Adds a new velocity gradient
  87322. * @param gradient defines the gradient to use (between 0 and 1)
  87323. * @param factor defines the velocity to affect to the specified gradient
  87324. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87325. * @returns the current particle system
  87326. */
  87327. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87328. /**
  87329. * Remove a specific velocity gradient
  87330. * @param gradient defines the gradient to remove
  87331. * @returns the current particle system
  87332. */
  87333. removeVelocityGradient(gradient: number): IParticleSystem;
  87334. /**
  87335. * Gets the current list of limit velocity gradients.
  87336. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  87337. * @returns the list of limit velocity gradients
  87338. */
  87339. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  87340. /**
  87341. * Adds a new limit velocity gradient
  87342. * @param gradient defines the gradient to use (between 0 and 1)
  87343. * @param factor defines the limit velocity to affect to the specified gradient
  87344. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87345. * @returns the current particle system
  87346. */
  87347. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87348. /**
  87349. * Remove a specific limit velocity gradient
  87350. * @param gradient defines the gradient to remove
  87351. * @returns the current particle system
  87352. */
  87353. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  87354. /**
  87355. * Adds a new drag gradient
  87356. * @param gradient defines the gradient to use (between 0 and 1)
  87357. * @param factor defines the drag to affect to the specified gradient
  87358. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87359. * @returns the current particle system
  87360. */
  87361. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87362. /**
  87363. * Remove a specific drag gradient
  87364. * @param gradient defines the gradient to remove
  87365. * @returns the current particle system
  87366. */
  87367. removeDragGradient(gradient: number): IParticleSystem;
  87368. /**
  87369. * Gets the current list of drag gradients.
  87370. * You must use addDragGradient and removeDragGradient to udpate this list
  87371. * @returns the list of drag gradients
  87372. */
  87373. getDragGradients(): Nullable<Array<FactorGradient>>;
  87374. /**
  87375. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  87376. * @param gradient defines the gradient to use (between 0 and 1)
  87377. * @param factor defines the emit rate to affect to the specified gradient
  87378. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87379. * @returns the current particle system
  87380. */
  87381. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87382. /**
  87383. * Remove a specific emit rate gradient
  87384. * @param gradient defines the gradient to remove
  87385. * @returns the current particle system
  87386. */
  87387. removeEmitRateGradient(gradient: number): IParticleSystem;
  87388. /**
  87389. * Gets the current list of emit rate gradients.
  87390. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  87391. * @returns the list of emit rate gradients
  87392. */
  87393. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  87394. /**
  87395. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  87396. * @param gradient defines the gradient to use (between 0 and 1)
  87397. * @param factor defines the start size to affect to the specified gradient
  87398. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87399. * @returns the current particle system
  87400. */
  87401. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87402. /**
  87403. * Remove a specific start size gradient
  87404. * @param gradient defines the gradient to remove
  87405. * @returns the current particle system
  87406. */
  87407. removeStartSizeGradient(gradient: number): IParticleSystem;
  87408. /**
  87409. * Gets the current list of start size gradients.
  87410. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  87411. * @returns the list of start size gradients
  87412. */
  87413. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  87414. /**
  87415. * Adds a new life time gradient
  87416. * @param gradient defines the gradient to use (between 0 and 1)
  87417. * @param factor defines the life time factor to affect to the specified gradient
  87418. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87419. * @returns the current particle system
  87420. */
  87421. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87422. /**
  87423. * Remove a specific life time gradient
  87424. * @param gradient defines the gradient to remove
  87425. * @returns the current particle system
  87426. */
  87427. removeLifeTimeGradient(gradient: number): IParticleSystem;
  87428. /**
  87429. * Gets the current list of life time gradients.
  87430. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  87431. * @returns the list of life time gradients
  87432. */
  87433. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  87434. /**
  87435. * Gets the current list of color gradients.
  87436. * You must use addColorGradient and removeColorGradient to udpate this list
  87437. * @returns the list of color gradients
  87438. */
  87439. getColorGradients(): Nullable<Array<ColorGradient>>;
  87440. /**
  87441. * Adds a new ramp gradient used to remap particle colors
  87442. * @param gradient defines the gradient to use (between 0 and 1)
  87443. * @param color defines the color to affect to the specified gradient
  87444. * @returns the current particle system
  87445. */
  87446. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  87447. /**
  87448. * Gets the current list of ramp gradients.
  87449. * You must use addRampGradient and removeRampGradient to udpate this list
  87450. * @returns the list of ramp gradients
  87451. */
  87452. getRampGradients(): Nullable<Array<Color3Gradient>>;
  87453. /** Gets or sets a boolean indicating that ramp gradients must be used
  87454. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  87455. */
  87456. useRampGradients: boolean;
  87457. /**
  87458. * Adds a new color remap gradient
  87459. * @param gradient defines the gradient to use (between 0 and 1)
  87460. * @param min defines the color remap minimal range
  87461. * @param max defines the color remap maximal range
  87462. * @returns the current particle system
  87463. */
  87464. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87465. /**
  87466. * Gets the current list of color remap gradients.
  87467. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  87468. * @returns the list of color remap gradients
  87469. */
  87470. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  87471. /**
  87472. * Adds a new alpha remap gradient
  87473. * @param gradient defines the gradient to use (between 0 and 1)
  87474. * @param min defines the alpha remap minimal range
  87475. * @param max defines the alpha remap maximal range
  87476. * @returns the current particle system
  87477. */
  87478. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87479. /**
  87480. * Gets the current list of alpha remap gradients.
  87481. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  87482. * @returns the list of alpha remap gradients
  87483. */
  87484. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  87485. /**
  87486. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  87487. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87488. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87489. * @returns the emitter
  87490. */
  87491. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  87492. /**
  87493. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  87494. * @param radius The radius of the hemisphere to emit from
  87495. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87496. * @returns the emitter
  87497. */
  87498. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  87499. /**
  87500. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  87501. * @param radius The radius of the sphere to emit from
  87502. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87503. * @returns the emitter
  87504. */
  87505. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  87506. /**
  87507. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  87508. * @param radius The radius of the sphere to emit from
  87509. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  87510. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  87511. * @returns the emitter
  87512. */
  87513. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87514. /**
  87515. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  87516. * @param radius The radius of the emission cylinder
  87517. * @param height The height of the emission cylinder
  87518. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  87519. * @param directionRandomizer How much to randomize the particle direction [0-1]
  87520. * @returns the emitter
  87521. */
  87522. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  87523. /**
  87524. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  87525. * @param radius The radius of the cylinder to emit from
  87526. * @param height The height of the emission cylinder
  87527. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  87528. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  87529. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  87530. * @returns the emitter
  87531. */
  87532. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87533. /**
  87534. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  87535. * @param radius The radius of the cone to emit from
  87536. * @param angle The base angle of the cone
  87537. * @returns the emitter
  87538. */
  87539. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  87540. /**
  87541. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  87542. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87543. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87544. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87545. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87546. * @returns the emitter
  87547. */
  87548. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  87549. /**
  87550. * Get hosting scene
  87551. * @returns the scene
  87552. */
  87553. getScene(): Scene;
  87554. }
  87555. }
  87556. declare module BABYLON {
  87557. /**
  87558. * Creates an instance based on a source mesh.
  87559. */
  87560. export class InstancedMesh extends AbstractMesh {
  87561. private _sourceMesh;
  87562. private _currentLOD;
  87563. /** @hidden */
  87564. _indexInSourceMeshInstanceArray: number;
  87565. constructor(name: string, source: Mesh);
  87566. /**
  87567. * Returns the string "InstancedMesh".
  87568. */
  87569. getClassName(): string;
  87570. /** Gets the list of lights affecting that mesh */
  87571. readonly lightSources: Light[];
  87572. _resyncLightSources(): void;
  87573. _resyncLightSource(light: Light): void;
  87574. _removeLightSource(light: Light, dispose: boolean): void;
  87575. /**
  87576. * If the source mesh receives shadows
  87577. */
  87578. readonly receiveShadows: boolean;
  87579. /**
  87580. * The material of the source mesh
  87581. */
  87582. readonly material: Nullable<Material>;
  87583. /**
  87584. * Visibility of the source mesh
  87585. */
  87586. readonly visibility: number;
  87587. /**
  87588. * Skeleton of the source mesh
  87589. */
  87590. readonly skeleton: Nullable<Skeleton>;
  87591. /**
  87592. * Rendering ground id of the source mesh
  87593. */
  87594. renderingGroupId: number;
  87595. /**
  87596. * Returns the total number of vertices (integer).
  87597. */
  87598. getTotalVertices(): number;
  87599. /**
  87600. * Returns a positive integer : the total number of indices in this mesh geometry.
  87601. * @returns the numner of indices or zero if the mesh has no geometry.
  87602. */
  87603. getTotalIndices(): number;
  87604. /**
  87605. * The source mesh of the instance
  87606. */
  87607. readonly sourceMesh: Mesh;
  87608. /**
  87609. * Is this node ready to be used/rendered
  87610. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87611. * @return {boolean} is it ready
  87612. */
  87613. isReady(completeCheck?: boolean): boolean;
  87614. /**
  87615. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87616. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  87617. * @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.
  87618. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  87619. */
  87620. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  87621. /**
  87622. * Sets the vertex data of the mesh geometry for the requested `kind`.
  87623. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  87624. * The `data` are either a numeric array either a Float32Array.
  87625. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  87626. * 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).
  87627. * Note that a new underlying VertexBuffer object is created each call.
  87628. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  87629. *
  87630. * Possible `kind` values :
  87631. * - VertexBuffer.PositionKind
  87632. * - VertexBuffer.UVKind
  87633. * - VertexBuffer.UV2Kind
  87634. * - VertexBuffer.UV3Kind
  87635. * - VertexBuffer.UV4Kind
  87636. * - VertexBuffer.UV5Kind
  87637. * - VertexBuffer.UV6Kind
  87638. * - VertexBuffer.ColorKind
  87639. * - VertexBuffer.MatricesIndicesKind
  87640. * - VertexBuffer.MatricesIndicesExtraKind
  87641. * - VertexBuffer.MatricesWeightsKind
  87642. * - VertexBuffer.MatricesWeightsExtraKind
  87643. *
  87644. * Returns the Mesh.
  87645. */
  87646. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  87647. /**
  87648. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  87649. * If the mesh has no geometry, it is simply returned as it is.
  87650. * The `data` are either a numeric array either a Float32Array.
  87651. * No new underlying VertexBuffer object is created.
  87652. * 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.
  87653. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  87654. *
  87655. * Possible `kind` values :
  87656. * - VertexBuffer.PositionKind
  87657. * - VertexBuffer.UVKind
  87658. * - VertexBuffer.UV2Kind
  87659. * - VertexBuffer.UV3Kind
  87660. * - VertexBuffer.UV4Kind
  87661. * - VertexBuffer.UV5Kind
  87662. * - VertexBuffer.UV6Kind
  87663. * - VertexBuffer.ColorKind
  87664. * - VertexBuffer.MatricesIndicesKind
  87665. * - VertexBuffer.MatricesIndicesExtraKind
  87666. * - VertexBuffer.MatricesWeightsKind
  87667. * - VertexBuffer.MatricesWeightsExtraKind
  87668. *
  87669. * Returns the Mesh.
  87670. */
  87671. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87672. /**
  87673. * Sets the mesh indices.
  87674. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  87675. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  87676. * This method creates a new index buffer each call.
  87677. * Returns the Mesh.
  87678. */
  87679. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  87680. /**
  87681. * Boolean : True if the mesh owns the requested kind of data.
  87682. */
  87683. isVerticesDataPresent(kind: string): boolean;
  87684. /**
  87685. * Returns an array of indices (IndicesArray).
  87686. */
  87687. getIndices(): Nullable<IndicesArray>;
  87688. readonly _positions: Nullable<Vector3[]>;
  87689. /**
  87690. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87691. * This means the mesh underlying bounding box and sphere are recomputed.
  87692. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87693. * @returns the current mesh
  87694. */
  87695. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  87696. /** @hidden */
  87697. _preActivate(): InstancedMesh;
  87698. /** @hidden */
  87699. _activate(renderId: number, intermediateRendering: boolean): boolean;
  87700. /** @hidden */
  87701. _postActivate(): void;
  87702. getWorldMatrix(): Matrix;
  87703. readonly isAnInstance: boolean;
  87704. /**
  87705. * Returns the current associated LOD AbstractMesh.
  87706. */
  87707. getLOD(camera: Camera): AbstractMesh;
  87708. /** @hidden */
  87709. _syncSubMeshes(): InstancedMesh;
  87710. /** @hidden */
  87711. _generatePointsArray(): boolean;
  87712. /**
  87713. * Creates a new InstancedMesh from the current mesh.
  87714. * - name (string) : the cloned mesh name
  87715. * - newParent (optional Node) : the optional Node to parent the clone to.
  87716. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  87717. *
  87718. * Returns the clone.
  87719. */
  87720. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87721. /**
  87722. * Disposes the InstancedMesh.
  87723. * Returns nothing.
  87724. */
  87725. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87726. }
  87727. interface Mesh {
  87728. /**
  87729. * Register a custom buffer that will be instanced
  87730. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87731. * @param kind defines the buffer kind
  87732. * @param stride defines the stride in floats
  87733. */
  87734. registerInstancedBuffer(kind: string, stride: number): void;
  87735. /** @hidden */
  87736. _userInstancedBuffersStorage: {
  87737. data: {
  87738. [key: string]: Float32Array;
  87739. };
  87740. sizes: {
  87741. [key: string]: number;
  87742. };
  87743. vertexBuffers: {
  87744. [key: string]: Nullable<VertexBuffer>;
  87745. };
  87746. strides: {
  87747. [key: string]: number;
  87748. };
  87749. };
  87750. }
  87751. interface AbstractMesh {
  87752. /**
  87753. * Object used to store instanced buffers defined by user
  87754. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87755. */
  87756. instancedBuffers: {
  87757. [key: string]: any;
  87758. };
  87759. }
  87760. }
  87761. declare module BABYLON {
  87762. /**
  87763. * Defines the options associated with the creation of a shader material.
  87764. */
  87765. export interface IShaderMaterialOptions {
  87766. /**
  87767. * Does the material work in alpha blend mode
  87768. */
  87769. needAlphaBlending: boolean;
  87770. /**
  87771. * Does the material work in alpha test mode
  87772. */
  87773. needAlphaTesting: boolean;
  87774. /**
  87775. * The list of attribute names used in the shader
  87776. */
  87777. attributes: string[];
  87778. /**
  87779. * The list of unifrom names used in the shader
  87780. */
  87781. uniforms: string[];
  87782. /**
  87783. * The list of UBO names used in the shader
  87784. */
  87785. uniformBuffers: string[];
  87786. /**
  87787. * The list of sampler names used in the shader
  87788. */
  87789. samplers: string[];
  87790. /**
  87791. * The list of defines used in the shader
  87792. */
  87793. defines: string[];
  87794. }
  87795. /**
  87796. * 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.
  87797. *
  87798. * This returned material effects how the mesh will look based on the code in the shaders.
  87799. *
  87800. * @see http://doc.babylonjs.com/how_to/shader_material
  87801. */
  87802. export class ShaderMaterial extends Material {
  87803. private _shaderPath;
  87804. private _options;
  87805. private _textures;
  87806. private _textureArrays;
  87807. private _floats;
  87808. private _ints;
  87809. private _floatsArrays;
  87810. private _colors3;
  87811. private _colors3Arrays;
  87812. private _colors4;
  87813. private _colors4Arrays;
  87814. private _vectors2;
  87815. private _vectors3;
  87816. private _vectors4;
  87817. private _matrices;
  87818. private _matrixArrays;
  87819. private _matrices3x3;
  87820. private _matrices2x2;
  87821. private _vectors2Arrays;
  87822. private _vectors3Arrays;
  87823. private _vectors4Arrays;
  87824. private _cachedWorldViewMatrix;
  87825. private _cachedWorldViewProjectionMatrix;
  87826. private _renderId;
  87827. private _multiview;
  87828. /**
  87829. * Instantiate a new shader material.
  87830. * 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.
  87831. * This returned material effects how the mesh will look based on the code in the shaders.
  87832. * @see http://doc.babylonjs.com/how_to/shader_material
  87833. * @param name Define the name of the material in the scene
  87834. * @param scene Define the scene the material belongs to
  87835. * @param shaderPath Defines the route to the shader code in one of three ways:
  87836. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  87837. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  87838. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  87839. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  87840. * @param options Define the options used to create the shader
  87841. */
  87842. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  87843. /**
  87844. * Gets the shader path used to define the shader code
  87845. * It can be modified to trigger a new compilation
  87846. */
  87847. /**
  87848. * Sets the shader path used to define the shader code
  87849. * It can be modified to trigger a new compilation
  87850. */
  87851. shaderPath: any;
  87852. /**
  87853. * Gets the options used to compile the shader.
  87854. * They can be modified to trigger a new compilation
  87855. */
  87856. readonly options: IShaderMaterialOptions;
  87857. /**
  87858. * Gets the current class name of the material e.g. "ShaderMaterial"
  87859. * Mainly use in serialization.
  87860. * @returns the class name
  87861. */
  87862. getClassName(): string;
  87863. /**
  87864. * Specifies if the material will require alpha blending
  87865. * @returns a boolean specifying if alpha blending is needed
  87866. */
  87867. needAlphaBlending(): boolean;
  87868. /**
  87869. * Specifies if this material should be rendered in alpha test mode
  87870. * @returns a boolean specifying if an alpha test is needed.
  87871. */
  87872. needAlphaTesting(): boolean;
  87873. private _checkUniform;
  87874. /**
  87875. * Set a texture in the shader.
  87876. * @param name Define the name of the uniform samplers as defined in the shader
  87877. * @param texture Define the texture to bind to this sampler
  87878. * @return the material itself allowing "fluent" like uniform updates
  87879. */
  87880. setTexture(name: string, texture: Texture): ShaderMaterial;
  87881. /**
  87882. * Set a texture array in the shader.
  87883. * @param name Define the name of the uniform sampler array as defined in the shader
  87884. * @param textures Define the list of textures to bind to this sampler
  87885. * @return the material itself allowing "fluent" like uniform updates
  87886. */
  87887. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  87888. /**
  87889. * Set a float in the shader.
  87890. * @param name Define the name of the uniform as defined in the shader
  87891. * @param value Define the value to give to the uniform
  87892. * @return the material itself allowing "fluent" like uniform updates
  87893. */
  87894. setFloat(name: string, value: number): ShaderMaterial;
  87895. /**
  87896. * Set a int in the shader.
  87897. * @param name Define the name of the uniform as defined in the shader
  87898. * @param value Define the value to give to the uniform
  87899. * @return the material itself allowing "fluent" like uniform updates
  87900. */
  87901. setInt(name: string, value: number): ShaderMaterial;
  87902. /**
  87903. * Set an array of floats in the shader.
  87904. * @param name Define the name of the uniform as defined in the shader
  87905. * @param value Define the value to give to the uniform
  87906. * @return the material itself allowing "fluent" like uniform updates
  87907. */
  87908. setFloats(name: string, value: number[]): ShaderMaterial;
  87909. /**
  87910. * Set a vec3 in the shader from a Color3.
  87911. * @param name Define the name of the uniform as defined in the shader
  87912. * @param value Define the value to give to the uniform
  87913. * @return the material itself allowing "fluent" like uniform updates
  87914. */
  87915. setColor3(name: string, value: Color3): ShaderMaterial;
  87916. /**
  87917. * Set a vec3 array in the shader from a Color3 array.
  87918. * @param name Define the name of the uniform as defined in the shader
  87919. * @param value Define the value to give to the uniform
  87920. * @return the material itself allowing "fluent" like uniform updates
  87921. */
  87922. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  87923. /**
  87924. * Set a vec4 in the shader from a Color4.
  87925. * @param name Define the name of the uniform as defined in the shader
  87926. * @param value Define the value to give to the uniform
  87927. * @return the material itself allowing "fluent" like uniform updates
  87928. */
  87929. setColor4(name: string, value: Color4): ShaderMaterial;
  87930. /**
  87931. * Set a vec4 array in the shader from a Color4 array.
  87932. * @param name Define the name of the uniform as defined in the shader
  87933. * @param value Define the value to give to the uniform
  87934. * @return the material itself allowing "fluent" like uniform updates
  87935. */
  87936. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  87937. /**
  87938. * Set a vec2 in the shader from a Vector2.
  87939. * @param name Define the name of the uniform as defined in the shader
  87940. * @param value Define the value to give to the uniform
  87941. * @return the material itself allowing "fluent" like uniform updates
  87942. */
  87943. setVector2(name: string, value: Vector2): ShaderMaterial;
  87944. /**
  87945. * Set a vec3 in the shader from a Vector3.
  87946. * @param name Define the name of the uniform as defined in the shader
  87947. * @param value Define the value to give to the uniform
  87948. * @return the material itself allowing "fluent" like uniform updates
  87949. */
  87950. setVector3(name: string, value: Vector3): ShaderMaterial;
  87951. /**
  87952. * Set a vec4 in the shader from a Vector4.
  87953. * @param name Define the name of the uniform as defined in the shader
  87954. * @param value Define the value to give to the uniform
  87955. * @return the material itself allowing "fluent" like uniform updates
  87956. */
  87957. setVector4(name: string, value: Vector4): ShaderMaterial;
  87958. /**
  87959. * Set a mat4 in the shader from a Matrix.
  87960. * @param name Define the name of the uniform as defined in the shader
  87961. * @param value Define the value to give to the uniform
  87962. * @return the material itself allowing "fluent" like uniform updates
  87963. */
  87964. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87965. /**
  87966. * Set a float32Array in the shader from a matrix array.
  87967. * @param name Define the name of the uniform as defined in the shader
  87968. * @param value Define the value to give to the uniform
  87969. * @return the material itself allowing "fluent" like uniform updates
  87970. */
  87971. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  87972. /**
  87973. * Set a mat3 in the shader from a Float32Array.
  87974. * @param name Define the name of the uniform as defined in the shader
  87975. * @param value Define the value to give to the uniform
  87976. * @return the material itself allowing "fluent" like uniform updates
  87977. */
  87978. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87979. /**
  87980. * Set a mat2 in the shader from a Float32Array.
  87981. * @param name Define the name of the uniform as defined in the shader
  87982. * @param value Define the value to give to the uniform
  87983. * @return the material itself allowing "fluent" like uniform updates
  87984. */
  87985. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87986. /**
  87987. * Set a vec2 array in the shader from a number array.
  87988. * @param name Define the name of the uniform as defined in the shader
  87989. * @param value Define the value to give to the uniform
  87990. * @return the material itself allowing "fluent" like uniform updates
  87991. */
  87992. setArray2(name: string, value: number[]): ShaderMaterial;
  87993. /**
  87994. * Set a vec3 array in the shader from a number array.
  87995. * @param name Define the name of the uniform as defined in the shader
  87996. * @param value Define the value to give to the uniform
  87997. * @return the material itself allowing "fluent" like uniform updates
  87998. */
  87999. setArray3(name: string, value: number[]): ShaderMaterial;
  88000. /**
  88001. * Set a vec4 array in the shader from a number array.
  88002. * @param name Define the name of the uniform as defined in the shader
  88003. * @param value Define the value to give to the uniform
  88004. * @return the material itself allowing "fluent" like uniform updates
  88005. */
  88006. setArray4(name: string, value: number[]): ShaderMaterial;
  88007. private _checkCache;
  88008. /**
  88009. * Specifies that the submesh is ready to be used
  88010. * @param mesh defines the mesh to check
  88011. * @param subMesh defines which submesh to check
  88012. * @param useInstances specifies that instances should be used
  88013. * @returns a boolean indicating that the submesh is ready or not
  88014. */
  88015. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88016. /**
  88017. * Checks if the material is ready to render the requested mesh
  88018. * @param mesh Define the mesh to render
  88019. * @param useInstances Define whether or not the material is used with instances
  88020. * @returns true if ready, otherwise false
  88021. */
  88022. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88023. /**
  88024. * Binds the world matrix to the material
  88025. * @param world defines the world transformation matrix
  88026. */
  88027. bindOnlyWorldMatrix(world: Matrix): void;
  88028. /**
  88029. * Binds the material to the mesh
  88030. * @param world defines the world transformation matrix
  88031. * @param mesh defines the mesh to bind the material to
  88032. */
  88033. bind(world: Matrix, mesh?: Mesh): void;
  88034. /**
  88035. * Gets the active textures from the material
  88036. * @returns an array of textures
  88037. */
  88038. getActiveTextures(): BaseTexture[];
  88039. /**
  88040. * Specifies if the material uses a texture
  88041. * @param texture defines the texture to check against the material
  88042. * @returns a boolean specifying if the material uses the texture
  88043. */
  88044. hasTexture(texture: BaseTexture): boolean;
  88045. /**
  88046. * Makes a duplicate of the material, and gives it a new name
  88047. * @param name defines the new name for the duplicated material
  88048. * @returns the cloned material
  88049. */
  88050. clone(name: string): ShaderMaterial;
  88051. /**
  88052. * Disposes the material
  88053. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88054. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88055. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88056. */
  88057. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88058. /**
  88059. * Serializes this material in a JSON representation
  88060. * @returns the serialized material object
  88061. */
  88062. serialize(): any;
  88063. /**
  88064. * Creates a shader material from parsed shader material data
  88065. * @param source defines the JSON represnetation of the material
  88066. * @param scene defines the hosting scene
  88067. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  88068. * @returns a new material
  88069. */
  88070. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  88071. }
  88072. }
  88073. declare module BABYLON {
  88074. /** @hidden */
  88075. export var colorPixelShader: {
  88076. name: string;
  88077. shader: string;
  88078. };
  88079. }
  88080. declare module BABYLON {
  88081. /** @hidden */
  88082. export var colorVertexShader: {
  88083. name: string;
  88084. shader: string;
  88085. };
  88086. }
  88087. declare module BABYLON {
  88088. /**
  88089. * Line mesh
  88090. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  88091. */
  88092. export class LinesMesh extends Mesh {
  88093. /**
  88094. * If vertex color should be applied to the mesh
  88095. */
  88096. readonly useVertexColor?: boolean | undefined;
  88097. /**
  88098. * If vertex alpha should be applied to the mesh
  88099. */
  88100. readonly useVertexAlpha?: boolean | undefined;
  88101. /**
  88102. * Color of the line (Default: White)
  88103. */
  88104. color: Color3;
  88105. /**
  88106. * Alpha of the line (Default: 1)
  88107. */
  88108. alpha: number;
  88109. /**
  88110. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  88111. * This margin is expressed in world space coordinates, so its value may vary.
  88112. * Default value is 0.1
  88113. */
  88114. intersectionThreshold: number;
  88115. private _colorShader;
  88116. private color4;
  88117. /**
  88118. * Creates a new LinesMesh
  88119. * @param name defines the name
  88120. * @param scene defines the hosting scene
  88121. * @param parent defines the parent mesh if any
  88122. * @param source defines the optional source LinesMesh used to clone data from
  88123. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88124. * When false, achieved by calling a clone(), also passing False.
  88125. * This will make creation of children, recursive.
  88126. * @param useVertexColor defines if this LinesMesh supports vertex color
  88127. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  88128. */
  88129. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  88130. /**
  88131. * If vertex color should be applied to the mesh
  88132. */
  88133. useVertexColor?: boolean | undefined,
  88134. /**
  88135. * If vertex alpha should be applied to the mesh
  88136. */
  88137. useVertexAlpha?: boolean | undefined);
  88138. private _addClipPlaneDefine;
  88139. private _removeClipPlaneDefine;
  88140. isReady(): boolean;
  88141. /**
  88142. * Returns the string "LineMesh"
  88143. */
  88144. getClassName(): string;
  88145. /**
  88146. * @hidden
  88147. */
  88148. /**
  88149. * @hidden
  88150. */
  88151. material: Material;
  88152. /**
  88153. * @hidden
  88154. */
  88155. readonly checkCollisions: boolean;
  88156. /** @hidden */
  88157. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88158. /** @hidden */
  88159. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88160. /**
  88161. * Disposes of the line mesh
  88162. * @param doNotRecurse If children should be disposed
  88163. */
  88164. dispose(doNotRecurse?: boolean): void;
  88165. /**
  88166. * Returns a new LineMesh object cloned from the current one.
  88167. */
  88168. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  88169. /**
  88170. * Creates a new InstancedLinesMesh object from the mesh model.
  88171. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88172. * @param name defines the name of the new instance
  88173. * @returns a new InstancedLinesMesh
  88174. */
  88175. createInstance(name: string): InstancedLinesMesh;
  88176. }
  88177. /**
  88178. * Creates an instance based on a source LinesMesh
  88179. */
  88180. export class InstancedLinesMesh extends InstancedMesh {
  88181. /**
  88182. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  88183. * This margin is expressed in world space coordinates, so its value may vary.
  88184. * Initilized with the intersectionThreshold value of the source LinesMesh
  88185. */
  88186. intersectionThreshold: number;
  88187. constructor(name: string, source: LinesMesh);
  88188. /**
  88189. * Returns the string "InstancedLinesMesh".
  88190. */
  88191. getClassName(): string;
  88192. }
  88193. }
  88194. declare module BABYLON {
  88195. /** @hidden */
  88196. export var linePixelShader: {
  88197. name: string;
  88198. shader: string;
  88199. };
  88200. }
  88201. declare module BABYLON {
  88202. /** @hidden */
  88203. export var lineVertexShader: {
  88204. name: string;
  88205. shader: string;
  88206. };
  88207. }
  88208. declare module BABYLON {
  88209. interface AbstractMesh {
  88210. /**
  88211. * Gets the edgesRenderer associated with the mesh
  88212. */
  88213. edgesRenderer: Nullable<EdgesRenderer>;
  88214. }
  88215. interface LinesMesh {
  88216. /**
  88217. * Enables the edge rendering mode on the mesh.
  88218. * This mode makes the mesh edges visible
  88219. * @param epsilon defines the maximal distance between two angles to detect a face
  88220. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  88221. * @returns the currentAbstractMesh
  88222. * @see https://www.babylonjs-playground.com/#19O9TU#0
  88223. */
  88224. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  88225. }
  88226. interface InstancedLinesMesh {
  88227. /**
  88228. * Enables the edge rendering mode on the mesh.
  88229. * This mode makes the mesh edges visible
  88230. * @param epsilon defines the maximal distance between two angles to detect a face
  88231. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  88232. * @returns the current InstancedLinesMesh
  88233. * @see https://www.babylonjs-playground.com/#19O9TU#0
  88234. */
  88235. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  88236. }
  88237. /**
  88238. * Defines the minimum contract an Edges renderer should follow.
  88239. */
  88240. export interface IEdgesRenderer extends IDisposable {
  88241. /**
  88242. * Gets or sets a boolean indicating if the edgesRenderer is active
  88243. */
  88244. isEnabled: boolean;
  88245. /**
  88246. * Renders the edges of the attached mesh,
  88247. */
  88248. render(): void;
  88249. /**
  88250. * Checks wether or not the edges renderer is ready to render.
  88251. * @return true if ready, otherwise false.
  88252. */
  88253. isReady(): boolean;
  88254. }
  88255. /**
  88256. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  88257. */
  88258. export class EdgesRenderer implements IEdgesRenderer {
  88259. /**
  88260. * Define the size of the edges with an orthographic camera
  88261. */
  88262. edgesWidthScalerForOrthographic: number;
  88263. /**
  88264. * Define the size of the edges with a perspective camera
  88265. */
  88266. edgesWidthScalerForPerspective: number;
  88267. protected _source: AbstractMesh;
  88268. protected _linesPositions: number[];
  88269. protected _linesNormals: number[];
  88270. protected _linesIndices: number[];
  88271. protected _epsilon: number;
  88272. protected _indicesCount: number;
  88273. protected _lineShader: ShaderMaterial;
  88274. protected _ib: DataBuffer;
  88275. protected _buffers: {
  88276. [key: string]: Nullable<VertexBuffer>;
  88277. };
  88278. protected _checkVerticesInsteadOfIndices: boolean;
  88279. private _meshRebuildObserver;
  88280. private _meshDisposeObserver;
  88281. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  88282. isEnabled: boolean;
  88283. /**
  88284. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  88285. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  88286. * @param source Mesh used to create edges
  88287. * @param epsilon sum of angles in adjacency to check for edge
  88288. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  88289. * @param generateEdgesLines - should generate Lines or only prepare resources.
  88290. */
  88291. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  88292. protected _prepareRessources(): void;
  88293. /** @hidden */
  88294. _rebuild(): void;
  88295. /**
  88296. * Releases the required resources for the edges renderer
  88297. */
  88298. dispose(): void;
  88299. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  88300. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  88301. /**
  88302. * Checks if the pair of p0 and p1 is en edge
  88303. * @param faceIndex
  88304. * @param edge
  88305. * @param faceNormals
  88306. * @param p0
  88307. * @param p1
  88308. * @private
  88309. */
  88310. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  88311. /**
  88312. * push line into the position, normal and index buffer
  88313. * @protected
  88314. */
  88315. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  88316. /**
  88317. * Generates lines edges from adjacencjes
  88318. * @private
  88319. */
  88320. _generateEdgesLines(): void;
  88321. /**
  88322. * Checks wether or not the edges renderer is ready to render.
  88323. * @return true if ready, otherwise false.
  88324. */
  88325. isReady(): boolean;
  88326. /**
  88327. * Renders the edges of the attached mesh,
  88328. */
  88329. render(): void;
  88330. }
  88331. /**
  88332. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  88333. */
  88334. export class LineEdgesRenderer extends EdgesRenderer {
  88335. /**
  88336. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  88337. * @param source LineMesh used to generate edges
  88338. * @param epsilon not important (specified angle for edge detection)
  88339. * @param checkVerticesInsteadOfIndices not important for LineMesh
  88340. */
  88341. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  88342. /**
  88343. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  88344. */
  88345. _generateEdgesLines(): void;
  88346. }
  88347. }
  88348. declare module BABYLON {
  88349. /**
  88350. * This represents the object necessary to create a rendering group.
  88351. * This is exclusively used and created by the rendering manager.
  88352. * To modify the behavior, you use the available helpers in your scene or meshes.
  88353. * @hidden
  88354. */
  88355. export class RenderingGroup {
  88356. index: number;
  88357. private static _zeroVector;
  88358. private _scene;
  88359. private _opaqueSubMeshes;
  88360. private _transparentSubMeshes;
  88361. private _alphaTestSubMeshes;
  88362. private _depthOnlySubMeshes;
  88363. private _particleSystems;
  88364. private _spriteManagers;
  88365. private _opaqueSortCompareFn;
  88366. private _alphaTestSortCompareFn;
  88367. private _transparentSortCompareFn;
  88368. private _renderOpaque;
  88369. private _renderAlphaTest;
  88370. private _renderTransparent;
  88371. /** @hidden */
  88372. _edgesRenderers: SmartArray<IEdgesRenderer>;
  88373. onBeforeTransparentRendering: () => void;
  88374. /**
  88375. * Set the opaque sort comparison function.
  88376. * If null the sub meshes will be render in the order they were created
  88377. */
  88378. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88379. /**
  88380. * Set the alpha test sort comparison function.
  88381. * If null the sub meshes will be render in the order they were created
  88382. */
  88383. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88384. /**
  88385. * Set the transparent sort comparison function.
  88386. * If null the sub meshes will be render in the order they were created
  88387. */
  88388. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88389. /**
  88390. * Creates a new rendering group.
  88391. * @param index The rendering group index
  88392. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  88393. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  88394. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  88395. */
  88396. 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>);
  88397. /**
  88398. * Render all the sub meshes contained in the group.
  88399. * @param customRenderFunction Used to override the default render behaviour of the group.
  88400. * @returns true if rendered some submeshes.
  88401. */
  88402. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  88403. /**
  88404. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  88405. * @param subMeshes The submeshes to render
  88406. */
  88407. private renderOpaqueSorted;
  88408. /**
  88409. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  88410. * @param subMeshes The submeshes to render
  88411. */
  88412. private renderAlphaTestSorted;
  88413. /**
  88414. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  88415. * @param subMeshes The submeshes to render
  88416. */
  88417. private renderTransparentSorted;
  88418. /**
  88419. * Renders the submeshes in a specified order.
  88420. * @param subMeshes The submeshes to sort before render
  88421. * @param sortCompareFn The comparison function use to sort
  88422. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  88423. * @param transparent Specifies to activate blending if true
  88424. */
  88425. private static renderSorted;
  88426. /**
  88427. * Renders the submeshes in the order they were dispatched (no sort applied).
  88428. * @param subMeshes The submeshes to render
  88429. */
  88430. private static renderUnsorted;
  88431. /**
  88432. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88433. * are rendered back to front if in the same alpha index.
  88434. *
  88435. * @param a The first submesh
  88436. * @param b The second submesh
  88437. * @returns The result of the comparison
  88438. */
  88439. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  88440. /**
  88441. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88442. * are rendered back to front.
  88443. *
  88444. * @param a The first submesh
  88445. * @param b The second submesh
  88446. * @returns The result of the comparison
  88447. */
  88448. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  88449. /**
  88450. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88451. * are rendered front to back (prevent overdraw).
  88452. *
  88453. * @param a The first submesh
  88454. * @param b The second submesh
  88455. * @returns The result of the comparison
  88456. */
  88457. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  88458. /**
  88459. * Resets the different lists of submeshes to prepare a new frame.
  88460. */
  88461. prepare(): void;
  88462. dispose(): void;
  88463. /**
  88464. * Inserts the submesh in its correct queue depending on its material.
  88465. * @param subMesh The submesh to dispatch
  88466. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88467. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88468. */
  88469. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88470. dispatchSprites(spriteManager: ISpriteManager): void;
  88471. dispatchParticles(particleSystem: IParticleSystem): void;
  88472. private _renderParticles;
  88473. private _renderSprites;
  88474. }
  88475. }
  88476. declare module BABYLON {
  88477. /**
  88478. * Interface describing the different options available in the rendering manager
  88479. * regarding Auto Clear between groups.
  88480. */
  88481. export interface IRenderingManagerAutoClearSetup {
  88482. /**
  88483. * Defines whether or not autoclear is enable.
  88484. */
  88485. autoClear: boolean;
  88486. /**
  88487. * Defines whether or not to autoclear the depth buffer.
  88488. */
  88489. depth: boolean;
  88490. /**
  88491. * Defines whether or not to autoclear the stencil buffer.
  88492. */
  88493. stencil: boolean;
  88494. }
  88495. /**
  88496. * This class is used by the onRenderingGroupObservable
  88497. */
  88498. export class RenderingGroupInfo {
  88499. /**
  88500. * The Scene that being rendered
  88501. */
  88502. scene: Scene;
  88503. /**
  88504. * The camera currently used for the rendering pass
  88505. */
  88506. camera: Nullable<Camera>;
  88507. /**
  88508. * The ID of the renderingGroup being processed
  88509. */
  88510. renderingGroupId: number;
  88511. }
  88512. /**
  88513. * This is the manager responsible of all the rendering for meshes sprites and particles.
  88514. * It is enable to manage the different groups as well as the different necessary sort functions.
  88515. * This should not be used directly aside of the few static configurations
  88516. */
  88517. export class RenderingManager {
  88518. /**
  88519. * The max id used for rendering groups (not included)
  88520. */
  88521. static MAX_RENDERINGGROUPS: number;
  88522. /**
  88523. * The min id used for rendering groups (included)
  88524. */
  88525. static MIN_RENDERINGGROUPS: number;
  88526. /**
  88527. * Used to globally prevent autoclearing scenes.
  88528. */
  88529. static AUTOCLEAR: boolean;
  88530. /**
  88531. * @hidden
  88532. */
  88533. _useSceneAutoClearSetup: boolean;
  88534. private _scene;
  88535. private _renderingGroups;
  88536. private _depthStencilBufferAlreadyCleaned;
  88537. private _autoClearDepthStencil;
  88538. private _customOpaqueSortCompareFn;
  88539. private _customAlphaTestSortCompareFn;
  88540. private _customTransparentSortCompareFn;
  88541. private _renderingGroupInfo;
  88542. /**
  88543. * Instantiates a new rendering group for a particular scene
  88544. * @param scene Defines the scene the groups belongs to
  88545. */
  88546. constructor(scene: Scene);
  88547. private _clearDepthStencilBuffer;
  88548. /**
  88549. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  88550. * @hidden
  88551. */
  88552. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  88553. /**
  88554. * Resets the different information of the group to prepare a new frame
  88555. * @hidden
  88556. */
  88557. reset(): void;
  88558. /**
  88559. * Dispose and release the group and its associated resources.
  88560. * @hidden
  88561. */
  88562. dispose(): void;
  88563. /**
  88564. * Clear the info related to rendering groups preventing retention points during dispose.
  88565. */
  88566. freeRenderingGroups(): void;
  88567. private _prepareRenderingGroup;
  88568. /**
  88569. * Add a sprite manager to the rendering manager in order to render it this frame.
  88570. * @param spriteManager Define the sprite manager to render
  88571. */
  88572. dispatchSprites(spriteManager: ISpriteManager): void;
  88573. /**
  88574. * Add a particle system to the rendering manager in order to render it this frame.
  88575. * @param particleSystem Define the particle system to render
  88576. */
  88577. dispatchParticles(particleSystem: IParticleSystem): void;
  88578. /**
  88579. * Add a submesh to the manager in order to render it this frame
  88580. * @param subMesh The submesh to dispatch
  88581. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88582. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88583. */
  88584. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88585. /**
  88586. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88587. * This allowed control for front to back rendering or reversly depending of the special needs.
  88588. *
  88589. * @param renderingGroupId The rendering group id corresponding to its index
  88590. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88591. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88592. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88593. */
  88594. 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;
  88595. /**
  88596. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88597. *
  88598. * @param renderingGroupId The rendering group id corresponding to its index
  88599. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88600. * @param depth Automatically clears depth between groups if true and autoClear is true.
  88601. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  88602. */
  88603. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  88604. /**
  88605. * Gets the current auto clear configuration for one rendering group of the rendering
  88606. * manager.
  88607. * @param index the rendering group index to get the information for
  88608. * @returns The auto clear setup for the requested rendering group
  88609. */
  88610. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  88611. }
  88612. }
  88613. declare module BABYLON {
  88614. /**
  88615. * This Helps creating a texture that will be created from a camera in your scene.
  88616. * It is basically a dynamic texture that could be used to create special effects for instance.
  88617. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  88618. */
  88619. export class RenderTargetTexture extends Texture {
  88620. isCube: boolean;
  88621. /**
  88622. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  88623. */
  88624. static readonly REFRESHRATE_RENDER_ONCE: number;
  88625. /**
  88626. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  88627. */
  88628. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  88629. /**
  88630. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  88631. * the central point of your effect and can save a lot of performances.
  88632. */
  88633. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  88634. /**
  88635. * Use this predicate to dynamically define the list of mesh you want to render.
  88636. * If set, the renderList property will be overwritten.
  88637. */
  88638. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  88639. private _renderList;
  88640. /**
  88641. * Use this list to define the list of mesh you want to render.
  88642. */
  88643. renderList: Nullable<Array<AbstractMesh>>;
  88644. private _hookArray;
  88645. /**
  88646. * Define if particles should be rendered in your texture.
  88647. */
  88648. renderParticles: boolean;
  88649. /**
  88650. * Define if sprites should be rendered in your texture.
  88651. */
  88652. renderSprites: boolean;
  88653. /**
  88654. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  88655. */
  88656. coordinatesMode: number;
  88657. /**
  88658. * Define the camera used to render the texture.
  88659. */
  88660. activeCamera: Nullable<Camera>;
  88661. /**
  88662. * Override the render function of the texture with your own one.
  88663. */
  88664. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  88665. /**
  88666. * Define if camera post processes should be use while rendering the texture.
  88667. */
  88668. useCameraPostProcesses: boolean;
  88669. /**
  88670. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  88671. */
  88672. ignoreCameraViewport: boolean;
  88673. private _postProcessManager;
  88674. private _postProcesses;
  88675. private _resizeObserver;
  88676. /**
  88677. * An event triggered when the texture is unbind.
  88678. */
  88679. onBeforeBindObservable: Observable<RenderTargetTexture>;
  88680. /**
  88681. * An event triggered when the texture is unbind.
  88682. */
  88683. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  88684. private _onAfterUnbindObserver;
  88685. /**
  88686. * Set a after unbind callback in the texture.
  88687. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  88688. */
  88689. onAfterUnbind: () => void;
  88690. /**
  88691. * An event triggered before rendering the texture
  88692. */
  88693. onBeforeRenderObservable: Observable<number>;
  88694. private _onBeforeRenderObserver;
  88695. /**
  88696. * Set a before render callback in the texture.
  88697. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  88698. */
  88699. onBeforeRender: (faceIndex: number) => void;
  88700. /**
  88701. * An event triggered after rendering the texture
  88702. */
  88703. onAfterRenderObservable: Observable<number>;
  88704. private _onAfterRenderObserver;
  88705. /**
  88706. * Set a after render callback in the texture.
  88707. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  88708. */
  88709. onAfterRender: (faceIndex: number) => void;
  88710. /**
  88711. * An event triggered after the texture clear
  88712. */
  88713. onClearObservable: Observable<Engine>;
  88714. private _onClearObserver;
  88715. /**
  88716. * Set a clear callback in the texture.
  88717. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  88718. */
  88719. onClear: (Engine: Engine) => void;
  88720. /**
  88721. * An event triggered when the texture is resized.
  88722. */
  88723. onResizeObservable: Observable<RenderTargetTexture>;
  88724. /**
  88725. * Define the clear color of the Render Target if it should be different from the scene.
  88726. */
  88727. clearColor: Color4;
  88728. protected _size: number | {
  88729. width: number;
  88730. height: number;
  88731. };
  88732. protected _initialSizeParameter: number | {
  88733. width: number;
  88734. height: number;
  88735. } | {
  88736. ratio: number;
  88737. };
  88738. protected _sizeRatio: Nullable<number>;
  88739. /** @hidden */
  88740. _generateMipMaps: boolean;
  88741. protected _renderingManager: RenderingManager;
  88742. /** @hidden */
  88743. _waitingRenderList: string[];
  88744. protected _doNotChangeAspectRatio: boolean;
  88745. protected _currentRefreshId: number;
  88746. protected _refreshRate: number;
  88747. protected _textureMatrix: Matrix;
  88748. protected _samples: number;
  88749. protected _renderTargetOptions: RenderTargetCreationOptions;
  88750. /**
  88751. * Gets render target creation options that were used.
  88752. */
  88753. readonly renderTargetOptions: RenderTargetCreationOptions;
  88754. protected _engine: Engine;
  88755. protected _onRatioRescale(): void;
  88756. /**
  88757. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  88758. * It must define where the camera used to render the texture is set
  88759. */
  88760. boundingBoxPosition: Vector3;
  88761. private _boundingBoxSize;
  88762. /**
  88763. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  88764. * When defined, the cubemap will switch to local mode
  88765. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  88766. * @example https://www.babylonjs-playground.com/#RNASML
  88767. */
  88768. boundingBoxSize: Vector3;
  88769. /**
  88770. * In case the RTT has been created with a depth texture, get the associated
  88771. * depth texture.
  88772. * Otherwise, return null.
  88773. */
  88774. depthStencilTexture: Nullable<InternalTexture>;
  88775. /**
  88776. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  88777. * or used a shadow, depth texture...
  88778. * @param name The friendly name of the texture
  88779. * @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)
  88780. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  88781. * @param generateMipMaps True if mip maps need to be generated after render.
  88782. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  88783. * @param type The type of the buffer in the RTT (int, half float, float...)
  88784. * @param isCube True if a cube texture needs to be created
  88785. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  88786. * @param generateDepthBuffer True to generate a depth buffer
  88787. * @param generateStencilBuffer True to generate a stencil buffer
  88788. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  88789. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  88790. * @param delayAllocation if the texture allocation should be delayed (default: false)
  88791. */
  88792. constructor(name: string, size: number | {
  88793. width: number;
  88794. height: number;
  88795. } | {
  88796. ratio: number;
  88797. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  88798. /**
  88799. * Creates a depth stencil texture.
  88800. * This is only available in WebGL 2 or with the depth texture extension available.
  88801. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  88802. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  88803. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  88804. */
  88805. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  88806. private _processSizeParameter;
  88807. /**
  88808. * Define the number of samples to use in case of MSAA.
  88809. * It defaults to one meaning no MSAA has been enabled.
  88810. */
  88811. samples: number;
  88812. /**
  88813. * Resets the refresh counter of the texture and start bak from scratch.
  88814. * Could be useful to regenerate the texture if it is setup to render only once.
  88815. */
  88816. resetRefreshCounter(): void;
  88817. /**
  88818. * Define the refresh rate of the texture or the rendering frequency.
  88819. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  88820. */
  88821. refreshRate: number;
  88822. /**
  88823. * Adds a post process to the render target rendering passes.
  88824. * @param postProcess define the post process to add
  88825. */
  88826. addPostProcess(postProcess: PostProcess): void;
  88827. /**
  88828. * Clear all the post processes attached to the render target
  88829. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  88830. */
  88831. clearPostProcesses(dispose?: boolean): void;
  88832. /**
  88833. * Remove one of the post process from the list of attached post processes to the texture
  88834. * @param postProcess define the post process to remove from the list
  88835. */
  88836. removePostProcess(postProcess: PostProcess): void;
  88837. /** @hidden */
  88838. _shouldRender(): boolean;
  88839. /**
  88840. * Gets the actual render size of the texture.
  88841. * @returns the width of the render size
  88842. */
  88843. getRenderSize(): number;
  88844. /**
  88845. * Gets the actual render width of the texture.
  88846. * @returns the width of the render size
  88847. */
  88848. getRenderWidth(): number;
  88849. /**
  88850. * Gets the actual render height of the texture.
  88851. * @returns the height of the render size
  88852. */
  88853. getRenderHeight(): number;
  88854. /**
  88855. * Get if the texture can be rescaled or not.
  88856. */
  88857. readonly canRescale: boolean;
  88858. /**
  88859. * Resize the texture using a ratio.
  88860. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  88861. */
  88862. scale(ratio: number): void;
  88863. /**
  88864. * Get the texture reflection matrix used to rotate/transform the reflection.
  88865. * @returns the reflection matrix
  88866. */
  88867. getReflectionTextureMatrix(): Matrix;
  88868. /**
  88869. * Resize the texture to a new desired size.
  88870. * Be carrefull as it will recreate all the data in the new texture.
  88871. * @param size Define the new size. It can be:
  88872. * - a number for squared texture,
  88873. * - an object containing { width: number, height: number }
  88874. * - or an object containing a ratio { ratio: number }
  88875. */
  88876. resize(size: number | {
  88877. width: number;
  88878. height: number;
  88879. } | {
  88880. ratio: number;
  88881. }): void;
  88882. /**
  88883. * Renders all the objects from the render list into the texture.
  88884. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  88885. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  88886. */
  88887. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  88888. private _bestReflectionRenderTargetDimension;
  88889. /**
  88890. * @hidden
  88891. * @param faceIndex face index to bind to if this is a cubetexture
  88892. */
  88893. _bindFrameBuffer(faceIndex?: number): void;
  88894. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  88895. private renderToTarget;
  88896. /**
  88897. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88898. * This allowed control for front to back rendering or reversly depending of the special needs.
  88899. *
  88900. * @param renderingGroupId The rendering group id corresponding to its index
  88901. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88902. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88903. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88904. */
  88905. 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;
  88906. /**
  88907. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88908. *
  88909. * @param renderingGroupId The rendering group id corresponding to its index
  88910. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88911. */
  88912. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  88913. /**
  88914. * Clones the texture.
  88915. * @returns the cloned texture
  88916. */
  88917. clone(): RenderTargetTexture;
  88918. /**
  88919. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88920. * @returns The JSON representation of the texture
  88921. */
  88922. serialize(): any;
  88923. /**
  88924. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  88925. */
  88926. disposeFramebufferObjects(): void;
  88927. /**
  88928. * Dispose the texture and release its associated resources.
  88929. */
  88930. dispose(): void;
  88931. /** @hidden */
  88932. _rebuild(): void;
  88933. /**
  88934. * Clear the info related to rendering groups preventing retention point in material dispose.
  88935. */
  88936. freeRenderingGroups(): void;
  88937. /**
  88938. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  88939. * @returns the view count
  88940. */
  88941. getViewCount(): number;
  88942. }
  88943. }
  88944. declare module BABYLON {
  88945. /**
  88946. * Options for compiling materials.
  88947. */
  88948. export interface IMaterialCompilationOptions {
  88949. /**
  88950. * Defines whether clip planes are enabled.
  88951. */
  88952. clipPlane: boolean;
  88953. /**
  88954. * Defines whether instances are enabled.
  88955. */
  88956. useInstances: boolean;
  88957. }
  88958. /**
  88959. * Base class for the main features of a material in Babylon.js
  88960. */
  88961. export class Material implements IAnimatable {
  88962. /**
  88963. * Returns the triangle fill mode
  88964. */
  88965. static readonly TriangleFillMode: number;
  88966. /**
  88967. * Returns the wireframe mode
  88968. */
  88969. static readonly WireFrameFillMode: number;
  88970. /**
  88971. * Returns the point fill mode
  88972. */
  88973. static readonly PointFillMode: number;
  88974. /**
  88975. * Returns the point list draw mode
  88976. */
  88977. static readonly PointListDrawMode: number;
  88978. /**
  88979. * Returns the line list draw mode
  88980. */
  88981. static readonly LineListDrawMode: number;
  88982. /**
  88983. * Returns the line loop draw mode
  88984. */
  88985. static readonly LineLoopDrawMode: number;
  88986. /**
  88987. * Returns the line strip draw mode
  88988. */
  88989. static readonly LineStripDrawMode: number;
  88990. /**
  88991. * Returns the triangle strip draw mode
  88992. */
  88993. static readonly TriangleStripDrawMode: number;
  88994. /**
  88995. * Returns the triangle fan draw mode
  88996. */
  88997. static readonly TriangleFanDrawMode: number;
  88998. /**
  88999. * Stores the clock-wise side orientation
  89000. */
  89001. static readonly ClockWiseSideOrientation: number;
  89002. /**
  89003. * Stores the counter clock-wise side orientation
  89004. */
  89005. static readonly CounterClockWiseSideOrientation: number;
  89006. /**
  89007. * The dirty texture flag value
  89008. */
  89009. static readonly TextureDirtyFlag: number;
  89010. /**
  89011. * The dirty light flag value
  89012. */
  89013. static readonly LightDirtyFlag: number;
  89014. /**
  89015. * The dirty fresnel flag value
  89016. */
  89017. static readonly FresnelDirtyFlag: number;
  89018. /**
  89019. * The dirty attribute flag value
  89020. */
  89021. static readonly AttributesDirtyFlag: number;
  89022. /**
  89023. * The dirty misc flag value
  89024. */
  89025. static readonly MiscDirtyFlag: number;
  89026. /**
  89027. * The all dirty flag value
  89028. */
  89029. static readonly AllDirtyFlag: number;
  89030. /**
  89031. * The ID of the material
  89032. */
  89033. id: string;
  89034. /**
  89035. * Gets or sets the unique id of the material
  89036. */
  89037. uniqueId: number;
  89038. /**
  89039. * The name of the material
  89040. */
  89041. name: string;
  89042. /**
  89043. * Gets or sets user defined metadata
  89044. */
  89045. metadata: any;
  89046. /**
  89047. * For internal use only. Please do not use.
  89048. */
  89049. reservedDataStore: any;
  89050. /**
  89051. * Specifies if the ready state should be checked on each call
  89052. */
  89053. checkReadyOnEveryCall: boolean;
  89054. /**
  89055. * Specifies if the ready state should be checked once
  89056. */
  89057. checkReadyOnlyOnce: boolean;
  89058. /**
  89059. * The state of the material
  89060. */
  89061. state: string;
  89062. /**
  89063. * The alpha value of the material
  89064. */
  89065. protected _alpha: number;
  89066. /**
  89067. * List of inspectable custom properties (used by the Inspector)
  89068. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  89069. */
  89070. inspectableCustomProperties: IInspectable[];
  89071. /**
  89072. * Sets the alpha value of the material
  89073. */
  89074. /**
  89075. * Gets the alpha value of the material
  89076. */
  89077. alpha: number;
  89078. /**
  89079. * Specifies if back face culling is enabled
  89080. */
  89081. protected _backFaceCulling: boolean;
  89082. /**
  89083. * Sets the back-face culling state
  89084. */
  89085. /**
  89086. * Gets the back-face culling state
  89087. */
  89088. backFaceCulling: boolean;
  89089. /**
  89090. * Stores the value for side orientation
  89091. */
  89092. sideOrientation: number;
  89093. /**
  89094. * Callback triggered when the material is compiled
  89095. */
  89096. onCompiled: Nullable<(effect: Effect) => void>;
  89097. /**
  89098. * Callback triggered when an error occurs
  89099. */
  89100. onError: Nullable<(effect: Effect, errors: string) => void>;
  89101. /**
  89102. * Callback triggered to get the render target textures
  89103. */
  89104. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  89105. /**
  89106. * Gets a boolean indicating that current material needs to register RTT
  89107. */
  89108. readonly hasRenderTargetTextures: boolean;
  89109. /**
  89110. * Specifies if the material should be serialized
  89111. */
  89112. doNotSerialize: boolean;
  89113. /**
  89114. * @hidden
  89115. */
  89116. _storeEffectOnSubMeshes: boolean;
  89117. /**
  89118. * Stores the animations for the material
  89119. */
  89120. animations: Nullable<Array<Animation>>;
  89121. /**
  89122. * An event triggered when the material is disposed
  89123. */
  89124. onDisposeObservable: Observable<Material>;
  89125. /**
  89126. * An observer which watches for dispose events
  89127. */
  89128. private _onDisposeObserver;
  89129. private _onUnBindObservable;
  89130. /**
  89131. * Called during a dispose event
  89132. */
  89133. onDispose: () => void;
  89134. private _onBindObservable;
  89135. /**
  89136. * An event triggered when the material is bound
  89137. */
  89138. readonly onBindObservable: Observable<AbstractMesh>;
  89139. /**
  89140. * An observer which watches for bind events
  89141. */
  89142. private _onBindObserver;
  89143. /**
  89144. * Called during a bind event
  89145. */
  89146. onBind: (Mesh: AbstractMesh) => void;
  89147. /**
  89148. * An event triggered when the material is unbound
  89149. */
  89150. readonly onUnBindObservable: Observable<Material>;
  89151. /**
  89152. * Stores the value of the alpha mode
  89153. */
  89154. private _alphaMode;
  89155. /**
  89156. * Sets the value of the alpha mode.
  89157. *
  89158. * | Value | Type | Description |
  89159. * | --- | --- | --- |
  89160. * | 0 | ALPHA_DISABLE | |
  89161. * | 1 | ALPHA_ADD | |
  89162. * | 2 | ALPHA_COMBINE | |
  89163. * | 3 | ALPHA_SUBTRACT | |
  89164. * | 4 | ALPHA_MULTIPLY | |
  89165. * | 5 | ALPHA_MAXIMIZED | |
  89166. * | 6 | ALPHA_ONEONE | |
  89167. * | 7 | ALPHA_PREMULTIPLIED | |
  89168. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  89169. * | 9 | ALPHA_INTERPOLATE | |
  89170. * | 10 | ALPHA_SCREENMODE | |
  89171. *
  89172. */
  89173. /**
  89174. * Gets the value of the alpha mode
  89175. */
  89176. alphaMode: number;
  89177. /**
  89178. * Stores the state of the need depth pre-pass value
  89179. */
  89180. private _needDepthPrePass;
  89181. /**
  89182. * Sets the need depth pre-pass value
  89183. */
  89184. /**
  89185. * Gets the depth pre-pass value
  89186. */
  89187. needDepthPrePass: boolean;
  89188. /**
  89189. * Specifies if depth writing should be disabled
  89190. */
  89191. disableDepthWrite: boolean;
  89192. /**
  89193. * Specifies if depth writing should be forced
  89194. */
  89195. forceDepthWrite: boolean;
  89196. /**
  89197. * Specifies the depth function that should be used. 0 means the default engine function
  89198. */
  89199. depthFunction: number;
  89200. /**
  89201. * Specifies if there should be a separate pass for culling
  89202. */
  89203. separateCullingPass: boolean;
  89204. /**
  89205. * Stores the state specifing if fog should be enabled
  89206. */
  89207. private _fogEnabled;
  89208. /**
  89209. * Sets the state for enabling fog
  89210. */
  89211. /**
  89212. * Gets the value of the fog enabled state
  89213. */
  89214. fogEnabled: boolean;
  89215. /**
  89216. * Stores the size of points
  89217. */
  89218. pointSize: number;
  89219. /**
  89220. * Stores the z offset value
  89221. */
  89222. zOffset: number;
  89223. /**
  89224. * Gets a value specifying if wireframe mode is enabled
  89225. */
  89226. /**
  89227. * Sets the state of wireframe mode
  89228. */
  89229. wireframe: boolean;
  89230. /**
  89231. * Gets the value specifying if point clouds are enabled
  89232. */
  89233. /**
  89234. * Sets the state of point cloud mode
  89235. */
  89236. pointsCloud: boolean;
  89237. /**
  89238. * Gets the material fill mode
  89239. */
  89240. /**
  89241. * Sets the material fill mode
  89242. */
  89243. fillMode: number;
  89244. /**
  89245. * @hidden
  89246. * Stores the effects for the material
  89247. */
  89248. _effect: Nullable<Effect>;
  89249. /**
  89250. * @hidden
  89251. * Specifies if the material was previously ready
  89252. */
  89253. _wasPreviouslyReady: boolean;
  89254. /**
  89255. * Specifies if uniform buffers should be used
  89256. */
  89257. private _useUBO;
  89258. /**
  89259. * Stores a reference to the scene
  89260. */
  89261. private _scene;
  89262. /**
  89263. * Stores the fill mode state
  89264. */
  89265. private _fillMode;
  89266. /**
  89267. * Specifies if the depth write state should be cached
  89268. */
  89269. private _cachedDepthWriteState;
  89270. /**
  89271. * Specifies if the depth function state should be cached
  89272. */
  89273. private _cachedDepthFunctionState;
  89274. /**
  89275. * Stores the uniform buffer
  89276. */
  89277. protected _uniformBuffer: UniformBuffer;
  89278. /** @hidden */
  89279. _indexInSceneMaterialArray: number;
  89280. /** @hidden */
  89281. meshMap: Nullable<{
  89282. [id: string]: AbstractMesh | undefined;
  89283. }>;
  89284. /**
  89285. * Creates a material instance
  89286. * @param name defines the name of the material
  89287. * @param scene defines the scene to reference
  89288. * @param doNotAdd specifies if the material should be added to the scene
  89289. */
  89290. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  89291. /**
  89292. * Returns a string representation of the current material
  89293. * @param fullDetails defines a boolean indicating which levels of logging is desired
  89294. * @returns a string with material information
  89295. */
  89296. toString(fullDetails?: boolean): string;
  89297. /**
  89298. * Gets the class name of the material
  89299. * @returns a string with the class name of the material
  89300. */
  89301. getClassName(): string;
  89302. /**
  89303. * Specifies if updates for the material been locked
  89304. */
  89305. readonly isFrozen: boolean;
  89306. /**
  89307. * Locks updates for the material
  89308. */
  89309. freeze(): void;
  89310. /**
  89311. * Unlocks updates for the material
  89312. */
  89313. unfreeze(): void;
  89314. /**
  89315. * Specifies if the material is ready to be used
  89316. * @param mesh defines the mesh to check
  89317. * @param useInstances specifies if instances should be used
  89318. * @returns a boolean indicating if the material is ready to be used
  89319. */
  89320. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  89321. /**
  89322. * Specifies that the submesh is ready to be used
  89323. * @param mesh defines the mesh to check
  89324. * @param subMesh defines which submesh to check
  89325. * @param useInstances specifies that instances should be used
  89326. * @returns a boolean indicating that the submesh is ready or not
  89327. */
  89328. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89329. /**
  89330. * Returns the material effect
  89331. * @returns the effect associated with the material
  89332. */
  89333. getEffect(): Nullable<Effect>;
  89334. /**
  89335. * Returns the current scene
  89336. * @returns a Scene
  89337. */
  89338. getScene(): Scene;
  89339. /**
  89340. * Specifies if the material will require alpha blending
  89341. * @returns a boolean specifying if alpha blending is needed
  89342. */
  89343. needAlphaBlending(): boolean;
  89344. /**
  89345. * Specifies if the mesh will require alpha blending
  89346. * @param mesh defines the mesh to check
  89347. * @returns a boolean specifying if alpha blending is needed for the mesh
  89348. */
  89349. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  89350. /**
  89351. * Specifies if this material should be rendered in alpha test mode
  89352. * @returns a boolean specifying if an alpha test is needed.
  89353. */
  89354. needAlphaTesting(): boolean;
  89355. /**
  89356. * Gets the texture used for the alpha test
  89357. * @returns the texture to use for alpha testing
  89358. */
  89359. getAlphaTestTexture(): Nullable<BaseTexture>;
  89360. /**
  89361. * Marks the material to indicate that it needs to be re-calculated
  89362. */
  89363. markDirty(): void;
  89364. /** @hidden */
  89365. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  89366. /**
  89367. * Binds the material to the mesh
  89368. * @param world defines the world transformation matrix
  89369. * @param mesh defines the mesh to bind the material to
  89370. */
  89371. bind(world: Matrix, mesh?: Mesh): void;
  89372. /**
  89373. * Binds the submesh to the material
  89374. * @param world defines the world transformation matrix
  89375. * @param mesh defines the mesh containing the submesh
  89376. * @param subMesh defines the submesh to bind the material to
  89377. */
  89378. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  89379. /**
  89380. * Binds the world matrix to the material
  89381. * @param world defines the world transformation matrix
  89382. */
  89383. bindOnlyWorldMatrix(world: Matrix): void;
  89384. /**
  89385. * Binds the scene's uniform buffer to the effect.
  89386. * @param effect defines the effect to bind to the scene uniform buffer
  89387. * @param sceneUbo defines the uniform buffer storing scene data
  89388. */
  89389. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  89390. /**
  89391. * Binds the view matrix to the effect
  89392. * @param effect defines the effect to bind the view matrix to
  89393. */
  89394. bindView(effect: Effect): void;
  89395. /**
  89396. * Binds the view projection matrix to the effect
  89397. * @param effect defines the effect to bind the view projection matrix to
  89398. */
  89399. bindViewProjection(effect: Effect): void;
  89400. /**
  89401. * Specifies if material alpha testing should be turned on for the mesh
  89402. * @param mesh defines the mesh to check
  89403. */
  89404. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  89405. /**
  89406. * Processes to execute after binding the material to a mesh
  89407. * @param mesh defines the rendered mesh
  89408. */
  89409. protected _afterBind(mesh?: Mesh): void;
  89410. /**
  89411. * Unbinds the material from the mesh
  89412. */
  89413. unbind(): void;
  89414. /**
  89415. * Gets the active textures from the material
  89416. * @returns an array of textures
  89417. */
  89418. getActiveTextures(): BaseTexture[];
  89419. /**
  89420. * Specifies if the material uses a texture
  89421. * @param texture defines the texture to check against the material
  89422. * @returns a boolean specifying if the material uses the texture
  89423. */
  89424. hasTexture(texture: BaseTexture): boolean;
  89425. /**
  89426. * Makes a duplicate of the material, and gives it a new name
  89427. * @param name defines the new name for the duplicated material
  89428. * @returns the cloned material
  89429. */
  89430. clone(name: string): Nullable<Material>;
  89431. /**
  89432. * Gets the meshes bound to the material
  89433. * @returns an array of meshes bound to the material
  89434. */
  89435. getBindedMeshes(): AbstractMesh[];
  89436. /**
  89437. * Force shader compilation
  89438. * @param mesh defines the mesh associated with this material
  89439. * @param onCompiled defines a function to execute once the material is compiled
  89440. * @param options defines the options to configure the compilation
  89441. * @param onError defines a function to execute if the material fails compiling
  89442. */
  89443. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  89444. /**
  89445. * Force shader compilation
  89446. * @param mesh defines the mesh that will use this material
  89447. * @param options defines additional options for compiling the shaders
  89448. * @returns a promise that resolves when the compilation completes
  89449. */
  89450. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  89451. private static readonly _AllDirtyCallBack;
  89452. private static readonly _ImageProcessingDirtyCallBack;
  89453. private static readonly _TextureDirtyCallBack;
  89454. private static readonly _FresnelDirtyCallBack;
  89455. private static readonly _MiscDirtyCallBack;
  89456. private static readonly _LightsDirtyCallBack;
  89457. private static readonly _AttributeDirtyCallBack;
  89458. private static _FresnelAndMiscDirtyCallBack;
  89459. private static _TextureAndMiscDirtyCallBack;
  89460. private static readonly _DirtyCallbackArray;
  89461. private static readonly _RunDirtyCallBacks;
  89462. /**
  89463. * Marks a define in the material to indicate that it needs to be re-computed
  89464. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  89465. */
  89466. markAsDirty(flag: number): void;
  89467. /**
  89468. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  89469. * @param func defines a function which checks material defines against the submeshes
  89470. */
  89471. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  89472. /**
  89473. * Indicates that we need to re-calculated for all submeshes
  89474. */
  89475. protected _markAllSubMeshesAsAllDirty(): void;
  89476. /**
  89477. * Indicates that image processing needs to be re-calculated for all submeshes
  89478. */
  89479. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  89480. /**
  89481. * Indicates that textures need to be re-calculated for all submeshes
  89482. */
  89483. protected _markAllSubMeshesAsTexturesDirty(): void;
  89484. /**
  89485. * Indicates that fresnel needs to be re-calculated for all submeshes
  89486. */
  89487. protected _markAllSubMeshesAsFresnelDirty(): void;
  89488. /**
  89489. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  89490. */
  89491. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  89492. /**
  89493. * Indicates that lights need to be re-calculated for all submeshes
  89494. */
  89495. protected _markAllSubMeshesAsLightsDirty(): void;
  89496. /**
  89497. * Indicates that attributes need to be re-calculated for all submeshes
  89498. */
  89499. protected _markAllSubMeshesAsAttributesDirty(): void;
  89500. /**
  89501. * Indicates that misc needs to be re-calculated for all submeshes
  89502. */
  89503. protected _markAllSubMeshesAsMiscDirty(): void;
  89504. /**
  89505. * Indicates that textures and misc need to be re-calculated for all submeshes
  89506. */
  89507. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  89508. /**
  89509. * Disposes the material
  89510. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  89511. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  89512. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  89513. */
  89514. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  89515. /** @hidden */
  89516. private releaseVertexArrayObject;
  89517. /**
  89518. * Serializes this material
  89519. * @returns the serialized material object
  89520. */
  89521. serialize(): any;
  89522. /**
  89523. * Creates a material from parsed material data
  89524. * @param parsedMaterial defines parsed material data
  89525. * @param scene defines the hosting scene
  89526. * @param rootUrl defines the root URL to use to load textures
  89527. * @returns a new material
  89528. */
  89529. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  89530. }
  89531. }
  89532. declare module BABYLON {
  89533. /**
  89534. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89535. * separate meshes. This can be use to improve performances.
  89536. * @see http://doc.babylonjs.com/how_to/multi_materials
  89537. */
  89538. export class MultiMaterial extends Material {
  89539. private _subMaterials;
  89540. /**
  89541. * Gets or Sets the list of Materials used within the multi material.
  89542. * They need to be ordered according to the submeshes order in the associated mesh
  89543. */
  89544. subMaterials: Nullable<Material>[];
  89545. /**
  89546. * Function used to align with Node.getChildren()
  89547. * @returns the list of Materials used within the multi material
  89548. */
  89549. getChildren(): Nullable<Material>[];
  89550. /**
  89551. * Instantiates a new Multi Material
  89552. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89553. * separate meshes. This can be use to improve performances.
  89554. * @see http://doc.babylonjs.com/how_to/multi_materials
  89555. * @param name Define the name in the scene
  89556. * @param scene Define the scene the material belongs to
  89557. */
  89558. constructor(name: string, scene: Scene);
  89559. private _hookArray;
  89560. /**
  89561. * Get one of the submaterial by its index in the submaterials array
  89562. * @param index The index to look the sub material at
  89563. * @returns The Material if the index has been defined
  89564. */
  89565. getSubMaterial(index: number): Nullable<Material>;
  89566. /**
  89567. * Get the list of active textures for the whole sub materials list.
  89568. * @returns All the textures that will be used during the rendering
  89569. */
  89570. getActiveTextures(): BaseTexture[];
  89571. /**
  89572. * Gets the current class name of the material e.g. "MultiMaterial"
  89573. * Mainly use in serialization.
  89574. * @returns the class name
  89575. */
  89576. getClassName(): string;
  89577. /**
  89578. * Checks if the material is ready to render the requested sub mesh
  89579. * @param mesh Define the mesh the submesh belongs to
  89580. * @param subMesh Define the sub mesh to look readyness for
  89581. * @param useInstances Define whether or not the material is used with instances
  89582. * @returns true if ready, otherwise false
  89583. */
  89584. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89585. /**
  89586. * Clones the current material and its related sub materials
  89587. * @param name Define the name of the newly cloned material
  89588. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  89589. * @returns the cloned material
  89590. */
  89591. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  89592. /**
  89593. * Serializes the materials into a JSON representation.
  89594. * @returns the JSON representation
  89595. */
  89596. serialize(): any;
  89597. /**
  89598. * Dispose the material and release its associated resources
  89599. * @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)
  89600. * @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)
  89601. * @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)
  89602. */
  89603. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  89604. /**
  89605. * Creates a MultiMaterial from parsed MultiMaterial data.
  89606. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  89607. * @param scene defines the hosting scene
  89608. * @returns a new MultiMaterial
  89609. */
  89610. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  89611. }
  89612. }
  89613. declare module BABYLON {
  89614. /**
  89615. * Base class for submeshes
  89616. */
  89617. export class BaseSubMesh {
  89618. /** @hidden */
  89619. _materialDefines: Nullable<MaterialDefines>;
  89620. /** @hidden */
  89621. _materialEffect: Nullable<Effect>;
  89622. /**
  89623. * Gets associated effect
  89624. */
  89625. readonly effect: Nullable<Effect>;
  89626. /**
  89627. * Sets associated effect (effect used to render this submesh)
  89628. * @param effect defines the effect to associate with
  89629. * @param defines defines the set of defines used to compile this effect
  89630. */
  89631. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  89632. }
  89633. /**
  89634. * Defines a subdivision inside a mesh
  89635. */
  89636. export class SubMesh extends BaseSubMesh implements ICullable {
  89637. /** the material index to use */
  89638. materialIndex: number;
  89639. /** vertex index start */
  89640. verticesStart: number;
  89641. /** vertices count */
  89642. verticesCount: number;
  89643. /** index start */
  89644. indexStart: number;
  89645. /** indices count */
  89646. indexCount: number;
  89647. /** @hidden */
  89648. _linesIndexCount: number;
  89649. private _mesh;
  89650. private _renderingMesh;
  89651. private _boundingInfo;
  89652. private _linesIndexBuffer;
  89653. /** @hidden */
  89654. _lastColliderWorldVertices: Nullable<Vector3[]>;
  89655. /** @hidden */
  89656. _trianglePlanes: Plane[];
  89657. /** @hidden */
  89658. _lastColliderTransformMatrix: Nullable<Matrix>;
  89659. /** @hidden */
  89660. _renderId: number;
  89661. /** @hidden */
  89662. _alphaIndex: number;
  89663. /** @hidden */
  89664. _distanceToCamera: number;
  89665. /** @hidden */
  89666. _id: number;
  89667. private _currentMaterial;
  89668. /**
  89669. * Add a new submesh to a mesh
  89670. * @param materialIndex defines the material index to use
  89671. * @param verticesStart defines vertex index start
  89672. * @param verticesCount defines vertices count
  89673. * @param indexStart defines index start
  89674. * @param indexCount defines indices count
  89675. * @param mesh defines the parent mesh
  89676. * @param renderingMesh defines an optional rendering mesh
  89677. * @param createBoundingBox defines if bounding box should be created for this submesh
  89678. * @returns the new submesh
  89679. */
  89680. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  89681. /**
  89682. * Creates a new submesh
  89683. * @param materialIndex defines the material index to use
  89684. * @param verticesStart defines vertex index start
  89685. * @param verticesCount defines vertices count
  89686. * @param indexStart defines index start
  89687. * @param indexCount defines indices count
  89688. * @param mesh defines the parent mesh
  89689. * @param renderingMesh defines an optional rendering mesh
  89690. * @param createBoundingBox defines if bounding box should be created for this submesh
  89691. */
  89692. constructor(
  89693. /** the material index to use */
  89694. materialIndex: number,
  89695. /** vertex index start */
  89696. verticesStart: number,
  89697. /** vertices count */
  89698. verticesCount: number,
  89699. /** index start */
  89700. indexStart: number,
  89701. /** indices count */
  89702. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  89703. /**
  89704. * Returns true if this submesh covers the entire parent mesh
  89705. * @ignorenaming
  89706. */
  89707. readonly IsGlobal: boolean;
  89708. /**
  89709. * Returns the submesh BoudingInfo object
  89710. * @returns current bounding info (or mesh's one if the submesh is global)
  89711. */
  89712. getBoundingInfo(): BoundingInfo;
  89713. /**
  89714. * Sets the submesh BoundingInfo
  89715. * @param boundingInfo defines the new bounding info to use
  89716. * @returns the SubMesh
  89717. */
  89718. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  89719. /**
  89720. * Returns the mesh of the current submesh
  89721. * @return the parent mesh
  89722. */
  89723. getMesh(): AbstractMesh;
  89724. /**
  89725. * Returns the rendering mesh of the submesh
  89726. * @returns the rendering mesh (could be different from parent mesh)
  89727. */
  89728. getRenderingMesh(): Mesh;
  89729. /**
  89730. * Returns the submesh material
  89731. * @returns null or the current material
  89732. */
  89733. getMaterial(): Nullable<Material>;
  89734. /**
  89735. * Sets a new updated BoundingInfo object to the submesh
  89736. * @param data defines an optional position array to use to determine the bounding info
  89737. * @returns the SubMesh
  89738. */
  89739. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  89740. /** @hidden */
  89741. _checkCollision(collider: Collider): boolean;
  89742. /**
  89743. * Updates the submesh BoundingInfo
  89744. * @param world defines the world matrix to use to update the bounding info
  89745. * @returns the submesh
  89746. */
  89747. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  89748. /**
  89749. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  89750. * @param frustumPlanes defines the frustum planes
  89751. * @returns true if the submesh is intersecting with the frustum
  89752. */
  89753. isInFrustum(frustumPlanes: Plane[]): boolean;
  89754. /**
  89755. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  89756. * @param frustumPlanes defines the frustum planes
  89757. * @returns true if the submesh is inside the frustum
  89758. */
  89759. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89760. /**
  89761. * Renders the submesh
  89762. * @param enableAlphaMode defines if alpha needs to be used
  89763. * @returns the submesh
  89764. */
  89765. render(enableAlphaMode: boolean): SubMesh;
  89766. /**
  89767. * @hidden
  89768. */
  89769. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  89770. /**
  89771. * Checks if the submesh intersects with a ray
  89772. * @param ray defines the ray to test
  89773. * @returns true is the passed ray intersects the submesh bounding box
  89774. */
  89775. canIntersects(ray: Ray): boolean;
  89776. /**
  89777. * Intersects current submesh with a ray
  89778. * @param ray defines the ray to test
  89779. * @param positions defines mesh's positions array
  89780. * @param indices defines mesh's indices array
  89781. * @param fastCheck defines if only bounding info should be used
  89782. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89783. * @returns intersection info or null if no intersection
  89784. */
  89785. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  89786. /** @hidden */
  89787. private _intersectLines;
  89788. /** @hidden */
  89789. private _intersectUnIndexedLines;
  89790. /** @hidden */
  89791. private _intersectTriangles;
  89792. /** @hidden */
  89793. private _intersectUnIndexedTriangles;
  89794. /** @hidden */
  89795. _rebuild(): void;
  89796. /**
  89797. * Creates a new submesh from the passed mesh
  89798. * @param newMesh defines the new hosting mesh
  89799. * @param newRenderingMesh defines an optional rendering mesh
  89800. * @returns the new submesh
  89801. */
  89802. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  89803. /**
  89804. * Release associated resources
  89805. */
  89806. dispose(): void;
  89807. /**
  89808. * Gets the class name
  89809. * @returns the string "SubMesh".
  89810. */
  89811. getClassName(): string;
  89812. /**
  89813. * Creates a new submesh from indices data
  89814. * @param materialIndex the index of the main mesh material
  89815. * @param startIndex the index where to start the copy in the mesh indices array
  89816. * @param indexCount the number of indices to copy then from the startIndex
  89817. * @param mesh the main mesh to create the submesh from
  89818. * @param renderingMesh the optional rendering mesh
  89819. * @returns a new submesh
  89820. */
  89821. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  89822. }
  89823. }
  89824. declare module BABYLON {
  89825. /**
  89826. * Class used to represent data loading progression
  89827. */
  89828. export class SceneLoaderFlags {
  89829. private static _ForceFullSceneLoadingForIncremental;
  89830. private static _ShowLoadingScreen;
  89831. private static _CleanBoneMatrixWeights;
  89832. private static _loggingLevel;
  89833. /**
  89834. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  89835. */
  89836. static ForceFullSceneLoadingForIncremental: boolean;
  89837. /**
  89838. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  89839. */
  89840. static ShowLoadingScreen: boolean;
  89841. /**
  89842. * Defines the current logging level (while loading the scene)
  89843. * @ignorenaming
  89844. */
  89845. static loggingLevel: number;
  89846. /**
  89847. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  89848. */
  89849. static CleanBoneMatrixWeights: boolean;
  89850. }
  89851. }
  89852. declare module BABYLON {
  89853. /**
  89854. * Class used to store geometry data (vertex buffers + index buffer)
  89855. */
  89856. export class Geometry implements IGetSetVerticesData {
  89857. /**
  89858. * Gets or sets the ID of the geometry
  89859. */
  89860. id: string;
  89861. /**
  89862. * Gets or sets the unique ID of the geometry
  89863. */
  89864. uniqueId: number;
  89865. /**
  89866. * Gets the delay loading state of the geometry (none by default which means not delayed)
  89867. */
  89868. delayLoadState: number;
  89869. /**
  89870. * Gets the file containing the data to load when running in delay load state
  89871. */
  89872. delayLoadingFile: Nullable<string>;
  89873. /**
  89874. * Callback called when the geometry is updated
  89875. */
  89876. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  89877. private _scene;
  89878. private _engine;
  89879. private _meshes;
  89880. private _totalVertices;
  89881. /** @hidden */
  89882. _indices: IndicesArray;
  89883. /** @hidden */
  89884. _vertexBuffers: {
  89885. [key: string]: VertexBuffer;
  89886. };
  89887. private _isDisposed;
  89888. private _extend;
  89889. private _boundingBias;
  89890. /** @hidden */
  89891. _delayInfo: Array<string>;
  89892. private _indexBuffer;
  89893. private _indexBufferIsUpdatable;
  89894. /** @hidden */
  89895. _boundingInfo: Nullable<BoundingInfo>;
  89896. /** @hidden */
  89897. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  89898. /** @hidden */
  89899. _softwareSkinningFrameId: number;
  89900. private _vertexArrayObjects;
  89901. private _updatable;
  89902. /** @hidden */
  89903. _positions: Nullable<Vector3[]>;
  89904. /**
  89905. * 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
  89906. */
  89907. /**
  89908. * 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
  89909. */
  89910. boundingBias: Vector2;
  89911. /**
  89912. * Static function used to attach a new empty geometry to a mesh
  89913. * @param mesh defines the mesh to attach the geometry to
  89914. * @returns the new Geometry
  89915. */
  89916. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  89917. /**
  89918. * Creates a new geometry
  89919. * @param id defines the unique ID
  89920. * @param scene defines the hosting scene
  89921. * @param vertexData defines the VertexData used to get geometry data
  89922. * @param updatable defines if geometry must be updatable (false by default)
  89923. * @param mesh defines the mesh that will be associated with the geometry
  89924. */
  89925. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  89926. /**
  89927. * Gets the current extend of the geometry
  89928. */
  89929. readonly extend: {
  89930. minimum: Vector3;
  89931. maximum: Vector3;
  89932. };
  89933. /**
  89934. * Gets the hosting scene
  89935. * @returns the hosting Scene
  89936. */
  89937. getScene(): Scene;
  89938. /**
  89939. * Gets the hosting engine
  89940. * @returns the hosting Engine
  89941. */
  89942. getEngine(): Engine;
  89943. /**
  89944. * Defines if the geometry is ready to use
  89945. * @returns true if the geometry is ready to be used
  89946. */
  89947. isReady(): boolean;
  89948. /**
  89949. * Gets a value indicating that the geometry should not be serialized
  89950. */
  89951. readonly doNotSerialize: boolean;
  89952. /** @hidden */
  89953. _rebuild(): void;
  89954. /**
  89955. * Affects all geometry data in one call
  89956. * @param vertexData defines the geometry data
  89957. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  89958. */
  89959. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  89960. /**
  89961. * Set specific vertex data
  89962. * @param kind defines the data kind (Position, normal, etc...)
  89963. * @param data defines the vertex data to use
  89964. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89965. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89966. */
  89967. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  89968. /**
  89969. * Removes a specific vertex data
  89970. * @param kind defines the data kind (Position, normal, etc...)
  89971. */
  89972. removeVerticesData(kind: string): void;
  89973. /**
  89974. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89975. * @param buffer defines the vertex buffer to use
  89976. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89977. */
  89978. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89979. /**
  89980. * Update a specific vertex buffer
  89981. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89982. * It will do nothing if the buffer is not updatable
  89983. * @param kind defines the data kind (Position, normal, etc...)
  89984. * @param data defines the data to use
  89985. * @param offset defines the offset in the target buffer where to store the data
  89986. * @param useBytes set to true if the offset is in bytes
  89987. */
  89988. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89989. /**
  89990. * Update a specific vertex buffer
  89991. * This function will create a new buffer if the current one is not updatable
  89992. * @param kind defines the data kind (Position, normal, etc...)
  89993. * @param data defines the data to use
  89994. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89995. */
  89996. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89997. private _updateBoundingInfo;
  89998. /** @hidden */
  89999. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  90000. /**
  90001. * Gets total number of vertices
  90002. * @returns the total number of vertices
  90003. */
  90004. getTotalVertices(): number;
  90005. /**
  90006. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  90007. * @param kind defines the data kind (Position, normal, etc...)
  90008. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  90009. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90010. * @returns a float array containing vertex data
  90011. */
  90012. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  90013. /**
  90014. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  90015. * @param kind defines the data kind (Position, normal, etc...)
  90016. * @returns true if the vertex buffer with the specified kind is updatable
  90017. */
  90018. isVertexBufferUpdatable(kind: string): boolean;
  90019. /**
  90020. * Gets a specific vertex buffer
  90021. * @param kind defines the data kind (Position, normal, etc...)
  90022. * @returns a VertexBuffer
  90023. */
  90024. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  90025. /**
  90026. * Returns all vertex buffers
  90027. * @return an object holding all vertex buffers indexed by kind
  90028. */
  90029. getVertexBuffers(): Nullable<{
  90030. [key: string]: VertexBuffer;
  90031. }>;
  90032. /**
  90033. * Gets a boolean indicating if specific vertex buffer is present
  90034. * @param kind defines the data kind (Position, normal, etc...)
  90035. * @returns true if data is present
  90036. */
  90037. isVerticesDataPresent(kind: string): boolean;
  90038. /**
  90039. * Gets a list of all attached data kinds (Position, normal, etc...)
  90040. * @returns a list of string containing all kinds
  90041. */
  90042. getVerticesDataKinds(): string[];
  90043. /**
  90044. * Update index buffer
  90045. * @param indices defines the indices to store in the index buffer
  90046. * @param offset defines the offset in the target buffer where to store the data
  90047. * @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)
  90048. */
  90049. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  90050. /**
  90051. * Creates a new index buffer
  90052. * @param indices defines the indices to store in the index buffer
  90053. * @param totalVertices defines the total number of vertices (could be null)
  90054. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  90055. */
  90056. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  90057. /**
  90058. * Return the total number of indices
  90059. * @returns the total number of indices
  90060. */
  90061. getTotalIndices(): number;
  90062. /**
  90063. * Gets the index buffer array
  90064. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  90065. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90066. * @returns the index buffer array
  90067. */
  90068. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  90069. /**
  90070. * Gets the index buffer
  90071. * @return the index buffer
  90072. */
  90073. getIndexBuffer(): Nullable<DataBuffer>;
  90074. /** @hidden */
  90075. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  90076. /**
  90077. * Release the associated resources for a specific mesh
  90078. * @param mesh defines the source mesh
  90079. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  90080. */
  90081. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  90082. /**
  90083. * Apply current geometry to a given mesh
  90084. * @param mesh defines the mesh to apply geometry to
  90085. */
  90086. applyToMesh(mesh: Mesh): void;
  90087. private _updateExtend;
  90088. private _applyToMesh;
  90089. private notifyUpdate;
  90090. /**
  90091. * Load the geometry if it was flagged as delay loaded
  90092. * @param scene defines the hosting scene
  90093. * @param onLoaded defines a callback called when the geometry is loaded
  90094. */
  90095. load(scene: Scene, onLoaded?: () => void): void;
  90096. private _queueLoad;
  90097. /**
  90098. * Invert the geometry to move from a right handed system to a left handed one.
  90099. */
  90100. toLeftHanded(): void;
  90101. /** @hidden */
  90102. _resetPointsArrayCache(): void;
  90103. /** @hidden */
  90104. _generatePointsArray(): boolean;
  90105. /**
  90106. * Gets a value indicating if the geometry is disposed
  90107. * @returns true if the geometry was disposed
  90108. */
  90109. isDisposed(): boolean;
  90110. private _disposeVertexArrayObjects;
  90111. /**
  90112. * Free all associated resources
  90113. */
  90114. dispose(): void;
  90115. /**
  90116. * Clone the current geometry into a new geometry
  90117. * @param id defines the unique ID of the new geometry
  90118. * @returns a new geometry object
  90119. */
  90120. copy(id: string): Geometry;
  90121. /**
  90122. * Serialize the current geometry info (and not the vertices data) into a JSON object
  90123. * @return a JSON representation of the current geometry data (without the vertices data)
  90124. */
  90125. serialize(): any;
  90126. private toNumberArray;
  90127. /**
  90128. * Serialize all vertices data into a JSON oject
  90129. * @returns a JSON representation of the current geometry data
  90130. */
  90131. serializeVerticeData(): any;
  90132. /**
  90133. * Extracts a clone of a mesh geometry
  90134. * @param mesh defines the source mesh
  90135. * @param id defines the unique ID of the new geometry object
  90136. * @returns the new geometry object
  90137. */
  90138. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  90139. /**
  90140. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  90141. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  90142. * Be aware Math.random() could cause collisions, but:
  90143. * "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"
  90144. * @returns a string containing a new GUID
  90145. */
  90146. static RandomId(): string;
  90147. /** @hidden */
  90148. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  90149. private static _CleanMatricesWeights;
  90150. /**
  90151. * Create a new geometry from persisted data (Using .babylon file format)
  90152. * @param parsedVertexData defines the persisted data
  90153. * @param scene defines the hosting scene
  90154. * @param rootUrl defines the root url to use to load assets (like delayed data)
  90155. * @returns the new geometry object
  90156. */
  90157. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  90158. }
  90159. }
  90160. declare module BABYLON {
  90161. /**
  90162. * Define an interface for all classes that will get and set the data on vertices
  90163. */
  90164. export interface IGetSetVerticesData {
  90165. /**
  90166. * Gets a boolean indicating if specific vertex data is present
  90167. * @param kind defines the vertex data kind to use
  90168. * @returns true is data kind is present
  90169. */
  90170. isVerticesDataPresent(kind: string): boolean;
  90171. /**
  90172. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  90173. * @param kind defines the data kind (Position, normal, etc...)
  90174. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  90175. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90176. * @returns a float array containing vertex data
  90177. */
  90178. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  90179. /**
  90180. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  90181. * @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.
  90182. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90183. * @returns the indices array or an empty array if the mesh has no geometry
  90184. */
  90185. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  90186. /**
  90187. * Set specific vertex data
  90188. * @param kind defines the data kind (Position, normal, etc...)
  90189. * @param data defines the vertex data to use
  90190. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  90191. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  90192. */
  90193. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  90194. /**
  90195. * Update a specific associated vertex buffer
  90196. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  90197. * - VertexBuffer.PositionKind
  90198. * - VertexBuffer.UVKind
  90199. * - VertexBuffer.UV2Kind
  90200. * - VertexBuffer.UV3Kind
  90201. * - VertexBuffer.UV4Kind
  90202. * - VertexBuffer.UV5Kind
  90203. * - VertexBuffer.UV6Kind
  90204. * - VertexBuffer.ColorKind
  90205. * - VertexBuffer.MatricesIndicesKind
  90206. * - VertexBuffer.MatricesIndicesExtraKind
  90207. * - VertexBuffer.MatricesWeightsKind
  90208. * - VertexBuffer.MatricesWeightsExtraKind
  90209. * @param data defines the data source
  90210. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  90211. * @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)
  90212. */
  90213. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  90214. /**
  90215. * Creates a new index buffer
  90216. * @param indices defines the indices to store in the index buffer
  90217. * @param totalVertices defines the total number of vertices (could be null)
  90218. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  90219. */
  90220. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  90221. }
  90222. /**
  90223. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  90224. */
  90225. export class VertexData {
  90226. /**
  90227. * Mesh side orientation : usually the external or front surface
  90228. */
  90229. static readonly FRONTSIDE: number;
  90230. /**
  90231. * Mesh side orientation : usually the internal or back surface
  90232. */
  90233. static readonly BACKSIDE: number;
  90234. /**
  90235. * Mesh side orientation : both internal and external or front and back surfaces
  90236. */
  90237. static readonly DOUBLESIDE: number;
  90238. /**
  90239. * Mesh side orientation : by default, `FRONTSIDE`
  90240. */
  90241. static readonly DEFAULTSIDE: number;
  90242. /**
  90243. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  90244. */
  90245. positions: Nullable<FloatArray>;
  90246. /**
  90247. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  90248. */
  90249. normals: Nullable<FloatArray>;
  90250. /**
  90251. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  90252. */
  90253. tangents: Nullable<FloatArray>;
  90254. /**
  90255. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90256. */
  90257. uvs: Nullable<FloatArray>;
  90258. /**
  90259. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90260. */
  90261. uvs2: Nullable<FloatArray>;
  90262. /**
  90263. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90264. */
  90265. uvs3: Nullable<FloatArray>;
  90266. /**
  90267. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90268. */
  90269. uvs4: Nullable<FloatArray>;
  90270. /**
  90271. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90272. */
  90273. uvs5: Nullable<FloatArray>;
  90274. /**
  90275. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90276. */
  90277. uvs6: Nullable<FloatArray>;
  90278. /**
  90279. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  90280. */
  90281. colors: Nullable<FloatArray>;
  90282. /**
  90283. * 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).
  90284. */
  90285. matricesIndices: Nullable<FloatArray>;
  90286. /**
  90287. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  90288. */
  90289. matricesWeights: Nullable<FloatArray>;
  90290. /**
  90291. * An array extending the number of possible indices
  90292. */
  90293. matricesIndicesExtra: Nullable<FloatArray>;
  90294. /**
  90295. * An array extending the number of possible weights when the number of indices is extended
  90296. */
  90297. matricesWeightsExtra: Nullable<FloatArray>;
  90298. /**
  90299. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  90300. */
  90301. indices: Nullable<IndicesArray>;
  90302. /**
  90303. * Uses the passed data array to set the set the values for the specified kind of data
  90304. * @param data a linear array of floating numbers
  90305. * @param kind the type of data that is being set, eg positions, colors etc
  90306. */
  90307. set(data: FloatArray, kind: string): void;
  90308. /**
  90309. * Associates the vertexData to the passed Mesh.
  90310. * Sets it as updatable or not (default `false`)
  90311. * @param mesh the mesh the vertexData is applied to
  90312. * @param updatable when used and having the value true allows new data to update the vertexData
  90313. * @returns the VertexData
  90314. */
  90315. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  90316. /**
  90317. * Associates the vertexData to the passed Geometry.
  90318. * Sets it as updatable or not (default `false`)
  90319. * @param geometry the geometry the vertexData is applied to
  90320. * @param updatable when used and having the value true allows new data to update the vertexData
  90321. * @returns VertexData
  90322. */
  90323. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  90324. /**
  90325. * Updates the associated mesh
  90326. * @param mesh the mesh to be updated
  90327. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90328. * @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
  90329. * @returns VertexData
  90330. */
  90331. updateMesh(mesh: Mesh): VertexData;
  90332. /**
  90333. * Updates the associated geometry
  90334. * @param geometry the geometry to be updated
  90335. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90336. * @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
  90337. * @returns VertexData.
  90338. */
  90339. updateGeometry(geometry: Geometry): VertexData;
  90340. private _applyTo;
  90341. private _update;
  90342. /**
  90343. * Transforms each position and each normal of the vertexData according to the passed Matrix
  90344. * @param matrix the transforming matrix
  90345. * @returns the VertexData
  90346. */
  90347. transform(matrix: Matrix): VertexData;
  90348. /**
  90349. * Merges the passed VertexData into the current one
  90350. * @param other the VertexData to be merged into the current one
  90351. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  90352. * @returns the modified VertexData
  90353. */
  90354. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  90355. private _mergeElement;
  90356. private _validate;
  90357. /**
  90358. * Serializes the VertexData
  90359. * @returns a serialized object
  90360. */
  90361. serialize(): any;
  90362. /**
  90363. * Extracts the vertexData from a mesh
  90364. * @param mesh the mesh from which to extract the VertexData
  90365. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  90366. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90367. * @returns the object VertexData associated to the passed mesh
  90368. */
  90369. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90370. /**
  90371. * Extracts the vertexData from the geometry
  90372. * @param geometry the geometry from which to extract the VertexData
  90373. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  90374. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90375. * @returns the object VertexData associated to the passed mesh
  90376. */
  90377. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90378. private static _ExtractFrom;
  90379. /**
  90380. * Creates the VertexData for a Ribbon
  90381. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  90382. * * pathArray array of paths, each of which an array of successive Vector3
  90383. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  90384. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  90385. * * 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
  90386. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90387. * * 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)
  90388. * * 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)
  90389. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  90390. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  90391. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  90392. * @returns the VertexData of the ribbon
  90393. */
  90394. static CreateRibbon(options: {
  90395. pathArray: Vector3[][];
  90396. closeArray?: boolean;
  90397. closePath?: boolean;
  90398. offset?: number;
  90399. sideOrientation?: number;
  90400. frontUVs?: Vector4;
  90401. backUVs?: Vector4;
  90402. invertUV?: boolean;
  90403. uvs?: Vector2[];
  90404. colors?: Color4[];
  90405. }): VertexData;
  90406. /**
  90407. * Creates the VertexData for a box
  90408. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90409. * * size sets the width, height and depth of the box to the value of size, optional default 1
  90410. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  90411. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  90412. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  90413. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90414. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90415. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90416. * * 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)
  90417. * * 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)
  90418. * @returns the VertexData of the box
  90419. */
  90420. static CreateBox(options: {
  90421. size?: number;
  90422. width?: number;
  90423. height?: number;
  90424. depth?: number;
  90425. faceUV?: Vector4[];
  90426. faceColors?: Color4[];
  90427. sideOrientation?: number;
  90428. frontUVs?: Vector4;
  90429. backUVs?: Vector4;
  90430. }): VertexData;
  90431. /**
  90432. * Creates the VertexData for a tiled box
  90433. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90434. * * faceTiles sets the pattern, tile size and number of tiles for a face
  90435. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90436. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90437. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90438. * @returns the VertexData of the box
  90439. */
  90440. static CreateTiledBox(options: {
  90441. pattern?: number;
  90442. width?: number;
  90443. height?: number;
  90444. depth?: number;
  90445. tileSize?: number;
  90446. tileWidth?: number;
  90447. tileHeight?: number;
  90448. alignHorizontal?: number;
  90449. alignVertical?: number;
  90450. faceUV?: Vector4[];
  90451. faceColors?: Color4[];
  90452. sideOrientation?: number;
  90453. }): VertexData;
  90454. /**
  90455. * Creates the VertexData for a tiled plane
  90456. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90457. * * pattern a limited pattern arrangement depending on the number
  90458. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  90459. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  90460. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  90461. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90462. * * 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)
  90463. * * 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)
  90464. * @returns the VertexData of the tiled plane
  90465. */
  90466. static CreateTiledPlane(options: {
  90467. pattern?: number;
  90468. tileSize?: number;
  90469. tileWidth?: number;
  90470. tileHeight?: number;
  90471. size?: number;
  90472. width?: number;
  90473. height?: number;
  90474. alignHorizontal?: number;
  90475. alignVertical?: number;
  90476. sideOrientation?: number;
  90477. frontUVs?: Vector4;
  90478. backUVs?: Vector4;
  90479. }): VertexData;
  90480. /**
  90481. * Creates the VertexData for an ellipsoid, defaults to a sphere
  90482. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90483. * * segments sets the number of horizontal strips optional, default 32
  90484. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  90485. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  90486. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  90487. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  90488. * * 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
  90489. * * 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
  90490. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90491. * * 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)
  90492. * * 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)
  90493. * @returns the VertexData of the ellipsoid
  90494. */
  90495. static CreateSphere(options: {
  90496. segments?: number;
  90497. diameter?: number;
  90498. diameterX?: number;
  90499. diameterY?: number;
  90500. diameterZ?: number;
  90501. arc?: number;
  90502. slice?: number;
  90503. sideOrientation?: number;
  90504. frontUVs?: Vector4;
  90505. backUVs?: Vector4;
  90506. }): VertexData;
  90507. /**
  90508. * Creates the VertexData for a cylinder, cone or prism
  90509. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90510. * * height sets the height (y direction) of the cylinder, optional, default 2
  90511. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  90512. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  90513. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  90514. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90515. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  90516. * * 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
  90517. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90518. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90519. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  90520. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  90521. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90522. * * 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)
  90523. * * 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)
  90524. * @returns the VertexData of the cylinder, cone or prism
  90525. */
  90526. static CreateCylinder(options: {
  90527. height?: number;
  90528. diameterTop?: number;
  90529. diameterBottom?: number;
  90530. diameter?: number;
  90531. tessellation?: number;
  90532. subdivisions?: number;
  90533. arc?: number;
  90534. faceColors?: Color4[];
  90535. faceUV?: Vector4[];
  90536. hasRings?: boolean;
  90537. enclose?: boolean;
  90538. sideOrientation?: number;
  90539. frontUVs?: Vector4;
  90540. backUVs?: Vector4;
  90541. }): VertexData;
  90542. /**
  90543. * Creates the VertexData for a torus
  90544. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90545. * * diameter the diameter of the torus, optional default 1
  90546. * * thickness the diameter of the tube forming the torus, optional default 0.5
  90547. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90548. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90549. * * 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)
  90550. * * 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)
  90551. * @returns the VertexData of the torus
  90552. */
  90553. static CreateTorus(options: {
  90554. diameter?: number;
  90555. thickness?: number;
  90556. tessellation?: number;
  90557. sideOrientation?: number;
  90558. frontUVs?: Vector4;
  90559. backUVs?: Vector4;
  90560. }): VertexData;
  90561. /**
  90562. * Creates the VertexData of the LineSystem
  90563. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  90564. * - lines an array of lines, each line being an array of successive Vector3
  90565. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  90566. * @returns the VertexData of the LineSystem
  90567. */
  90568. static CreateLineSystem(options: {
  90569. lines: Vector3[][];
  90570. colors?: Nullable<Color4[][]>;
  90571. }): VertexData;
  90572. /**
  90573. * Create the VertexData for a DashedLines
  90574. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  90575. * - points an array successive Vector3
  90576. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  90577. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  90578. * - dashNb the intended total number of dashes, optional, default 200
  90579. * @returns the VertexData for the DashedLines
  90580. */
  90581. static CreateDashedLines(options: {
  90582. points: Vector3[];
  90583. dashSize?: number;
  90584. gapSize?: number;
  90585. dashNb?: number;
  90586. }): VertexData;
  90587. /**
  90588. * Creates the VertexData for a Ground
  90589. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90590. * - width the width (x direction) of the ground, optional, default 1
  90591. * - height the height (z direction) of the ground, optional, default 1
  90592. * - subdivisions the number of subdivisions per side, optional, default 1
  90593. * @returns the VertexData of the Ground
  90594. */
  90595. static CreateGround(options: {
  90596. width?: number;
  90597. height?: number;
  90598. subdivisions?: number;
  90599. subdivisionsX?: number;
  90600. subdivisionsY?: number;
  90601. }): VertexData;
  90602. /**
  90603. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  90604. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90605. * * xmin the ground minimum X coordinate, optional, default -1
  90606. * * zmin the ground minimum Z coordinate, optional, default -1
  90607. * * xmax the ground maximum X coordinate, optional, default 1
  90608. * * zmax the ground maximum Z coordinate, optional, default 1
  90609. * * 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}
  90610. * * 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}
  90611. * @returns the VertexData of the TiledGround
  90612. */
  90613. static CreateTiledGround(options: {
  90614. xmin: number;
  90615. zmin: number;
  90616. xmax: number;
  90617. zmax: number;
  90618. subdivisions?: {
  90619. w: number;
  90620. h: number;
  90621. };
  90622. precision?: {
  90623. w: number;
  90624. h: number;
  90625. };
  90626. }): VertexData;
  90627. /**
  90628. * Creates the VertexData of the Ground designed from a heightmap
  90629. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  90630. * * width the width (x direction) of the ground
  90631. * * height the height (z direction) of the ground
  90632. * * subdivisions the number of subdivisions per side
  90633. * * minHeight the minimum altitude on the ground, optional, default 0
  90634. * * maxHeight the maximum altitude on the ground, optional default 1
  90635. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  90636. * * buffer the array holding the image color data
  90637. * * bufferWidth the width of image
  90638. * * bufferHeight the height of image
  90639. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  90640. * @returns the VertexData of the Ground designed from a heightmap
  90641. */
  90642. static CreateGroundFromHeightMap(options: {
  90643. width: number;
  90644. height: number;
  90645. subdivisions: number;
  90646. minHeight: number;
  90647. maxHeight: number;
  90648. colorFilter: Color3;
  90649. buffer: Uint8Array;
  90650. bufferWidth: number;
  90651. bufferHeight: number;
  90652. alphaFilter: number;
  90653. }): VertexData;
  90654. /**
  90655. * Creates the VertexData for a Plane
  90656. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  90657. * * size sets the width and height of the plane to the value of size, optional default 1
  90658. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  90659. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  90660. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90661. * * 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)
  90662. * * 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)
  90663. * @returns the VertexData of the box
  90664. */
  90665. static CreatePlane(options: {
  90666. size?: number;
  90667. width?: number;
  90668. height?: number;
  90669. sideOrientation?: number;
  90670. frontUVs?: Vector4;
  90671. backUVs?: Vector4;
  90672. }): VertexData;
  90673. /**
  90674. * Creates the VertexData of the Disc or regular Polygon
  90675. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  90676. * * radius the radius of the disc, optional default 0.5
  90677. * * tessellation the number of polygon sides, optional, default 64
  90678. * * 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
  90679. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90680. * * 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)
  90681. * * 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)
  90682. * @returns the VertexData of the box
  90683. */
  90684. static CreateDisc(options: {
  90685. radius?: number;
  90686. tessellation?: number;
  90687. arc?: number;
  90688. sideOrientation?: number;
  90689. frontUVs?: Vector4;
  90690. backUVs?: Vector4;
  90691. }): VertexData;
  90692. /**
  90693. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  90694. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  90695. * @param polygon a mesh built from polygonTriangulation.build()
  90696. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90697. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90698. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90699. * @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)
  90700. * @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)
  90701. * @returns the VertexData of the Polygon
  90702. */
  90703. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  90704. /**
  90705. * Creates the VertexData of the IcoSphere
  90706. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  90707. * * radius the radius of the IcoSphere, optional default 1
  90708. * * radiusX allows stretching in the x direction, optional, default radius
  90709. * * radiusY allows stretching in the y direction, optional, default radius
  90710. * * radiusZ allows stretching in the z direction, optional, default radius
  90711. * * flat when true creates a flat shaded mesh, optional, default true
  90712. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90713. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90714. * * 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)
  90715. * * 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)
  90716. * @returns the VertexData of the IcoSphere
  90717. */
  90718. static CreateIcoSphere(options: {
  90719. radius?: number;
  90720. radiusX?: number;
  90721. radiusY?: number;
  90722. radiusZ?: number;
  90723. flat?: boolean;
  90724. subdivisions?: number;
  90725. sideOrientation?: number;
  90726. frontUVs?: Vector4;
  90727. backUVs?: Vector4;
  90728. }): VertexData;
  90729. /**
  90730. * Creates the VertexData for a Polyhedron
  90731. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  90732. * * type provided types are:
  90733. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  90734. * * 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)
  90735. * * size the size of the IcoSphere, optional default 1
  90736. * * sizeX allows stretching in the x direction, optional, default size
  90737. * * sizeY allows stretching in the y direction, optional, default size
  90738. * * sizeZ allows stretching in the z direction, optional, default size
  90739. * * 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
  90740. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90741. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90742. * * flat when true creates a flat shaded mesh, optional, default true
  90743. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90744. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90745. * * 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)
  90746. * * 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)
  90747. * @returns the VertexData of the Polyhedron
  90748. */
  90749. static CreatePolyhedron(options: {
  90750. type?: number;
  90751. size?: number;
  90752. sizeX?: number;
  90753. sizeY?: number;
  90754. sizeZ?: number;
  90755. custom?: any;
  90756. faceUV?: Vector4[];
  90757. faceColors?: Color4[];
  90758. flat?: boolean;
  90759. sideOrientation?: number;
  90760. frontUVs?: Vector4;
  90761. backUVs?: Vector4;
  90762. }): VertexData;
  90763. /**
  90764. * Creates the VertexData for a TorusKnot
  90765. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  90766. * * radius the radius of the torus knot, optional, default 2
  90767. * * tube the thickness of the tube, optional, default 0.5
  90768. * * radialSegments the number of sides on each tube segments, optional, default 32
  90769. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  90770. * * p the number of windings around the z axis, optional, default 2
  90771. * * q the number of windings around the x axis, optional, default 3
  90772. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90773. * * 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)
  90774. * * 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)
  90775. * @returns the VertexData of the Torus Knot
  90776. */
  90777. static CreateTorusKnot(options: {
  90778. radius?: number;
  90779. tube?: number;
  90780. radialSegments?: number;
  90781. tubularSegments?: number;
  90782. p?: number;
  90783. q?: number;
  90784. sideOrientation?: number;
  90785. frontUVs?: Vector4;
  90786. backUVs?: Vector4;
  90787. }): VertexData;
  90788. /**
  90789. * Compute normals for given positions and indices
  90790. * @param positions an array of vertex positions, [...., x, y, z, ......]
  90791. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  90792. * @param normals an array of vertex normals, [...., x, y, z, ......]
  90793. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  90794. * * facetNormals : optional array of facet normals (vector3)
  90795. * * facetPositions : optional array of facet positions (vector3)
  90796. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  90797. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  90798. * * bInfo : optional bounding info, required for facetPartitioning computation
  90799. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  90800. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  90801. * * useRightHandedSystem: optional boolean to for right handed system computation
  90802. * * depthSort : optional boolean to enable the facet depth sort computation
  90803. * * distanceTo : optional Vector3 to compute the facet depth from this location
  90804. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  90805. */
  90806. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  90807. facetNormals?: any;
  90808. facetPositions?: any;
  90809. facetPartitioning?: any;
  90810. ratio?: number;
  90811. bInfo?: any;
  90812. bbSize?: Vector3;
  90813. subDiv?: any;
  90814. useRightHandedSystem?: boolean;
  90815. depthSort?: boolean;
  90816. distanceTo?: Vector3;
  90817. depthSortedFacets?: any;
  90818. }): void;
  90819. /** @hidden */
  90820. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  90821. /**
  90822. * Applies VertexData created from the imported parameters to the geometry
  90823. * @param parsedVertexData the parsed data from an imported file
  90824. * @param geometry the geometry to apply the VertexData to
  90825. */
  90826. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  90827. }
  90828. }
  90829. declare module BABYLON {
  90830. /**
  90831. * Defines a target to use with MorphTargetManager
  90832. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90833. */
  90834. export class MorphTarget implements IAnimatable {
  90835. /** defines the name of the target */
  90836. name: string;
  90837. /**
  90838. * Gets or sets the list of animations
  90839. */
  90840. animations: Animation[];
  90841. private _scene;
  90842. private _positions;
  90843. private _normals;
  90844. private _tangents;
  90845. private _uvs;
  90846. private _influence;
  90847. private _uniqueId;
  90848. /**
  90849. * Observable raised when the influence changes
  90850. */
  90851. onInfluenceChanged: Observable<boolean>;
  90852. /** @hidden */
  90853. _onDataLayoutChanged: Observable<void>;
  90854. /**
  90855. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  90856. */
  90857. influence: number;
  90858. /**
  90859. * Gets or sets the id of the morph Target
  90860. */
  90861. id: string;
  90862. private _animationPropertiesOverride;
  90863. /**
  90864. * Gets or sets the animation properties override
  90865. */
  90866. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90867. /**
  90868. * Creates a new MorphTarget
  90869. * @param name defines the name of the target
  90870. * @param influence defines the influence to use
  90871. * @param scene defines the scene the morphtarget belongs to
  90872. */
  90873. constructor(
  90874. /** defines the name of the target */
  90875. name: string, influence?: number, scene?: Nullable<Scene>);
  90876. /**
  90877. * Gets the unique ID of this manager
  90878. */
  90879. readonly uniqueId: number;
  90880. /**
  90881. * Gets a boolean defining if the target contains position data
  90882. */
  90883. readonly hasPositions: boolean;
  90884. /**
  90885. * Gets a boolean defining if the target contains normal data
  90886. */
  90887. readonly hasNormals: boolean;
  90888. /**
  90889. * Gets a boolean defining if the target contains tangent data
  90890. */
  90891. readonly hasTangents: boolean;
  90892. /**
  90893. * Gets a boolean defining if the target contains texture coordinates data
  90894. */
  90895. readonly hasUVs: boolean;
  90896. /**
  90897. * Affects position data to this target
  90898. * @param data defines the position data to use
  90899. */
  90900. setPositions(data: Nullable<FloatArray>): void;
  90901. /**
  90902. * Gets the position data stored in this target
  90903. * @returns a FloatArray containing the position data (or null if not present)
  90904. */
  90905. getPositions(): Nullable<FloatArray>;
  90906. /**
  90907. * Affects normal data to this target
  90908. * @param data defines the normal data to use
  90909. */
  90910. setNormals(data: Nullable<FloatArray>): void;
  90911. /**
  90912. * Gets the normal data stored in this target
  90913. * @returns a FloatArray containing the normal data (or null if not present)
  90914. */
  90915. getNormals(): Nullable<FloatArray>;
  90916. /**
  90917. * Affects tangent data to this target
  90918. * @param data defines the tangent data to use
  90919. */
  90920. setTangents(data: Nullable<FloatArray>): void;
  90921. /**
  90922. * Gets the tangent data stored in this target
  90923. * @returns a FloatArray containing the tangent data (or null if not present)
  90924. */
  90925. getTangents(): Nullable<FloatArray>;
  90926. /**
  90927. * Affects texture coordinates data to this target
  90928. * @param data defines the texture coordinates data to use
  90929. */
  90930. setUVs(data: Nullable<FloatArray>): void;
  90931. /**
  90932. * Gets the texture coordinates data stored in this target
  90933. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  90934. */
  90935. getUVs(): Nullable<FloatArray>;
  90936. /**
  90937. * Clone the current target
  90938. * @returns a new MorphTarget
  90939. */
  90940. clone(): MorphTarget;
  90941. /**
  90942. * Serializes the current target into a Serialization object
  90943. * @returns the serialized object
  90944. */
  90945. serialize(): any;
  90946. /**
  90947. * Returns the string "MorphTarget"
  90948. * @returns "MorphTarget"
  90949. */
  90950. getClassName(): string;
  90951. /**
  90952. * Creates a new target from serialized data
  90953. * @param serializationObject defines the serialized data to use
  90954. * @returns a new MorphTarget
  90955. */
  90956. static Parse(serializationObject: any): MorphTarget;
  90957. /**
  90958. * Creates a MorphTarget from mesh data
  90959. * @param mesh defines the source mesh
  90960. * @param name defines the name to use for the new target
  90961. * @param influence defines the influence to attach to the target
  90962. * @returns a new MorphTarget
  90963. */
  90964. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  90965. }
  90966. }
  90967. declare module BABYLON {
  90968. /**
  90969. * This class is used to deform meshes using morphing between different targets
  90970. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90971. */
  90972. export class MorphTargetManager {
  90973. private _targets;
  90974. private _targetInfluenceChangedObservers;
  90975. private _targetDataLayoutChangedObservers;
  90976. private _activeTargets;
  90977. private _scene;
  90978. private _influences;
  90979. private _supportsNormals;
  90980. private _supportsTangents;
  90981. private _supportsUVs;
  90982. private _vertexCount;
  90983. private _uniqueId;
  90984. private _tempInfluences;
  90985. /**
  90986. * Gets or sets a boolean indicating if normals must be morphed
  90987. */
  90988. enableNormalMorphing: boolean;
  90989. /**
  90990. * Gets or sets a boolean indicating if tangents must be morphed
  90991. */
  90992. enableTangentMorphing: boolean;
  90993. /**
  90994. * Gets or sets a boolean indicating if UV must be morphed
  90995. */
  90996. enableUVMorphing: boolean;
  90997. /**
  90998. * Creates a new MorphTargetManager
  90999. * @param scene defines the current scene
  91000. */
  91001. constructor(scene?: Nullable<Scene>);
  91002. /**
  91003. * Gets the unique ID of this manager
  91004. */
  91005. readonly uniqueId: number;
  91006. /**
  91007. * Gets the number of vertices handled by this manager
  91008. */
  91009. readonly vertexCount: number;
  91010. /**
  91011. * Gets a boolean indicating if this manager supports morphing of normals
  91012. */
  91013. readonly supportsNormals: boolean;
  91014. /**
  91015. * Gets a boolean indicating if this manager supports morphing of tangents
  91016. */
  91017. readonly supportsTangents: boolean;
  91018. /**
  91019. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  91020. */
  91021. readonly supportsUVs: boolean;
  91022. /**
  91023. * Gets the number of targets stored in this manager
  91024. */
  91025. readonly numTargets: number;
  91026. /**
  91027. * Gets the number of influencers (ie. the number of targets with influences > 0)
  91028. */
  91029. readonly numInfluencers: number;
  91030. /**
  91031. * Gets the list of influences (one per target)
  91032. */
  91033. readonly influences: Float32Array;
  91034. /**
  91035. * Gets the active target at specified index. An active target is a target with an influence > 0
  91036. * @param index defines the index to check
  91037. * @returns the requested target
  91038. */
  91039. getActiveTarget(index: number): MorphTarget;
  91040. /**
  91041. * Gets the target at specified index
  91042. * @param index defines the index to check
  91043. * @returns the requested target
  91044. */
  91045. getTarget(index: number): MorphTarget;
  91046. /**
  91047. * Add a new target to this manager
  91048. * @param target defines the target to add
  91049. */
  91050. addTarget(target: MorphTarget): void;
  91051. /**
  91052. * Removes a target from the manager
  91053. * @param target defines the target to remove
  91054. */
  91055. removeTarget(target: MorphTarget): void;
  91056. /**
  91057. * Clone the current manager
  91058. * @returns a new MorphTargetManager
  91059. */
  91060. clone(): MorphTargetManager;
  91061. /**
  91062. * Serializes the current manager into a Serialization object
  91063. * @returns the serialized object
  91064. */
  91065. serialize(): any;
  91066. private _syncActiveTargets;
  91067. /**
  91068. * Syncrhonize the targets with all the meshes using this morph target manager
  91069. */
  91070. synchronize(): void;
  91071. /**
  91072. * Creates a new MorphTargetManager from serialized data
  91073. * @param serializationObject defines the serialized data
  91074. * @param scene defines the hosting scene
  91075. * @returns the new MorphTargetManager
  91076. */
  91077. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  91078. }
  91079. }
  91080. declare module BABYLON {
  91081. /**
  91082. * Class used to represent a specific level of detail of a mesh
  91083. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91084. */
  91085. export class MeshLODLevel {
  91086. /** Defines the distance where this level should start being displayed */
  91087. distance: number;
  91088. /** Defines the mesh to use to render this level */
  91089. mesh: Nullable<Mesh>;
  91090. /**
  91091. * Creates a new LOD level
  91092. * @param distance defines the distance where this level should star being displayed
  91093. * @param mesh defines the mesh to use to render this level
  91094. */
  91095. constructor(
  91096. /** Defines the distance where this level should start being displayed */
  91097. distance: number,
  91098. /** Defines the mesh to use to render this level */
  91099. mesh: Nullable<Mesh>);
  91100. }
  91101. }
  91102. declare module BABYLON {
  91103. /**
  91104. * Mesh representing the gorund
  91105. */
  91106. export class GroundMesh extends Mesh {
  91107. /** If octree should be generated */
  91108. generateOctree: boolean;
  91109. private _heightQuads;
  91110. /** @hidden */
  91111. _subdivisionsX: number;
  91112. /** @hidden */
  91113. _subdivisionsY: number;
  91114. /** @hidden */
  91115. _width: number;
  91116. /** @hidden */
  91117. _height: number;
  91118. /** @hidden */
  91119. _minX: number;
  91120. /** @hidden */
  91121. _maxX: number;
  91122. /** @hidden */
  91123. _minZ: number;
  91124. /** @hidden */
  91125. _maxZ: number;
  91126. constructor(name: string, scene: Scene);
  91127. /**
  91128. * "GroundMesh"
  91129. * @returns "GroundMesh"
  91130. */
  91131. getClassName(): string;
  91132. /**
  91133. * The minimum of x and y subdivisions
  91134. */
  91135. readonly subdivisions: number;
  91136. /**
  91137. * X subdivisions
  91138. */
  91139. readonly subdivisionsX: number;
  91140. /**
  91141. * Y subdivisions
  91142. */
  91143. readonly subdivisionsY: number;
  91144. /**
  91145. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  91146. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  91147. * @param chunksCount the number of subdivisions for x and y
  91148. * @param octreeBlocksSize (Default: 32)
  91149. */
  91150. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  91151. /**
  91152. * Returns a height (y) value in the Worl system :
  91153. * the ground altitude at the coordinates (x, z) expressed in the World system.
  91154. * @param x x coordinate
  91155. * @param z z coordinate
  91156. * @returns the ground y position if (x, z) are outside the ground surface.
  91157. */
  91158. getHeightAtCoordinates(x: number, z: number): number;
  91159. /**
  91160. * Returns a normalized vector (Vector3) orthogonal to the ground
  91161. * at the ground coordinates (x, z) expressed in the World system.
  91162. * @param x x coordinate
  91163. * @param z z coordinate
  91164. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  91165. */
  91166. getNormalAtCoordinates(x: number, z: number): Vector3;
  91167. /**
  91168. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  91169. * at the ground coordinates (x, z) expressed in the World system.
  91170. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  91171. * @param x x coordinate
  91172. * @param z z coordinate
  91173. * @param ref vector to store the result
  91174. * @returns the GroundMesh.
  91175. */
  91176. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  91177. /**
  91178. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  91179. * if the ground has been updated.
  91180. * This can be used in the render loop.
  91181. * @returns the GroundMesh.
  91182. */
  91183. updateCoordinateHeights(): GroundMesh;
  91184. private _getFacetAt;
  91185. private _initHeightQuads;
  91186. private _computeHeightQuads;
  91187. /**
  91188. * Serializes this ground mesh
  91189. * @param serializationObject object to write serialization to
  91190. */
  91191. serialize(serializationObject: any): void;
  91192. /**
  91193. * Parses a serialized ground mesh
  91194. * @param parsedMesh the serialized mesh
  91195. * @param scene the scene to create the ground mesh in
  91196. * @returns the created ground mesh
  91197. */
  91198. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  91199. }
  91200. }
  91201. declare module BABYLON {
  91202. /**
  91203. * Interface for Physics-Joint data
  91204. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91205. */
  91206. export interface PhysicsJointData {
  91207. /**
  91208. * The main pivot of the joint
  91209. */
  91210. mainPivot?: Vector3;
  91211. /**
  91212. * The connected pivot of the joint
  91213. */
  91214. connectedPivot?: Vector3;
  91215. /**
  91216. * The main axis of the joint
  91217. */
  91218. mainAxis?: Vector3;
  91219. /**
  91220. * The connected axis of the joint
  91221. */
  91222. connectedAxis?: Vector3;
  91223. /**
  91224. * The collision of the joint
  91225. */
  91226. collision?: boolean;
  91227. /**
  91228. * Native Oimo/Cannon/Energy data
  91229. */
  91230. nativeParams?: any;
  91231. }
  91232. /**
  91233. * This is a holder class for the physics joint created by the physics plugin
  91234. * It holds a set of functions to control the underlying joint
  91235. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91236. */
  91237. export class PhysicsJoint {
  91238. /**
  91239. * The type of the physics joint
  91240. */
  91241. type: number;
  91242. /**
  91243. * The data for the physics joint
  91244. */
  91245. jointData: PhysicsJointData;
  91246. private _physicsJoint;
  91247. protected _physicsPlugin: IPhysicsEnginePlugin;
  91248. /**
  91249. * Initializes the physics joint
  91250. * @param type The type of the physics joint
  91251. * @param jointData The data for the physics joint
  91252. */
  91253. constructor(
  91254. /**
  91255. * The type of the physics joint
  91256. */
  91257. type: number,
  91258. /**
  91259. * The data for the physics joint
  91260. */
  91261. jointData: PhysicsJointData);
  91262. /**
  91263. * Gets the physics joint
  91264. */
  91265. /**
  91266. * Sets the physics joint
  91267. */
  91268. physicsJoint: any;
  91269. /**
  91270. * Sets the physics plugin
  91271. */
  91272. physicsPlugin: IPhysicsEnginePlugin;
  91273. /**
  91274. * Execute a function that is physics-plugin specific.
  91275. * @param {Function} func the function that will be executed.
  91276. * It accepts two parameters: the physics world and the physics joint
  91277. */
  91278. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  91279. /**
  91280. * Distance-Joint type
  91281. */
  91282. static DistanceJoint: number;
  91283. /**
  91284. * Hinge-Joint type
  91285. */
  91286. static HingeJoint: number;
  91287. /**
  91288. * Ball-and-Socket joint type
  91289. */
  91290. static BallAndSocketJoint: number;
  91291. /**
  91292. * Wheel-Joint type
  91293. */
  91294. static WheelJoint: number;
  91295. /**
  91296. * Slider-Joint type
  91297. */
  91298. static SliderJoint: number;
  91299. /**
  91300. * Prismatic-Joint type
  91301. */
  91302. static PrismaticJoint: number;
  91303. /**
  91304. * Universal-Joint type
  91305. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  91306. */
  91307. static UniversalJoint: number;
  91308. /**
  91309. * Hinge-Joint 2 type
  91310. */
  91311. static Hinge2Joint: number;
  91312. /**
  91313. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  91314. */
  91315. static PointToPointJoint: number;
  91316. /**
  91317. * Spring-Joint type
  91318. */
  91319. static SpringJoint: number;
  91320. /**
  91321. * Lock-Joint type
  91322. */
  91323. static LockJoint: number;
  91324. }
  91325. /**
  91326. * A class representing a physics distance joint
  91327. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91328. */
  91329. export class DistanceJoint extends PhysicsJoint {
  91330. /**
  91331. *
  91332. * @param jointData The data for the Distance-Joint
  91333. */
  91334. constructor(jointData: DistanceJointData);
  91335. /**
  91336. * Update the predefined distance.
  91337. * @param maxDistance The maximum preferred distance
  91338. * @param minDistance The minimum preferred distance
  91339. */
  91340. updateDistance(maxDistance: number, minDistance?: number): void;
  91341. }
  91342. /**
  91343. * Represents a Motor-Enabled Joint
  91344. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91345. */
  91346. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  91347. /**
  91348. * Initializes the Motor-Enabled Joint
  91349. * @param type The type of the joint
  91350. * @param jointData The physica joint data for the joint
  91351. */
  91352. constructor(type: number, jointData: PhysicsJointData);
  91353. /**
  91354. * Set the motor values.
  91355. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91356. * @param force the force to apply
  91357. * @param maxForce max force for this motor.
  91358. */
  91359. setMotor(force?: number, maxForce?: number): void;
  91360. /**
  91361. * Set the motor's limits.
  91362. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91363. * @param upperLimit The upper limit of the motor
  91364. * @param lowerLimit The lower limit of the motor
  91365. */
  91366. setLimit(upperLimit: number, lowerLimit?: number): void;
  91367. }
  91368. /**
  91369. * This class represents a single physics Hinge-Joint
  91370. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91371. */
  91372. export class HingeJoint extends MotorEnabledJoint {
  91373. /**
  91374. * Initializes the Hinge-Joint
  91375. * @param jointData The joint data for the Hinge-Joint
  91376. */
  91377. constructor(jointData: PhysicsJointData);
  91378. /**
  91379. * Set the motor values.
  91380. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91381. * @param {number} force the force to apply
  91382. * @param {number} maxForce max force for this motor.
  91383. */
  91384. setMotor(force?: number, maxForce?: number): void;
  91385. /**
  91386. * Set the motor's limits.
  91387. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91388. * @param upperLimit The upper limit of the motor
  91389. * @param lowerLimit The lower limit of the motor
  91390. */
  91391. setLimit(upperLimit: number, lowerLimit?: number): void;
  91392. }
  91393. /**
  91394. * This class represents a dual hinge physics joint (same as wheel joint)
  91395. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91396. */
  91397. export class Hinge2Joint extends MotorEnabledJoint {
  91398. /**
  91399. * Initializes the Hinge2-Joint
  91400. * @param jointData The joint data for the Hinge2-Joint
  91401. */
  91402. constructor(jointData: PhysicsJointData);
  91403. /**
  91404. * Set the motor values.
  91405. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91406. * @param {number} targetSpeed the speed the motor is to reach
  91407. * @param {number} maxForce max force for this motor.
  91408. * @param {motorIndex} the motor's index, 0 or 1.
  91409. */
  91410. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  91411. /**
  91412. * Set the motor limits.
  91413. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91414. * @param {number} upperLimit the upper limit
  91415. * @param {number} lowerLimit lower limit
  91416. * @param {motorIndex} the motor's index, 0 or 1.
  91417. */
  91418. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91419. }
  91420. /**
  91421. * Interface for a motor enabled joint
  91422. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91423. */
  91424. export interface IMotorEnabledJoint {
  91425. /**
  91426. * Physics joint
  91427. */
  91428. physicsJoint: any;
  91429. /**
  91430. * Sets the motor of the motor-enabled joint
  91431. * @param force The force of the motor
  91432. * @param maxForce The maximum force of the motor
  91433. * @param motorIndex The index of the motor
  91434. */
  91435. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  91436. /**
  91437. * Sets the limit of the motor
  91438. * @param upperLimit The upper limit of the motor
  91439. * @param lowerLimit The lower limit of the motor
  91440. * @param motorIndex The index of the motor
  91441. */
  91442. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91443. }
  91444. /**
  91445. * Joint data for a Distance-Joint
  91446. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91447. */
  91448. export interface DistanceJointData extends PhysicsJointData {
  91449. /**
  91450. * Max distance the 2 joint objects can be apart
  91451. */
  91452. maxDistance: number;
  91453. }
  91454. /**
  91455. * Joint data from a spring joint
  91456. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91457. */
  91458. export interface SpringJointData extends PhysicsJointData {
  91459. /**
  91460. * Length of the spring
  91461. */
  91462. length: number;
  91463. /**
  91464. * Stiffness of the spring
  91465. */
  91466. stiffness: number;
  91467. /**
  91468. * Damping of the spring
  91469. */
  91470. damping: number;
  91471. /** this callback will be called when applying the force to the impostors. */
  91472. forceApplicationCallback: () => void;
  91473. }
  91474. }
  91475. declare module BABYLON {
  91476. /**
  91477. * Holds the data for the raycast result
  91478. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91479. */
  91480. export class PhysicsRaycastResult {
  91481. private _hasHit;
  91482. private _hitDistance;
  91483. private _hitNormalWorld;
  91484. private _hitPointWorld;
  91485. private _rayFromWorld;
  91486. private _rayToWorld;
  91487. /**
  91488. * Gets if there was a hit
  91489. */
  91490. readonly hasHit: boolean;
  91491. /**
  91492. * Gets the distance from the hit
  91493. */
  91494. readonly hitDistance: number;
  91495. /**
  91496. * Gets the hit normal/direction in the world
  91497. */
  91498. readonly hitNormalWorld: Vector3;
  91499. /**
  91500. * Gets the hit point in the world
  91501. */
  91502. readonly hitPointWorld: Vector3;
  91503. /**
  91504. * Gets the ray "start point" of the ray in the world
  91505. */
  91506. readonly rayFromWorld: Vector3;
  91507. /**
  91508. * Gets the ray "end point" of the ray in the world
  91509. */
  91510. readonly rayToWorld: Vector3;
  91511. /**
  91512. * Sets the hit data (normal & point in world space)
  91513. * @param hitNormalWorld defines the normal in world space
  91514. * @param hitPointWorld defines the point in world space
  91515. */
  91516. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  91517. /**
  91518. * Sets the distance from the start point to the hit point
  91519. * @param distance
  91520. */
  91521. setHitDistance(distance: number): void;
  91522. /**
  91523. * Calculates the distance manually
  91524. */
  91525. calculateHitDistance(): void;
  91526. /**
  91527. * Resets all the values to default
  91528. * @param from The from point on world space
  91529. * @param to The to point on world space
  91530. */
  91531. reset(from?: Vector3, to?: Vector3): void;
  91532. }
  91533. /**
  91534. * Interface for the size containing width and height
  91535. */
  91536. interface IXYZ {
  91537. /**
  91538. * X
  91539. */
  91540. x: number;
  91541. /**
  91542. * Y
  91543. */
  91544. y: number;
  91545. /**
  91546. * Z
  91547. */
  91548. z: number;
  91549. }
  91550. }
  91551. declare module BABYLON {
  91552. /**
  91553. * Interface used to describe a physics joint
  91554. */
  91555. export interface PhysicsImpostorJoint {
  91556. /** Defines the main impostor to which the joint is linked */
  91557. mainImpostor: PhysicsImpostor;
  91558. /** Defines the impostor that is connected to the main impostor using this joint */
  91559. connectedImpostor: PhysicsImpostor;
  91560. /** Defines the joint itself */
  91561. joint: PhysicsJoint;
  91562. }
  91563. /** @hidden */
  91564. export interface IPhysicsEnginePlugin {
  91565. world: any;
  91566. name: string;
  91567. setGravity(gravity: Vector3): void;
  91568. setTimeStep(timeStep: number): void;
  91569. getTimeStep(): number;
  91570. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  91571. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91572. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91573. generatePhysicsBody(impostor: PhysicsImpostor): void;
  91574. removePhysicsBody(impostor: PhysicsImpostor): void;
  91575. generateJoint(joint: PhysicsImpostorJoint): void;
  91576. removeJoint(joint: PhysicsImpostorJoint): void;
  91577. isSupported(): boolean;
  91578. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  91579. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  91580. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91581. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91582. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91583. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91584. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  91585. getBodyMass(impostor: PhysicsImpostor): number;
  91586. getBodyFriction(impostor: PhysicsImpostor): number;
  91587. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  91588. getBodyRestitution(impostor: PhysicsImpostor): number;
  91589. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  91590. getBodyPressure?(impostor: PhysicsImpostor): number;
  91591. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  91592. getBodyStiffness?(impostor: PhysicsImpostor): number;
  91593. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  91594. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  91595. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  91596. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  91597. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  91598. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91599. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91600. sleepBody(impostor: PhysicsImpostor): void;
  91601. wakeUpBody(impostor: PhysicsImpostor): void;
  91602. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91603. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  91604. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  91605. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91606. getRadius(impostor: PhysicsImpostor): number;
  91607. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  91608. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  91609. dispose(): void;
  91610. }
  91611. /**
  91612. * Interface used to define a physics engine
  91613. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  91614. */
  91615. export interface IPhysicsEngine {
  91616. /**
  91617. * Gets the gravity vector used by the simulation
  91618. */
  91619. gravity: Vector3;
  91620. /**
  91621. * Sets the gravity vector used by the simulation
  91622. * @param gravity defines the gravity vector to use
  91623. */
  91624. setGravity(gravity: Vector3): void;
  91625. /**
  91626. * Set the time step of the physics engine.
  91627. * Default is 1/60.
  91628. * To slow it down, enter 1/600 for example.
  91629. * To speed it up, 1/30
  91630. * @param newTimeStep the new timestep to apply to this world.
  91631. */
  91632. setTimeStep(newTimeStep: number): void;
  91633. /**
  91634. * Get the time step of the physics engine.
  91635. * @returns the current time step
  91636. */
  91637. getTimeStep(): number;
  91638. /**
  91639. * Release all resources
  91640. */
  91641. dispose(): void;
  91642. /**
  91643. * Gets the name of the current physics plugin
  91644. * @returns the name of the plugin
  91645. */
  91646. getPhysicsPluginName(): string;
  91647. /**
  91648. * Adding a new impostor for the impostor tracking.
  91649. * This will be done by the impostor itself.
  91650. * @param impostor the impostor to add
  91651. */
  91652. addImpostor(impostor: PhysicsImpostor): void;
  91653. /**
  91654. * Remove an impostor from the engine.
  91655. * This impostor and its mesh will not longer be updated by the physics engine.
  91656. * @param impostor the impostor to remove
  91657. */
  91658. removeImpostor(impostor: PhysicsImpostor): void;
  91659. /**
  91660. * Add a joint to the physics engine
  91661. * @param mainImpostor defines the main impostor to which the joint is added.
  91662. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  91663. * @param joint defines the joint that will connect both impostors.
  91664. */
  91665. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91666. /**
  91667. * Removes a joint from the simulation
  91668. * @param mainImpostor defines the impostor used with the joint
  91669. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  91670. * @param joint defines the joint to remove
  91671. */
  91672. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91673. /**
  91674. * Gets the current plugin used to run the simulation
  91675. * @returns current plugin
  91676. */
  91677. getPhysicsPlugin(): IPhysicsEnginePlugin;
  91678. /**
  91679. * Gets the list of physic impostors
  91680. * @returns an array of PhysicsImpostor
  91681. */
  91682. getImpostors(): Array<PhysicsImpostor>;
  91683. /**
  91684. * Gets the impostor for a physics enabled object
  91685. * @param object defines the object impersonated by the impostor
  91686. * @returns the PhysicsImpostor or null if not found
  91687. */
  91688. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91689. /**
  91690. * Gets the impostor for a physics body object
  91691. * @param body defines physics body used by the impostor
  91692. * @returns the PhysicsImpostor or null if not found
  91693. */
  91694. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  91695. /**
  91696. * Does a raycast in the physics world
  91697. * @param from when should the ray start?
  91698. * @param to when should the ray end?
  91699. * @returns PhysicsRaycastResult
  91700. */
  91701. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91702. /**
  91703. * Called by the scene. No need to call it.
  91704. * @param delta defines the timespam between frames
  91705. */
  91706. _step(delta: number): void;
  91707. }
  91708. }
  91709. declare module BABYLON {
  91710. /**
  91711. * The interface for the physics imposter parameters
  91712. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91713. */
  91714. export interface PhysicsImpostorParameters {
  91715. /**
  91716. * The mass of the physics imposter
  91717. */
  91718. mass: number;
  91719. /**
  91720. * The friction of the physics imposter
  91721. */
  91722. friction?: number;
  91723. /**
  91724. * The coefficient of restitution of the physics imposter
  91725. */
  91726. restitution?: number;
  91727. /**
  91728. * The native options of the physics imposter
  91729. */
  91730. nativeOptions?: any;
  91731. /**
  91732. * Specifies if the parent should be ignored
  91733. */
  91734. ignoreParent?: boolean;
  91735. /**
  91736. * Specifies if bi-directional transformations should be disabled
  91737. */
  91738. disableBidirectionalTransformation?: boolean;
  91739. /**
  91740. * The pressure inside the physics imposter, soft object only
  91741. */
  91742. pressure?: number;
  91743. /**
  91744. * The stiffness the physics imposter, soft object only
  91745. */
  91746. stiffness?: number;
  91747. /**
  91748. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  91749. */
  91750. velocityIterations?: number;
  91751. /**
  91752. * The number of iterations used in maintaining consistent vertex positions, soft object only
  91753. */
  91754. positionIterations?: number;
  91755. /**
  91756. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  91757. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  91758. * Add to fix multiple points
  91759. */
  91760. fixedPoints?: number;
  91761. /**
  91762. * The collision margin around a soft object
  91763. */
  91764. margin?: number;
  91765. /**
  91766. * The collision margin around a soft object
  91767. */
  91768. damping?: number;
  91769. /**
  91770. * The path for a rope based on an extrusion
  91771. */
  91772. path?: any;
  91773. /**
  91774. * The shape of an extrusion used for a rope based on an extrusion
  91775. */
  91776. shape?: any;
  91777. }
  91778. /**
  91779. * Interface for a physics-enabled object
  91780. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91781. */
  91782. export interface IPhysicsEnabledObject {
  91783. /**
  91784. * The position of the physics-enabled object
  91785. */
  91786. position: Vector3;
  91787. /**
  91788. * The rotation of the physics-enabled object
  91789. */
  91790. rotationQuaternion: Nullable<Quaternion>;
  91791. /**
  91792. * The scale of the physics-enabled object
  91793. */
  91794. scaling: Vector3;
  91795. /**
  91796. * The rotation of the physics-enabled object
  91797. */
  91798. rotation?: Vector3;
  91799. /**
  91800. * The parent of the physics-enabled object
  91801. */
  91802. parent?: any;
  91803. /**
  91804. * The bounding info of the physics-enabled object
  91805. * @returns The bounding info of the physics-enabled object
  91806. */
  91807. getBoundingInfo(): BoundingInfo;
  91808. /**
  91809. * Computes the world matrix
  91810. * @param force Specifies if the world matrix should be computed by force
  91811. * @returns A world matrix
  91812. */
  91813. computeWorldMatrix(force: boolean): Matrix;
  91814. /**
  91815. * Gets the world matrix
  91816. * @returns A world matrix
  91817. */
  91818. getWorldMatrix?(): Matrix;
  91819. /**
  91820. * Gets the child meshes
  91821. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  91822. * @returns An array of abstract meshes
  91823. */
  91824. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  91825. /**
  91826. * Gets the vertex data
  91827. * @param kind The type of vertex data
  91828. * @returns A nullable array of numbers, or a float32 array
  91829. */
  91830. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  91831. /**
  91832. * Gets the indices from the mesh
  91833. * @returns A nullable array of index arrays
  91834. */
  91835. getIndices?(): Nullable<IndicesArray>;
  91836. /**
  91837. * Gets the scene from the mesh
  91838. * @returns the indices array or null
  91839. */
  91840. getScene?(): Scene;
  91841. /**
  91842. * Gets the absolute position from the mesh
  91843. * @returns the absolute position
  91844. */
  91845. getAbsolutePosition(): Vector3;
  91846. /**
  91847. * Gets the absolute pivot point from the mesh
  91848. * @returns the absolute pivot point
  91849. */
  91850. getAbsolutePivotPoint(): Vector3;
  91851. /**
  91852. * Rotates the mesh
  91853. * @param axis The axis of rotation
  91854. * @param amount The amount of rotation
  91855. * @param space The space of the rotation
  91856. * @returns The rotation transform node
  91857. */
  91858. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  91859. /**
  91860. * Translates the mesh
  91861. * @param axis The axis of translation
  91862. * @param distance The distance of translation
  91863. * @param space The space of the translation
  91864. * @returns The transform node
  91865. */
  91866. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  91867. /**
  91868. * Sets the absolute position of the mesh
  91869. * @param absolutePosition The absolute position of the mesh
  91870. * @returns The transform node
  91871. */
  91872. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  91873. /**
  91874. * Gets the class name of the mesh
  91875. * @returns The class name
  91876. */
  91877. getClassName(): string;
  91878. }
  91879. /**
  91880. * Represents a physics imposter
  91881. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91882. */
  91883. export class PhysicsImpostor {
  91884. /**
  91885. * The physics-enabled object used as the physics imposter
  91886. */
  91887. object: IPhysicsEnabledObject;
  91888. /**
  91889. * The type of the physics imposter
  91890. */
  91891. type: number;
  91892. private _options;
  91893. private _scene?;
  91894. /**
  91895. * The default object size of the imposter
  91896. */
  91897. static DEFAULT_OBJECT_SIZE: Vector3;
  91898. /**
  91899. * The identity quaternion of the imposter
  91900. */
  91901. static IDENTITY_QUATERNION: Quaternion;
  91902. /** @hidden */
  91903. _pluginData: any;
  91904. private _physicsEngine;
  91905. private _physicsBody;
  91906. private _bodyUpdateRequired;
  91907. private _onBeforePhysicsStepCallbacks;
  91908. private _onAfterPhysicsStepCallbacks;
  91909. /** @hidden */
  91910. _onPhysicsCollideCallbacks: Array<{
  91911. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  91912. otherImpostors: Array<PhysicsImpostor>;
  91913. }>;
  91914. private _deltaPosition;
  91915. private _deltaRotation;
  91916. private _deltaRotationConjugated;
  91917. /** @hidden */
  91918. _isFromLine: boolean;
  91919. private _parent;
  91920. private _isDisposed;
  91921. private static _tmpVecs;
  91922. private static _tmpQuat;
  91923. /**
  91924. * Specifies if the physics imposter is disposed
  91925. */
  91926. readonly isDisposed: boolean;
  91927. /**
  91928. * Gets the mass of the physics imposter
  91929. */
  91930. mass: number;
  91931. /**
  91932. * Gets the coefficient of friction
  91933. */
  91934. /**
  91935. * Sets the coefficient of friction
  91936. */
  91937. friction: number;
  91938. /**
  91939. * Gets the coefficient of restitution
  91940. */
  91941. /**
  91942. * Sets the coefficient of restitution
  91943. */
  91944. restitution: number;
  91945. /**
  91946. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  91947. */
  91948. /**
  91949. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  91950. */
  91951. pressure: number;
  91952. /**
  91953. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91954. */
  91955. /**
  91956. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91957. */
  91958. stiffness: number;
  91959. /**
  91960. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91961. */
  91962. /**
  91963. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91964. */
  91965. velocityIterations: number;
  91966. /**
  91967. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91968. */
  91969. /**
  91970. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91971. */
  91972. positionIterations: number;
  91973. /**
  91974. * The unique id of the physics imposter
  91975. * set by the physics engine when adding this impostor to the array
  91976. */
  91977. uniqueId: number;
  91978. /**
  91979. * @hidden
  91980. */
  91981. soft: boolean;
  91982. /**
  91983. * @hidden
  91984. */
  91985. segments: number;
  91986. private _joints;
  91987. /**
  91988. * Initializes the physics imposter
  91989. * @param object The physics-enabled object used as the physics imposter
  91990. * @param type The type of the physics imposter
  91991. * @param _options The options for the physics imposter
  91992. * @param _scene The Babylon scene
  91993. */
  91994. constructor(
  91995. /**
  91996. * The physics-enabled object used as the physics imposter
  91997. */
  91998. object: IPhysicsEnabledObject,
  91999. /**
  92000. * The type of the physics imposter
  92001. */
  92002. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  92003. /**
  92004. * This function will completly initialize this impostor.
  92005. * It will create a new body - but only if this mesh has no parent.
  92006. * If it has, this impostor will not be used other than to define the impostor
  92007. * of the child mesh.
  92008. * @hidden
  92009. */
  92010. _init(): void;
  92011. private _getPhysicsParent;
  92012. /**
  92013. * Should a new body be generated.
  92014. * @returns boolean specifying if body initialization is required
  92015. */
  92016. isBodyInitRequired(): boolean;
  92017. /**
  92018. * Sets the updated scaling
  92019. * @param updated Specifies if the scaling is updated
  92020. */
  92021. setScalingUpdated(): void;
  92022. /**
  92023. * Force a regeneration of this or the parent's impostor's body.
  92024. * Use under cautious - This will remove all joints already implemented.
  92025. */
  92026. forceUpdate(): void;
  92027. /**
  92028. * Gets the body that holds this impostor. Either its own, or its parent.
  92029. */
  92030. /**
  92031. * Set the physics body. Used mainly by the physics engine/plugin
  92032. */
  92033. physicsBody: any;
  92034. /**
  92035. * Get the parent of the physics imposter
  92036. * @returns Physics imposter or null
  92037. */
  92038. /**
  92039. * Sets the parent of the physics imposter
  92040. */
  92041. parent: Nullable<PhysicsImpostor>;
  92042. /**
  92043. * Resets the update flags
  92044. */
  92045. resetUpdateFlags(): void;
  92046. /**
  92047. * Gets the object extend size
  92048. * @returns the object extend size
  92049. */
  92050. getObjectExtendSize(): Vector3;
  92051. /**
  92052. * Gets the object center
  92053. * @returns The object center
  92054. */
  92055. getObjectCenter(): Vector3;
  92056. /**
  92057. * Get a specific parametes from the options parameter
  92058. * @param paramName The object parameter name
  92059. * @returns The object parameter
  92060. */
  92061. getParam(paramName: string): any;
  92062. /**
  92063. * Sets a specific parameter in the options given to the physics plugin
  92064. * @param paramName The parameter name
  92065. * @param value The value of the parameter
  92066. */
  92067. setParam(paramName: string, value: number): void;
  92068. /**
  92069. * Specifically change the body's mass option. Won't recreate the physics body object
  92070. * @param mass The mass of the physics imposter
  92071. */
  92072. setMass(mass: number): void;
  92073. /**
  92074. * Gets the linear velocity
  92075. * @returns linear velocity or null
  92076. */
  92077. getLinearVelocity(): Nullable<Vector3>;
  92078. /**
  92079. * Sets the linear velocity
  92080. * @param velocity linear velocity or null
  92081. */
  92082. setLinearVelocity(velocity: Nullable<Vector3>): void;
  92083. /**
  92084. * Gets the angular velocity
  92085. * @returns angular velocity or null
  92086. */
  92087. getAngularVelocity(): Nullable<Vector3>;
  92088. /**
  92089. * Sets the angular velocity
  92090. * @param velocity The velocity or null
  92091. */
  92092. setAngularVelocity(velocity: Nullable<Vector3>): void;
  92093. /**
  92094. * Execute a function with the physics plugin native code
  92095. * Provide a function the will have two variables - the world object and the physics body object
  92096. * @param func The function to execute with the physics plugin native code
  92097. */
  92098. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  92099. /**
  92100. * Register a function that will be executed before the physics world is stepping forward
  92101. * @param func The function to execute before the physics world is stepped forward
  92102. */
  92103. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92104. /**
  92105. * Unregister a function that will be executed before the physics world is stepping forward
  92106. * @param func The function to execute before the physics world is stepped forward
  92107. */
  92108. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92109. /**
  92110. * Register a function that will be executed after the physics step
  92111. * @param func The function to execute after physics step
  92112. */
  92113. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92114. /**
  92115. * Unregisters a function that will be executed after the physics step
  92116. * @param func The function to execute after physics step
  92117. */
  92118. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92119. /**
  92120. * register a function that will be executed when this impostor collides against a different body
  92121. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  92122. * @param func Callback that is executed on collision
  92123. */
  92124. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  92125. /**
  92126. * Unregisters the physics imposter on contact
  92127. * @param collideAgainst The physics object to collide against
  92128. * @param func Callback to execute on collision
  92129. */
  92130. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  92131. private _tmpQuat;
  92132. private _tmpQuat2;
  92133. /**
  92134. * Get the parent rotation
  92135. * @returns The parent rotation
  92136. */
  92137. getParentsRotation(): Quaternion;
  92138. /**
  92139. * this function is executed by the physics engine.
  92140. */
  92141. beforeStep: () => void;
  92142. /**
  92143. * this function is executed by the physics engine
  92144. */
  92145. afterStep: () => void;
  92146. /**
  92147. * Legacy collision detection event support
  92148. */
  92149. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  92150. /**
  92151. * event and body object due to cannon's event-based architecture.
  92152. */
  92153. onCollide: (e: {
  92154. body: any;
  92155. }) => void;
  92156. /**
  92157. * Apply a force
  92158. * @param force The force to apply
  92159. * @param contactPoint The contact point for the force
  92160. * @returns The physics imposter
  92161. */
  92162. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  92163. /**
  92164. * Apply an impulse
  92165. * @param force The impulse force
  92166. * @param contactPoint The contact point for the impulse force
  92167. * @returns The physics imposter
  92168. */
  92169. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  92170. /**
  92171. * A help function to create a joint
  92172. * @param otherImpostor A physics imposter used to create a joint
  92173. * @param jointType The type of joint
  92174. * @param jointData The data for the joint
  92175. * @returns The physics imposter
  92176. */
  92177. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  92178. /**
  92179. * Add a joint to this impostor with a different impostor
  92180. * @param otherImpostor A physics imposter used to add a joint
  92181. * @param joint The joint to add
  92182. * @returns The physics imposter
  92183. */
  92184. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  92185. /**
  92186. * Add an anchor to a cloth impostor
  92187. * @param otherImpostor rigid impostor to anchor to
  92188. * @param width ratio across width from 0 to 1
  92189. * @param height ratio up height from 0 to 1
  92190. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  92191. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  92192. * @returns impostor the soft imposter
  92193. */
  92194. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  92195. /**
  92196. * Add a hook to a rope impostor
  92197. * @param otherImpostor rigid impostor to anchor to
  92198. * @param length ratio across rope from 0 to 1
  92199. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  92200. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  92201. * @returns impostor the rope imposter
  92202. */
  92203. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  92204. /**
  92205. * Will keep this body still, in a sleep mode.
  92206. * @returns the physics imposter
  92207. */
  92208. sleep(): PhysicsImpostor;
  92209. /**
  92210. * Wake the body up.
  92211. * @returns The physics imposter
  92212. */
  92213. wakeUp(): PhysicsImpostor;
  92214. /**
  92215. * Clones the physics imposter
  92216. * @param newObject The physics imposter clones to this physics-enabled object
  92217. * @returns A nullable physics imposter
  92218. */
  92219. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  92220. /**
  92221. * Disposes the physics imposter
  92222. */
  92223. dispose(): void;
  92224. /**
  92225. * Sets the delta position
  92226. * @param position The delta position amount
  92227. */
  92228. setDeltaPosition(position: Vector3): void;
  92229. /**
  92230. * Sets the delta rotation
  92231. * @param rotation The delta rotation amount
  92232. */
  92233. setDeltaRotation(rotation: Quaternion): void;
  92234. /**
  92235. * Gets the box size of the physics imposter and stores the result in the input parameter
  92236. * @param result Stores the box size
  92237. * @returns The physics imposter
  92238. */
  92239. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  92240. /**
  92241. * Gets the radius of the physics imposter
  92242. * @returns Radius of the physics imposter
  92243. */
  92244. getRadius(): number;
  92245. /**
  92246. * Sync a bone with this impostor
  92247. * @param bone The bone to sync to the impostor.
  92248. * @param boneMesh The mesh that the bone is influencing.
  92249. * @param jointPivot The pivot of the joint / bone in local space.
  92250. * @param distToJoint Optional distance from the impostor to the joint.
  92251. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92252. */
  92253. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  92254. /**
  92255. * Sync impostor to a bone
  92256. * @param bone The bone that the impostor will be synced to.
  92257. * @param boneMesh The mesh that the bone is influencing.
  92258. * @param jointPivot The pivot of the joint / bone in local space.
  92259. * @param distToJoint Optional distance from the impostor to the joint.
  92260. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92261. * @param boneAxis Optional vector3 axis the bone is aligned with
  92262. */
  92263. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  92264. /**
  92265. * No-Imposter type
  92266. */
  92267. static NoImpostor: number;
  92268. /**
  92269. * Sphere-Imposter type
  92270. */
  92271. static SphereImpostor: number;
  92272. /**
  92273. * Box-Imposter type
  92274. */
  92275. static BoxImpostor: number;
  92276. /**
  92277. * Plane-Imposter type
  92278. */
  92279. static PlaneImpostor: number;
  92280. /**
  92281. * Mesh-imposter type
  92282. */
  92283. static MeshImpostor: number;
  92284. /**
  92285. * Capsule-Impostor type (Ammo.js plugin only)
  92286. */
  92287. static CapsuleImpostor: number;
  92288. /**
  92289. * Cylinder-Imposter type
  92290. */
  92291. static CylinderImpostor: number;
  92292. /**
  92293. * Particle-Imposter type
  92294. */
  92295. static ParticleImpostor: number;
  92296. /**
  92297. * Heightmap-Imposter type
  92298. */
  92299. static HeightmapImpostor: number;
  92300. /**
  92301. * ConvexHull-Impostor type (Ammo.js plugin only)
  92302. */
  92303. static ConvexHullImpostor: number;
  92304. /**
  92305. * Rope-Imposter type
  92306. */
  92307. static RopeImpostor: number;
  92308. /**
  92309. * Cloth-Imposter type
  92310. */
  92311. static ClothImpostor: number;
  92312. /**
  92313. * Softbody-Imposter type
  92314. */
  92315. static SoftbodyImpostor: number;
  92316. }
  92317. }
  92318. declare module BABYLON {
  92319. /**
  92320. * @hidden
  92321. **/
  92322. export class _CreationDataStorage {
  92323. closePath?: boolean;
  92324. closeArray?: boolean;
  92325. idx: number[];
  92326. dashSize: number;
  92327. gapSize: number;
  92328. path3D: Path3D;
  92329. pathArray: Vector3[][];
  92330. arc: number;
  92331. radius: number;
  92332. cap: number;
  92333. tessellation: number;
  92334. }
  92335. /**
  92336. * @hidden
  92337. **/
  92338. class _InstanceDataStorage {
  92339. visibleInstances: any;
  92340. batchCache: _InstancesBatch;
  92341. instancesBufferSize: number;
  92342. instancesBuffer: Nullable<Buffer>;
  92343. instancesData: Float32Array;
  92344. overridenInstanceCount: number;
  92345. isFrozen: boolean;
  92346. previousBatch: Nullable<_InstancesBatch>;
  92347. hardwareInstancedRendering: boolean;
  92348. sideOrientation: number;
  92349. manualUpdate: boolean;
  92350. }
  92351. /**
  92352. * @hidden
  92353. **/
  92354. export class _InstancesBatch {
  92355. mustReturn: boolean;
  92356. visibleInstances: Nullable<InstancedMesh[]>[];
  92357. renderSelf: boolean[];
  92358. hardwareInstancedRendering: boolean[];
  92359. }
  92360. /**
  92361. * Class used to represent renderable models
  92362. */
  92363. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  92364. /**
  92365. * Mesh side orientation : usually the external or front surface
  92366. */
  92367. static readonly FRONTSIDE: number;
  92368. /**
  92369. * Mesh side orientation : usually the internal or back surface
  92370. */
  92371. static readonly BACKSIDE: number;
  92372. /**
  92373. * Mesh side orientation : both internal and external or front and back surfaces
  92374. */
  92375. static readonly DOUBLESIDE: number;
  92376. /**
  92377. * Mesh side orientation : by default, `FRONTSIDE`
  92378. */
  92379. static readonly DEFAULTSIDE: number;
  92380. /**
  92381. * Mesh cap setting : no cap
  92382. */
  92383. static readonly NO_CAP: number;
  92384. /**
  92385. * Mesh cap setting : one cap at the beginning of the mesh
  92386. */
  92387. static readonly CAP_START: number;
  92388. /**
  92389. * Mesh cap setting : one cap at the end of the mesh
  92390. */
  92391. static readonly CAP_END: number;
  92392. /**
  92393. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  92394. */
  92395. static readonly CAP_ALL: number;
  92396. /**
  92397. * Mesh pattern setting : no flip or rotate
  92398. */
  92399. static readonly NO_FLIP: number;
  92400. /**
  92401. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  92402. */
  92403. static readonly FLIP_TILE: number;
  92404. /**
  92405. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  92406. */
  92407. static readonly ROTATE_TILE: number;
  92408. /**
  92409. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  92410. */
  92411. static readonly FLIP_ROW: number;
  92412. /**
  92413. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  92414. */
  92415. static readonly ROTATE_ROW: number;
  92416. /**
  92417. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  92418. */
  92419. static readonly FLIP_N_ROTATE_TILE: number;
  92420. /**
  92421. * Mesh pattern setting : rotate pattern and rotate
  92422. */
  92423. static readonly FLIP_N_ROTATE_ROW: number;
  92424. /**
  92425. * Mesh tile positioning : part tiles same on left/right or top/bottom
  92426. */
  92427. static readonly CENTER: number;
  92428. /**
  92429. * Mesh tile positioning : part tiles on left
  92430. */
  92431. static readonly LEFT: number;
  92432. /**
  92433. * Mesh tile positioning : part tiles on right
  92434. */
  92435. static readonly RIGHT: number;
  92436. /**
  92437. * Mesh tile positioning : part tiles on top
  92438. */
  92439. static readonly TOP: number;
  92440. /**
  92441. * Mesh tile positioning : part tiles on bottom
  92442. */
  92443. static readonly BOTTOM: number;
  92444. /**
  92445. * Gets the default side orientation.
  92446. * @param orientation the orientation to value to attempt to get
  92447. * @returns the default orientation
  92448. * @hidden
  92449. */
  92450. static _GetDefaultSideOrientation(orientation?: number): number;
  92451. private _internalMeshDataInfo;
  92452. /**
  92453. * An event triggered before rendering the mesh
  92454. */
  92455. readonly onBeforeRenderObservable: Observable<Mesh>;
  92456. /**
  92457. * An event triggered before binding the mesh
  92458. */
  92459. readonly onBeforeBindObservable: Observable<Mesh>;
  92460. /**
  92461. * An event triggered after rendering the mesh
  92462. */
  92463. readonly onAfterRenderObservable: Observable<Mesh>;
  92464. /**
  92465. * An event triggered before drawing the mesh
  92466. */
  92467. readonly onBeforeDrawObservable: Observable<Mesh>;
  92468. private _onBeforeDrawObserver;
  92469. /**
  92470. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  92471. */
  92472. onBeforeDraw: () => void;
  92473. readonly hasInstances: boolean;
  92474. /**
  92475. * Gets the delay loading state of the mesh (when delay loading is turned on)
  92476. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  92477. */
  92478. delayLoadState: number;
  92479. /**
  92480. * Gets the list of instances created from this mesh
  92481. * it is not supposed to be modified manually.
  92482. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  92483. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92484. */
  92485. instances: InstancedMesh[];
  92486. /**
  92487. * Gets the file containing delay loading data for this mesh
  92488. */
  92489. delayLoadingFile: string;
  92490. /** @hidden */
  92491. _binaryInfo: any;
  92492. /**
  92493. * User defined function used to change how LOD level selection is done
  92494. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  92495. */
  92496. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  92497. /**
  92498. * Gets or sets the morph target manager
  92499. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  92500. */
  92501. morphTargetManager: Nullable<MorphTargetManager>;
  92502. /** @hidden */
  92503. _creationDataStorage: Nullable<_CreationDataStorage>;
  92504. /** @hidden */
  92505. _geometry: Nullable<Geometry>;
  92506. /** @hidden */
  92507. _delayInfo: Array<string>;
  92508. /** @hidden */
  92509. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  92510. /** @hidden */
  92511. _instanceDataStorage: _InstanceDataStorage;
  92512. private _effectiveMaterial;
  92513. /** @hidden */
  92514. _shouldGenerateFlatShading: boolean;
  92515. /** @hidden */
  92516. _originalBuilderSideOrientation: number;
  92517. /**
  92518. * Use this property to change the original side orientation defined at construction time
  92519. */
  92520. overrideMaterialSideOrientation: Nullable<number>;
  92521. /**
  92522. * Gets the source mesh (the one used to clone this one from)
  92523. */
  92524. readonly source: Nullable<Mesh>;
  92525. /**
  92526. * Gets or sets a boolean indicating that this mesh does not use index buffer
  92527. */
  92528. isUnIndexed: boolean;
  92529. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  92530. readonly worldMatrixInstancedBuffer: Float32Array;
  92531. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  92532. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  92533. /**
  92534. * @constructor
  92535. * @param name The value used by scene.getMeshByName() to do a lookup.
  92536. * @param scene The scene to add this mesh to.
  92537. * @param parent The parent of this mesh, if it has one
  92538. * @param source An optional Mesh from which geometry is shared, cloned.
  92539. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  92540. * When false, achieved by calling a clone(), also passing False.
  92541. * This will make creation of children, recursive.
  92542. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  92543. */
  92544. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  92545. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  92546. doNotInstantiate: boolean;
  92547. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  92548. /**
  92549. * Gets the class name
  92550. * @returns the string "Mesh".
  92551. */
  92552. getClassName(): string;
  92553. /** @hidden */
  92554. readonly _isMesh: boolean;
  92555. /**
  92556. * Returns a description of this mesh
  92557. * @param fullDetails define if full details about this mesh must be used
  92558. * @returns a descriptive string representing this mesh
  92559. */
  92560. toString(fullDetails?: boolean): string;
  92561. /** @hidden */
  92562. _unBindEffect(): void;
  92563. /**
  92564. * Gets a boolean indicating if this mesh has LOD
  92565. */
  92566. readonly hasLODLevels: boolean;
  92567. /**
  92568. * Gets the list of MeshLODLevel associated with the current mesh
  92569. * @returns an array of MeshLODLevel
  92570. */
  92571. getLODLevels(): MeshLODLevel[];
  92572. private _sortLODLevels;
  92573. /**
  92574. * Add a mesh as LOD level triggered at the given distance.
  92575. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92576. * @param distance The distance from the center of the object to show this level
  92577. * @param mesh The mesh to be added as LOD level (can be null)
  92578. * @return This mesh (for chaining)
  92579. */
  92580. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  92581. /**
  92582. * Returns the LOD level mesh at the passed distance or null if not found.
  92583. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92584. * @param distance The distance from the center of the object to show this level
  92585. * @returns a Mesh or `null`
  92586. */
  92587. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  92588. /**
  92589. * Remove a mesh from the LOD array
  92590. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92591. * @param mesh defines the mesh to be removed
  92592. * @return This mesh (for chaining)
  92593. */
  92594. removeLODLevel(mesh: Mesh): Mesh;
  92595. /**
  92596. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  92597. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92598. * @param camera defines the camera to use to compute distance
  92599. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  92600. * @return This mesh (for chaining)
  92601. */
  92602. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  92603. /**
  92604. * Gets the mesh internal Geometry object
  92605. */
  92606. readonly geometry: Nullable<Geometry>;
  92607. /**
  92608. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  92609. * @returns the total number of vertices
  92610. */
  92611. getTotalVertices(): number;
  92612. /**
  92613. * Returns the content of an associated vertex buffer
  92614. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92615. * - VertexBuffer.PositionKind
  92616. * - VertexBuffer.UVKind
  92617. * - VertexBuffer.UV2Kind
  92618. * - VertexBuffer.UV3Kind
  92619. * - VertexBuffer.UV4Kind
  92620. * - VertexBuffer.UV5Kind
  92621. * - VertexBuffer.UV6Kind
  92622. * - VertexBuffer.ColorKind
  92623. * - VertexBuffer.MatricesIndicesKind
  92624. * - VertexBuffer.MatricesIndicesExtraKind
  92625. * - VertexBuffer.MatricesWeightsKind
  92626. * - VertexBuffer.MatricesWeightsExtraKind
  92627. * @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
  92628. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  92629. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  92630. */
  92631. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  92632. /**
  92633. * Returns the mesh VertexBuffer object from the requested `kind`
  92634. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92635. * - VertexBuffer.PositionKind
  92636. * - VertexBuffer.NormalKind
  92637. * - VertexBuffer.UVKind
  92638. * - VertexBuffer.UV2Kind
  92639. * - VertexBuffer.UV3Kind
  92640. * - VertexBuffer.UV4Kind
  92641. * - VertexBuffer.UV5Kind
  92642. * - VertexBuffer.UV6Kind
  92643. * - VertexBuffer.ColorKind
  92644. * - VertexBuffer.MatricesIndicesKind
  92645. * - VertexBuffer.MatricesIndicesExtraKind
  92646. * - VertexBuffer.MatricesWeightsKind
  92647. * - VertexBuffer.MatricesWeightsExtraKind
  92648. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  92649. */
  92650. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  92651. /**
  92652. * Tests if a specific vertex buffer is associated with this mesh
  92653. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92654. * - VertexBuffer.PositionKind
  92655. * - VertexBuffer.NormalKind
  92656. * - VertexBuffer.UVKind
  92657. * - VertexBuffer.UV2Kind
  92658. * - VertexBuffer.UV3Kind
  92659. * - VertexBuffer.UV4Kind
  92660. * - VertexBuffer.UV5Kind
  92661. * - VertexBuffer.UV6Kind
  92662. * - VertexBuffer.ColorKind
  92663. * - VertexBuffer.MatricesIndicesKind
  92664. * - VertexBuffer.MatricesIndicesExtraKind
  92665. * - VertexBuffer.MatricesWeightsKind
  92666. * - VertexBuffer.MatricesWeightsExtraKind
  92667. * @returns a boolean
  92668. */
  92669. isVerticesDataPresent(kind: string): boolean;
  92670. /**
  92671. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  92672. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92673. * - VertexBuffer.PositionKind
  92674. * - VertexBuffer.UVKind
  92675. * - VertexBuffer.UV2Kind
  92676. * - VertexBuffer.UV3Kind
  92677. * - VertexBuffer.UV4Kind
  92678. * - VertexBuffer.UV5Kind
  92679. * - VertexBuffer.UV6Kind
  92680. * - VertexBuffer.ColorKind
  92681. * - VertexBuffer.MatricesIndicesKind
  92682. * - VertexBuffer.MatricesIndicesExtraKind
  92683. * - VertexBuffer.MatricesWeightsKind
  92684. * - VertexBuffer.MatricesWeightsExtraKind
  92685. * @returns a boolean
  92686. */
  92687. isVertexBufferUpdatable(kind: string): boolean;
  92688. /**
  92689. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  92690. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92691. * - VertexBuffer.PositionKind
  92692. * - VertexBuffer.NormalKind
  92693. * - VertexBuffer.UVKind
  92694. * - VertexBuffer.UV2Kind
  92695. * - VertexBuffer.UV3Kind
  92696. * - VertexBuffer.UV4Kind
  92697. * - VertexBuffer.UV5Kind
  92698. * - VertexBuffer.UV6Kind
  92699. * - VertexBuffer.ColorKind
  92700. * - VertexBuffer.MatricesIndicesKind
  92701. * - VertexBuffer.MatricesIndicesExtraKind
  92702. * - VertexBuffer.MatricesWeightsKind
  92703. * - VertexBuffer.MatricesWeightsExtraKind
  92704. * @returns an array of strings
  92705. */
  92706. getVerticesDataKinds(): string[];
  92707. /**
  92708. * Returns a positive integer : the total number of indices in this mesh geometry.
  92709. * @returns the numner of indices or zero if the mesh has no geometry.
  92710. */
  92711. getTotalIndices(): number;
  92712. /**
  92713. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  92714. * @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.
  92715. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  92716. * @returns the indices array or an empty array if the mesh has no geometry
  92717. */
  92718. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  92719. readonly isBlocked: boolean;
  92720. /**
  92721. * Determine if the current mesh is ready to be rendered
  92722. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92723. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  92724. * @returns true if all associated assets are ready (material, textures, shaders)
  92725. */
  92726. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  92727. /**
  92728. * 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.
  92729. */
  92730. readonly areNormalsFrozen: boolean;
  92731. /**
  92732. * 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.
  92733. * @returns the current mesh
  92734. */
  92735. freezeNormals(): Mesh;
  92736. /**
  92737. * 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
  92738. * @returns the current mesh
  92739. */
  92740. unfreezeNormals(): Mesh;
  92741. /**
  92742. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  92743. */
  92744. overridenInstanceCount: number;
  92745. /** @hidden */
  92746. _preActivate(): Mesh;
  92747. /** @hidden */
  92748. _preActivateForIntermediateRendering(renderId: number): Mesh;
  92749. /** @hidden */
  92750. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  92751. /**
  92752. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92753. * This means the mesh underlying bounding box and sphere are recomputed.
  92754. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92755. * @returns the current mesh
  92756. */
  92757. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  92758. /** @hidden */
  92759. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  92760. /**
  92761. * This function will subdivide the mesh into multiple submeshes
  92762. * @param count defines the expected number of submeshes
  92763. */
  92764. subdivide(count: number): void;
  92765. /**
  92766. * Copy a FloatArray into a specific associated vertex buffer
  92767. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92768. * - VertexBuffer.PositionKind
  92769. * - VertexBuffer.UVKind
  92770. * - VertexBuffer.UV2Kind
  92771. * - VertexBuffer.UV3Kind
  92772. * - VertexBuffer.UV4Kind
  92773. * - VertexBuffer.UV5Kind
  92774. * - VertexBuffer.UV6Kind
  92775. * - VertexBuffer.ColorKind
  92776. * - VertexBuffer.MatricesIndicesKind
  92777. * - VertexBuffer.MatricesIndicesExtraKind
  92778. * - VertexBuffer.MatricesWeightsKind
  92779. * - VertexBuffer.MatricesWeightsExtraKind
  92780. * @param data defines the data source
  92781. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92782. * @param stride defines the data stride size (can be null)
  92783. * @returns the current mesh
  92784. */
  92785. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  92786. /**
  92787. * Delete a vertex buffer associated with this mesh
  92788. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  92789. * - VertexBuffer.PositionKind
  92790. * - VertexBuffer.UVKind
  92791. * - VertexBuffer.UV2Kind
  92792. * - VertexBuffer.UV3Kind
  92793. * - VertexBuffer.UV4Kind
  92794. * - VertexBuffer.UV5Kind
  92795. * - VertexBuffer.UV6Kind
  92796. * - VertexBuffer.ColorKind
  92797. * - VertexBuffer.MatricesIndicesKind
  92798. * - VertexBuffer.MatricesIndicesExtraKind
  92799. * - VertexBuffer.MatricesWeightsKind
  92800. * - VertexBuffer.MatricesWeightsExtraKind
  92801. */
  92802. removeVerticesData(kind: string): void;
  92803. /**
  92804. * Flags an associated vertex buffer as updatable
  92805. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  92806. * - VertexBuffer.PositionKind
  92807. * - VertexBuffer.UVKind
  92808. * - VertexBuffer.UV2Kind
  92809. * - VertexBuffer.UV3Kind
  92810. * - VertexBuffer.UV4Kind
  92811. * - VertexBuffer.UV5Kind
  92812. * - VertexBuffer.UV6Kind
  92813. * - VertexBuffer.ColorKind
  92814. * - VertexBuffer.MatricesIndicesKind
  92815. * - VertexBuffer.MatricesIndicesExtraKind
  92816. * - VertexBuffer.MatricesWeightsKind
  92817. * - VertexBuffer.MatricesWeightsExtraKind
  92818. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92819. */
  92820. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  92821. /**
  92822. * Sets the mesh global Vertex Buffer
  92823. * @param buffer defines the buffer to use
  92824. * @returns the current mesh
  92825. */
  92826. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  92827. /**
  92828. * Update a specific associated vertex buffer
  92829. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92830. * - VertexBuffer.PositionKind
  92831. * - VertexBuffer.UVKind
  92832. * - VertexBuffer.UV2Kind
  92833. * - VertexBuffer.UV3Kind
  92834. * - VertexBuffer.UV4Kind
  92835. * - VertexBuffer.UV5Kind
  92836. * - VertexBuffer.UV6Kind
  92837. * - VertexBuffer.ColorKind
  92838. * - VertexBuffer.MatricesIndicesKind
  92839. * - VertexBuffer.MatricesIndicesExtraKind
  92840. * - VertexBuffer.MatricesWeightsKind
  92841. * - VertexBuffer.MatricesWeightsExtraKind
  92842. * @param data defines the data source
  92843. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  92844. * @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)
  92845. * @returns the current mesh
  92846. */
  92847. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  92848. /**
  92849. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  92850. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  92851. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  92852. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  92853. * @returns the current mesh
  92854. */
  92855. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  92856. /**
  92857. * Creates a un-shared specific occurence of the geometry for the mesh.
  92858. * @returns the current mesh
  92859. */
  92860. makeGeometryUnique(): Mesh;
  92861. /**
  92862. * Set the index buffer of this mesh
  92863. * @param indices defines the source data
  92864. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  92865. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  92866. * @returns the current mesh
  92867. */
  92868. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  92869. /**
  92870. * Update the current index buffer
  92871. * @param indices defines the source data
  92872. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92873. * @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)
  92874. * @returns the current mesh
  92875. */
  92876. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92877. /**
  92878. * Invert the geometry to move from a right handed system to a left handed one.
  92879. * @returns the current mesh
  92880. */
  92881. toLeftHanded(): Mesh;
  92882. /** @hidden */
  92883. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92884. /** @hidden */
  92885. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92886. /**
  92887. * Registers for this mesh a javascript function called just before the rendering process
  92888. * @param func defines the function to call before rendering this mesh
  92889. * @returns the current mesh
  92890. */
  92891. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92892. /**
  92893. * Disposes a previously registered javascript function called before the rendering
  92894. * @param func defines the function to remove
  92895. * @returns the current mesh
  92896. */
  92897. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92898. /**
  92899. * Registers for this mesh a javascript function called just after the rendering is complete
  92900. * @param func defines the function to call after rendering this mesh
  92901. * @returns the current mesh
  92902. */
  92903. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92904. /**
  92905. * Disposes a previously registered javascript function called after the rendering.
  92906. * @param func defines the function to remove
  92907. * @returns the current mesh
  92908. */
  92909. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92910. /** @hidden */
  92911. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  92912. /** @hidden */
  92913. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  92914. /** @hidden */
  92915. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  92916. /** @hidden */
  92917. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  92918. /** @hidden */
  92919. _rebuild(): void;
  92920. /** @hidden */
  92921. _freeze(): void;
  92922. /** @hidden */
  92923. _unFreeze(): void;
  92924. /**
  92925. * 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
  92926. * @param subMesh defines the subMesh to render
  92927. * @param enableAlphaMode defines if alpha mode can be changed
  92928. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  92929. * @returns the current mesh
  92930. */
  92931. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  92932. private _onBeforeDraw;
  92933. /**
  92934. * Renormalize the mesh and patch it up if there are no weights
  92935. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  92936. * However in the case of zero weights then we set just a single influence to 1.
  92937. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  92938. */
  92939. cleanMatrixWeights(): void;
  92940. private normalizeSkinFourWeights;
  92941. private normalizeSkinWeightsAndExtra;
  92942. /**
  92943. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  92944. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  92945. * the user know there was an issue with importing the mesh
  92946. * @returns a validation object with skinned, valid and report string
  92947. */
  92948. validateSkinning(): {
  92949. skinned: boolean;
  92950. valid: boolean;
  92951. report: string;
  92952. };
  92953. /** @hidden */
  92954. _checkDelayState(): Mesh;
  92955. private _queueLoad;
  92956. /**
  92957. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  92958. * A mesh is in the frustum if its bounding box intersects the frustum
  92959. * @param frustumPlanes defines the frustum to test
  92960. * @returns true if the mesh is in the frustum planes
  92961. */
  92962. isInFrustum(frustumPlanes: Plane[]): boolean;
  92963. /**
  92964. * Sets the mesh material by the material or multiMaterial `id` property
  92965. * @param id is a string identifying the material or the multiMaterial
  92966. * @returns the current mesh
  92967. */
  92968. setMaterialByID(id: string): Mesh;
  92969. /**
  92970. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  92971. * @returns an array of IAnimatable
  92972. */
  92973. getAnimatables(): IAnimatable[];
  92974. /**
  92975. * Modifies the mesh geometry according to the passed transformation matrix.
  92976. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92977. * The mesh normals are modified using the same transformation.
  92978. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92979. * @param transform defines the transform matrix to use
  92980. * @see http://doc.babylonjs.com/resources/baking_transformations
  92981. * @returns the current mesh
  92982. */
  92983. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92984. /**
  92985. * Modifies the mesh geometry according to its own current World Matrix.
  92986. * The mesh World Matrix is then reset.
  92987. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92988. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92989. * @see http://doc.babylonjs.com/resources/baking_transformations
  92990. * @returns the current mesh
  92991. */
  92992. bakeCurrentTransformIntoVertices(): Mesh;
  92993. /** @hidden */
  92994. readonly _positions: Nullable<Vector3[]>;
  92995. /** @hidden */
  92996. _resetPointsArrayCache(): Mesh;
  92997. /** @hidden */
  92998. _generatePointsArray(): boolean;
  92999. /**
  93000. * Returns a new Mesh object generated from the current mesh properties.
  93001. * This method must not get confused with createInstance()
  93002. * @param name is a string, the name given to the new mesh
  93003. * @param newParent can be any Node object (default `null`)
  93004. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  93005. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  93006. * @returns a new mesh
  93007. */
  93008. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  93009. /**
  93010. * Releases resources associated with this mesh.
  93011. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93012. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93013. */
  93014. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93015. /** @hidden */
  93016. _disposeInstanceSpecificData(): void;
  93017. /**
  93018. * Modifies the mesh geometry according to a displacement map.
  93019. * 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.
  93020. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  93021. * @param url is a string, the URL from the image file is to be downloaded.
  93022. * @param minHeight is the lower limit of the displacement.
  93023. * @param maxHeight is the upper limit of the displacement.
  93024. * @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.
  93025. * @param uvOffset is an optional vector2 used to offset UV.
  93026. * @param uvScale is an optional vector2 used to scale UV.
  93027. * @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.
  93028. * @returns the Mesh.
  93029. */
  93030. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  93031. /**
  93032. * Modifies the mesh geometry according to a displacementMap buffer.
  93033. * 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.
  93034. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  93035. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  93036. * @param heightMapWidth is the width of the buffer image.
  93037. * @param heightMapHeight is the height of the buffer image.
  93038. * @param minHeight is the lower limit of the displacement.
  93039. * @param maxHeight is the upper limit of the displacement.
  93040. * @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.
  93041. * @param uvOffset is an optional vector2 used to offset UV.
  93042. * @param uvScale is an optional vector2 used to scale UV.
  93043. * @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.
  93044. * @returns the Mesh.
  93045. */
  93046. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  93047. /**
  93048. * Modify the mesh to get a flat shading rendering.
  93049. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  93050. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  93051. * @returns current mesh
  93052. */
  93053. convertToFlatShadedMesh(): Mesh;
  93054. /**
  93055. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  93056. * In other words, more vertices, no more indices and a single bigger VBO.
  93057. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  93058. * @returns current mesh
  93059. */
  93060. convertToUnIndexedMesh(): Mesh;
  93061. /**
  93062. * Inverses facet orientations.
  93063. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  93064. * @param flipNormals will also inverts the normals
  93065. * @returns current mesh
  93066. */
  93067. flipFaces(flipNormals?: boolean): Mesh;
  93068. /**
  93069. * Increase the number of facets and hence vertices in a mesh
  93070. * Vertex normals are interpolated from existing vertex normals
  93071. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  93072. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  93073. */
  93074. increaseVertices(numberPerEdge: number): void;
  93075. /**
  93076. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  93077. * This will undo any application of covertToFlatShadedMesh
  93078. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  93079. */
  93080. forceSharedVertices(): void;
  93081. /** @hidden */
  93082. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  93083. /** @hidden */
  93084. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  93085. /**
  93086. * Creates a new InstancedMesh object from the mesh model.
  93087. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  93088. * @param name defines the name of the new instance
  93089. * @returns a new InstancedMesh
  93090. */
  93091. createInstance(name: string): InstancedMesh;
  93092. /**
  93093. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  93094. * After this call, all the mesh instances have the same submeshes than the current mesh.
  93095. * @returns the current mesh
  93096. */
  93097. synchronizeInstances(): Mesh;
  93098. /**
  93099. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  93100. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  93101. * This should be used together with the simplification to avoid disappearing triangles.
  93102. * @param successCallback an optional success callback to be called after the optimization finished.
  93103. * @returns the current mesh
  93104. */
  93105. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  93106. /**
  93107. * Serialize current mesh
  93108. * @param serializationObject defines the object which will receive the serialization data
  93109. */
  93110. serialize(serializationObject: any): void;
  93111. /** @hidden */
  93112. _syncGeometryWithMorphTargetManager(): void;
  93113. /** @hidden */
  93114. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  93115. /**
  93116. * Returns a new Mesh object parsed from the source provided.
  93117. * @param parsedMesh is the source
  93118. * @param scene defines the hosting scene
  93119. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  93120. * @returns a new Mesh
  93121. */
  93122. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  93123. /**
  93124. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  93125. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93126. * @param name defines the name of the mesh to create
  93127. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  93128. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  93129. * @param closePath creates a seam between the first and the last points of each path of the path array
  93130. * @param offset is taken in account only if the `pathArray` is containing a single path
  93131. * @param scene defines the hosting scene
  93132. * @param updatable defines if the mesh must be flagged as updatable
  93133. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93134. * @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)
  93135. * @returns a new Mesh
  93136. */
  93137. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93138. /**
  93139. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  93140. * @param name defines the name of the mesh to create
  93141. * @param radius sets the radius size (float) of the polygon (default 0.5)
  93142. * @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
  93143. * @param scene defines the hosting scene
  93144. * @param updatable defines if the mesh must be flagged as updatable
  93145. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93146. * @returns a new Mesh
  93147. */
  93148. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  93149. /**
  93150. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  93151. * @param name defines the name of the mesh to create
  93152. * @param size sets the size (float) of each box side (default 1)
  93153. * @param scene defines the hosting scene
  93154. * @param updatable defines if the mesh must be flagged as updatable
  93155. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93156. * @returns a new Mesh
  93157. */
  93158. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  93159. /**
  93160. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  93161. * @param name defines the name of the mesh to create
  93162. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  93163. * @param diameter sets the diameter size (float) of the sphere (default 1)
  93164. * @param scene defines the hosting scene
  93165. * @param updatable defines if the mesh must be flagged as updatable
  93166. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93167. * @returns a new Mesh
  93168. */
  93169. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93170. /**
  93171. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  93172. * @param name defines the name of the mesh to create
  93173. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  93174. * @param diameter sets the diameter size (float) of the sphere (default 1)
  93175. * @param scene defines the hosting scene
  93176. * @returns a new Mesh
  93177. */
  93178. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  93179. /**
  93180. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  93181. * @param name defines the name of the mesh to create
  93182. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  93183. * @param diameterTop set the top cap diameter (floats, default 1)
  93184. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  93185. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  93186. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  93187. * @param scene defines the hosting scene
  93188. * @param updatable defines if the mesh must be flagged as updatable
  93189. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93190. * @returns a new Mesh
  93191. */
  93192. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  93193. /**
  93194. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  93195. * @param name defines the name of the mesh to create
  93196. * @param diameter sets the diameter size (float) of the torus (default 1)
  93197. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  93198. * @param tessellation sets the number of torus sides (postive integer, default 16)
  93199. * @param scene defines the hosting scene
  93200. * @param updatable defines if the mesh must be flagged as updatable
  93201. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93202. * @returns a new Mesh
  93203. */
  93204. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93205. /**
  93206. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  93207. * @param name defines the name of the mesh to create
  93208. * @param radius sets the global radius size (float) of the torus knot (default 2)
  93209. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  93210. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  93211. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  93212. * @param p the number of windings on X axis (positive integers, default 2)
  93213. * @param q the number of windings on Y axis (positive integers, default 3)
  93214. * @param scene defines the hosting scene
  93215. * @param updatable defines if the mesh must be flagged as updatable
  93216. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93217. * @returns a new Mesh
  93218. */
  93219. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93220. /**
  93221. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  93222. * @param name defines the name of the mesh to create
  93223. * @param points is an array successive Vector3
  93224. * @param scene defines the hosting scene
  93225. * @param updatable defines if the mesh must be flagged as updatable
  93226. * @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).
  93227. * @returns a new Mesh
  93228. */
  93229. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  93230. /**
  93231. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  93232. * @param name defines the name of the mesh to create
  93233. * @param points is an array successive Vector3
  93234. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  93235. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  93236. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  93237. * @param scene defines the hosting scene
  93238. * @param updatable defines if the mesh must be flagged as updatable
  93239. * @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)
  93240. * @returns a new Mesh
  93241. */
  93242. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  93243. /**
  93244. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  93245. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  93246. * 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.
  93247. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93248. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  93249. * Remember you can only change the shape positions, not their number when updating a polygon.
  93250. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  93251. * @param name defines the name of the mesh to create
  93252. * @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
  93253. * @param scene defines the hosting scene
  93254. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93255. * @param updatable defines if the mesh must be flagged as updatable
  93256. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93257. * @param earcutInjection can be used to inject your own earcut reference
  93258. * @returns a new Mesh
  93259. */
  93260. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93261. /**
  93262. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  93263. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  93264. * @param name defines the name of the mesh to create
  93265. * @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
  93266. * @param depth defines the height of extrusion
  93267. * @param scene defines the hosting scene
  93268. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93269. * @param updatable defines if the mesh must be flagged as updatable
  93270. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93271. * @param earcutInjection can be used to inject your own earcut reference
  93272. * @returns a new Mesh
  93273. */
  93274. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93275. /**
  93276. * Creates an extruded shape mesh.
  93277. * 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
  93278. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93279. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93280. * @param name defines the name of the mesh to create
  93281. * @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
  93282. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93283. * @param scale is the value to scale the shape
  93284. * @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
  93285. * @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
  93286. * @param scene defines the hosting scene
  93287. * @param updatable defines if the mesh must be flagged as updatable
  93288. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93289. * @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)
  93290. * @returns a new Mesh
  93291. */
  93292. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93293. /**
  93294. * Creates an custom extruded shape mesh.
  93295. * The custom extrusion is a parametric shape.
  93296. * It has no predefined shape. Its final shape will depend on the input parameters.
  93297. * Please consider using the same method from the MeshBuilder class instead
  93298. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93299. * @param name defines the name of the mesh to create
  93300. * @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
  93301. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93302. * @param scaleFunction is a custom Javascript function called on each path point
  93303. * @param rotationFunction is a custom Javascript function called on each path point
  93304. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  93305. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  93306. * @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
  93307. * @param scene defines the hosting scene
  93308. * @param updatable defines if the mesh must be flagged as updatable
  93309. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93310. * @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)
  93311. * @returns a new Mesh
  93312. */
  93313. 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;
  93314. /**
  93315. * Creates lathe mesh.
  93316. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  93317. * Please consider using the same method from the MeshBuilder class instead
  93318. * @param name defines the name of the mesh to create
  93319. * @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
  93320. * @param radius is the radius value of the lathe
  93321. * @param tessellation is the side number of the lathe.
  93322. * @param scene defines the hosting scene
  93323. * @param updatable defines if the mesh must be flagged as updatable
  93324. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93325. * @returns a new Mesh
  93326. */
  93327. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93328. /**
  93329. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  93330. * @param name defines the name of the mesh to create
  93331. * @param size sets the size (float) of both sides of the plane at once (default 1)
  93332. * @param scene defines the hosting scene
  93333. * @param updatable defines if the mesh must be flagged as updatable
  93334. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93335. * @returns a new Mesh
  93336. */
  93337. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93338. /**
  93339. * Creates a ground mesh.
  93340. * Please consider using the same method from the MeshBuilder class instead
  93341. * @param name defines the name of the mesh to create
  93342. * @param width set the width of the ground
  93343. * @param height set the height of the ground
  93344. * @param subdivisions sets the number of subdivisions per side
  93345. * @param scene defines the hosting scene
  93346. * @param updatable defines if the mesh must be flagged as updatable
  93347. * @returns a new Mesh
  93348. */
  93349. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  93350. /**
  93351. * Creates a tiled ground mesh.
  93352. * Please consider using the same method from the MeshBuilder class instead
  93353. * @param name defines the name of the mesh to create
  93354. * @param xmin set the ground minimum X coordinate
  93355. * @param zmin set the ground minimum Y coordinate
  93356. * @param xmax set the ground maximum X coordinate
  93357. * @param zmax set the ground maximum Z coordinate
  93358. * @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
  93359. * @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
  93360. * @param scene defines the hosting scene
  93361. * @param updatable defines if the mesh must be flagged as updatable
  93362. * @returns a new Mesh
  93363. */
  93364. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  93365. w: number;
  93366. h: number;
  93367. }, precision: {
  93368. w: number;
  93369. h: number;
  93370. }, scene: Scene, updatable?: boolean): Mesh;
  93371. /**
  93372. * Creates a ground mesh from a height map.
  93373. * Please consider using the same method from the MeshBuilder class instead
  93374. * @see http://doc.babylonjs.com/babylon101/height_map
  93375. * @param name defines the name of the mesh to create
  93376. * @param url sets the URL of the height map image resource
  93377. * @param width set the ground width size
  93378. * @param height set the ground height size
  93379. * @param subdivisions sets the number of subdivision per side
  93380. * @param minHeight is the minimum altitude on the ground
  93381. * @param maxHeight is the maximum altitude on the ground
  93382. * @param scene defines the hosting scene
  93383. * @param updatable defines if the mesh must be flagged as updatable
  93384. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  93385. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  93386. * @returns a new Mesh
  93387. */
  93388. 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;
  93389. /**
  93390. * Creates a tube mesh.
  93391. * The tube is a parametric shape.
  93392. * It has no predefined shape. Its final shape will depend on the input parameters.
  93393. * Please consider using the same method from the MeshBuilder class instead
  93394. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93395. * @param name defines the name of the mesh to create
  93396. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  93397. * @param radius sets the tube radius size
  93398. * @param tessellation is the number of sides on the tubular surface
  93399. * @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
  93400. * @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
  93401. * @param scene defines the hosting scene
  93402. * @param updatable defines if the mesh must be flagged as updatable
  93403. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93404. * @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)
  93405. * @returns a new Mesh
  93406. */
  93407. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  93408. (i: number, distance: number): number;
  93409. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93410. /**
  93411. * Creates a polyhedron mesh.
  93412. * Please consider using the same method from the MeshBuilder class instead.
  93413. * * 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
  93414. * * The parameter `size` (positive float, default 1) sets the polygon size
  93415. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  93416. * * 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`
  93417. * * 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
  93418. * * 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)`)
  93419. * * 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
  93420. * * 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
  93421. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93422. * * 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
  93423. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93424. * @param name defines the name of the mesh to create
  93425. * @param options defines the options used to create the mesh
  93426. * @param scene defines the hosting scene
  93427. * @returns a new Mesh
  93428. */
  93429. static CreatePolyhedron(name: string, options: {
  93430. type?: number;
  93431. size?: number;
  93432. sizeX?: number;
  93433. sizeY?: number;
  93434. sizeZ?: number;
  93435. custom?: any;
  93436. faceUV?: Vector4[];
  93437. faceColors?: Color4[];
  93438. updatable?: boolean;
  93439. sideOrientation?: number;
  93440. }, scene: Scene): Mesh;
  93441. /**
  93442. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  93443. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  93444. * * 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`)
  93445. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  93446. * * 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
  93447. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93448. * * 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
  93449. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93450. * @param name defines the name of the mesh
  93451. * @param options defines the options used to create the mesh
  93452. * @param scene defines the hosting scene
  93453. * @returns a new Mesh
  93454. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  93455. */
  93456. static CreateIcoSphere(name: string, options: {
  93457. radius?: number;
  93458. flat?: boolean;
  93459. subdivisions?: number;
  93460. sideOrientation?: number;
  93461. updatable?: boolean;
  93462. }, scene: Scene): Mesh;
  93463. /**
  93464. * Creates a decal mesh.
  93465. * Please consider using the same method from the MeshBuilder class instead.
  93466. * A decal is a mesh usually applied as a model onto the surface of another mesh
  93467. * @param name defines the name of the mesh
  93468. * @param sourceMesh defines the mesh receiving the decal
  93469. * @param position sets the position of the decal in world coordinates
  93470. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  93471. * @param size sets the decal scaling
  93472. * @param angle sets the angle to rotate the decal
  93473. * @returns a new Mesh
  93474. */
  93475. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  93476. /**
  93477. * Prepare internal position array for software CPU skinning
  93478. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  93479. */
  93480. setPositionsForCPUSkinning(): Float32Array;
  93481. /**
  93482. * Prepare internal normal array for software CPU skinning
  93483. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  93484. */
  93485. setNormalsForCPUSkinning(): Float32Array;
  93486. /**
  93487. * Updates the vertex buffer by applying transformation from the bones
  93488. * @param skeleton defines the skeleton to apply to current mesh
  93489. * @returns the current mesh
  93490. */
  93491. applySkeleton(skeleton: Skeleton): Mesh;
  93492. /**
  93493. * 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
  93494. * @param meshes defines the list of meshes to scan
  93495. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  93496. */
  93497. static MinMax(meshes: AbstractMesh[]): {
  93498. min: Vector3;
  93499. max: Vector3;
  93500. };
  93501. /**
  93502. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  93503. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  93504. * @returns a vector3
  93505. */
  93506. static Center(meshesOrMinMaxVector: {
  93507. min: Vector3;
  93508. max: Vector3;
  93509. } | AbstractMesh[]): Vector3;
  93510. /**
  93511. * Merge the array of meshes into a single mesh for performance reasons.
  93512. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  93513. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  93514. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  93515. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  93516. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  93517. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  93518. * @returns a new mesh
  93519. */
  93520. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  93521. /** @hidden */
  93522. addInstance(instance: InstancedMesh): void;
  93523. /** @hidden */
  93524. removeInstance(instance: InstancedMesh): void;
  93525. }
  93526. }
  93527. declare module BABYLON {
  93528. /**
  93529. * This is the base class of all the camera used in the application.
  93530. * @see http://doc.babylonjs.com/features/cameras
  93531. */
  93532. export class Camera extends Node {
  93533. /** @hidden */
  93534. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  93535. /**
  93536. * This is the default projection mode used by the cameras.
  93537. * It helps recreating a feeling of perspective and better appreciate depth.
  93538. * This is the best way to simulate real life cameras.
  93539. */
  93540. static readonly PERSPECTIVE_CAMERA: number;
  93541. /**
  93542. * This helps creating camera with an orthographic mode.
  93543. * 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.
  93544. */
  93545. static readonly ORTHOGRAPHIC_CAMERA: number;
  93546. /**
  93547. * This is the default FOV mode for perspective cameras.
  93548. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  93549. */
  93550. static readonly FOVMODE_VERTICAL_FIXED: number;
  93551. /**
  93552. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  93553. */
  93554. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  93555. /**
  93556. * This specifies ther is no need for a camera rig.
  93557. * Basically only one eye is rendered corresponding to the camera.
  93558. */
  93559. static readonly RIG_MODE_NONE: number;
  93560. /**
  93561. * Simulates a camera Rig with one blue eye and one red eye.
  93562. * This can be use with 3d blue and red glasses.
  93563. */
  93564. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  93565. /**
  93566. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  93567. */
  93568. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  93569. /**
  93570. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  93571. */
  93572. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  93573. /**
  93574. * Defines that both eyes of the camera will be rendered over under each other.
  93575. */
  93576. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  93577. /**
  93578. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  93579. */
  93580. static readonly RIG_MODE_VR: number;
  93581. /**
  93582. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  93583. */
  93584. static readonly RIG_MODE_WEBVR: number;
  93585. /**
  93586. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  93587. */
  93588. static readonly RIG_MODE_CUSTOM: number;
  93589. /**
  93590. * Defines if by default attaching controls should prevent the default javascript event to continue.
  93591. */
  93592. static ForceAttachControlToAlwaysPreventDefault: boolean;
  93593. /**
  93594. * Define the input manager associated with the camera.
  93595. */
  93596. inputs: CameraInputsManager<Camera>;
  93597. /** @hidden */
  93598. _position: Vector3;
  93599. /**
  93600. * Define the current local position of the camera in the scene
  93601. */
  93602. position: Vector3;
  93603. /**
  93604. * The vector the camera should consider as up.
  93605. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  93606. */
  93607. upVector: Vector3;
  93608. /**
  93609. * Define the current limit on the left side for an orthographic camera
  93610. * In scene unit
  93611. */
  93612. orthoLeft: Nullable<number>;
  93613. /**
  93614. * Define the current limit on the right side for an orthographic camera
  93615. * In scene unit
  93616. */
  93617. orthoRight: Nullable<number>;
  93618. /**
  93619. * Define the current limit on the bottom side for an orthographic camera
  93620. * In scene unit
  93621. */
  93622. orthoBottom: Nullable<number>;
  93623. /**
  93624. * Define the current limit on the top side for an orthographic camera
  93625. * In scene unit
  93626. */
  93627. orthoTop: Nullable<number>;
  93628. /**
  93629. * Field Of View is set in Radians. (default is 0.8)
  93630. */
  93631. fov: number;
  93632. /**
  93633. * Define the minimum distance the camera can see from.
  93634. * This is important to note that the depth buffer are not infinite and the closer it starts
  93635. * the more your scene might encounter depth fighting issue.
  93636. */
  93637. minZ: number;
  93638. /**
  93639. * Define the maximum distance the camera can see to.
  93640. * This is important to note that the depth buffer are not infinite and the further it end
  93641. * the more your scene might encounter depth fighting issue.
  93642. */
  93643. maxZ: number;
  93644. /**
  93645. * Define the default inertia of the camera.
  93646. * This helps giving a smooth feeling to the camera movement.
  93647. */
  93648. inertia: number;
  93649. /**
  93650. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  93651. */
  93652. mode: number;
  93653. /**
  93654. * Define wether the camera is intermediate.
  93655. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  93656. */
  93657. isIntermediate: boolean;
  93658. /**
  93659. * Define the viewport of the camera.
  93660. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  93661. */
  93662. viewport: Viewport;
  93663. /**
  93664. * Restricts the camera to viewing objects with the same layerMask.
  93665. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  93666. */
  93667. layerMask: number;
  93668. /**
  93669. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  93670. */
  93671. fovMode: number;
  93672. /**
  93673. * Rig mode of the camera.
  93674. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  93675. * This is normally controlled byt the camera themselves as internal use.
  93676. */
  93677. cameraRigMode: number;
  93678. /**
  93679. * Defines the distance between both "eyes" in case of a RIG
  93680. */
  93681. interaxialDistance: number;
  93682. /**
  93683. * Defines if stereoscopic rendering is done side by side or over under.
  93684. */
  93685. isStereoscopicSideBySide: boolean;
  93686. /**
  93687. * 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
  93688. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  93689. * else in the scene. (Eg. security camera)
  93690. *
  93691. * 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)
  93692. */
  93693. customRenderTargets: RenderTargetTexture[];
  93694. /**
  93695. * When set, the camera will render to this render target instead of the default canvas
  93696. *
  93697. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  93698. */
  93699. outputRenderTarget: Nullable<RenderTargetTexture>;
  93700. /**
  93701. * Observable triggered when the camera view matrix has changed.
  93702. */
  93703. onViewMatrixChangedObservable: Observable<Camera>;
  93704. /**
  93705. * Observable triggered when the camera Projection matrix has changed.
  93706. */
  93707. onProjectionMatrixChangedObservable: Observable<Camera>;
  93708. /**
  93709. * Observable triggered when the inputs have been processed.
  93710. */
  93711. onAfterCheckInputsObservable: Observable<Camera>;
  93712. /**
  93713. * Observable triggered when reset has been called and applied to the camera.
  93714. */
  93715. onRestoreStateObservable: Observable<Camera>;
  93716. /** @hidden */
  93717. _cameraRigParams: any;
  93718. /** @hidden */
  93719. _rigCameras: Camera[];
  93720. /** @hidden */
  93721. _rigPostProcess: Nullable<PostProcess>;
  93722. protected _webvrViewMatrix: Matrix;
  93723. /** @hidden */
  93724. _skipRendering: boolean;
  93725. /** @hidden */
  93726. _projectionMatrix: Matrix;
  93727. /** @hidden */
  93728. _postProcesses: Nullable<PostProcess>[];
  93729. /** @hidden */
  93730. _activeMeshes: SmartArray<AbstractMesh>;
  93731. protected _globalPosition: Vector3;
  93732. /** @hidden */
  93733. _computedViewMatrix: Matrix;
  93734. private _doNotComputeProjectionMatrix;
  93735. private _transformMatrix;
  93736. private _frustumPlanes;
  93737. private _refreshFrustumPlanes;
  93738. private _storedFov;
  93739. private _stateStored;
  93740. /**
  93741. * Instantiates a new camera object.
  93742. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  93743. * @see http://doc.babylonjs.com/features/cameras
  93744. * @param name Defines the name of the camera in the scene
  93745. * @param position Defines the position of the camera
  93746. * @param scene Defines the scene the camera belongs too
  93747. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  93748. */
  93749. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  93750. /**
  93751. * Store current camera state (fov, position, etc..)
  93752. * @returns the camera
  93753. */
  93754. storeState(): Camera;
  93755. /**
  93756. * Restores the camera state values if it has been stored. You must call storeState() first
  93757. */
  93758. protected _restoreStateValues(): boolean;
  93759. /**
  93760. * Restored camera state. You must call storeState() first.
  93761. * @returns true if restored and false otherwise
  93762. */
  93763. restoreState(): boolean;
  93764. /**
  93765. * Gets the class name of the camera.
  93766. * @returns the class name
  93767. */
  93768. getClassName(): string;
  93769. /** @hidden */
  93770. readonly _isCamera: boolean;
  93771. /**
  93772. * Gets a string representation of the camera useful for debug purpose.
  93773. * @param fullDetails Defines that a more verboe level of logging is required
  93774. * @returns the string representation
  93775. */
  93776. toString(fullDetails?: boolean): string;
  93777. /**
  93778. * Gets the current world space position of the camera.
  93779. */
  93780. readonly globalPosition: Vector3;
  93781. /**
  93782. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  93783. * @returns the active meshe list
  93784. */
  93785. getActiveMeshes(): SmartArray<AbstractMesh>;
  93786. /**
  93787. * Check wether a mesh is part of the current active mesh list of the camera
  93788. * @param mesh Defines the mesh to check
  93789. * @returns true if active, false otherwise
  93790. */
  93791. isActiveMesh(mesh: Mesh): boolean;
  93792. /**
  93793. * Is this camera ready to be used/rendered
  93794. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  93795. * @return true if the camera is ready
  93796. */
  93797. isReady(completeCheck?: boolean): boolean;
  93798. /** @hidden */
  93799. _initCache(): void;
  93800. /** @hidden */
  93801. _updateCache(ignoreParentClass?: boolean): void;
  93802. /** @hidden */
  93803. _isSynchronized(): boolean;
  93804. /** @hidden */
  93805. _isSynchronizedViewMatrix(): boolean;
  93806. /** @hidden */
  93807. _isSynchronizedProjectionMatrix(): boolean;
  93808. /**
  93809. * Attach the input controls to a specific dom element to get the input from.
  93810. * @param element Defines the element the controls should be listened from
  93811. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  93812. */
  93813. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  93814. /**
  93815. * Detach the current controls from the specified dom element.
  93816. * @param element Defines the element to stop listening the inputs from
  93817. */
  93818. detachControl(element: HTMLElement): void;
  93819. /**
  93820. * Update the camera state according to the different inputs gathered during the frame.
  93821. */
  93822. update(): void;
  93823. /** @hidden */
  93824. _checkInputs(): void;
  93825. /** @hidden */
  93826. readonly rigCameras: Camera[];
  93827. /**
  93828. * Gets the post process used by the rig cameras
  93829. */
  93830. readonly rigPostProcess: Nullable<PostProcess>;
  93831. /**
  93832. * Internal, gets the first post proces.
  93833. * @returns the first post process to be run on this camera.
  93834. */
  93835. _getFirstPostProcess(): Nullable<PostProcess>;
  93836. private _cascadePostProcessesToRigCams;
  93837. /**
  93838. * Attach a post process to the camera.
  93839. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93840. * @param postProcess The post process to attach to the camera
  93841. * @param insertAt The position of the post process in case several of them are in use in the scene
  93842. * @returns the position the post process has been inserted at
  93843. */
  93844. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  93845. /**
  93846. * Detach a post process to the camera.
  93847. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93848. * @param postProcess The post process to detach from the camera
  93849. */
  93850. detachPostProcess(postProcess: PostProcess): void;
  93851. /**
  93852. * Gets the current world matrix of the camera
  93853. */
  93854. getWorldMatrix(): Matrix;
  93855. /** @hidden */
  93856. _getViewMatrix(): Matrix;
  93857. /**
  93858. * Gets the current view matrix of the camera.
  93859. * @param force forces the camera to recompute the matrix without looking at the cached state
  93860. * @returns the view matrix
  93861. */
  93862. getViewMatrix(force?: boolean): Matrix;
  93863. /**
  93864. * Freeze the projection matrix.
  93865. * It will prevent the cache check of the camera projection compute and can speed up perf
  93866. * if no parameter of the camera are meant to change
  93867. * @param projection Defines manually a projection if necessary
  93868. */
  93869. freezeProjectionMatrix(projection?: Matrix): void;
  93870. /**
  93871. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  93872. */
  93873. unfreezeProjectionMatrix(): void;
  93874. /**
  93875. * Gets the current projection matrix of the camera.
  93876. * @param force forces the camera to recompute the matrix without looking at the cached state
  93877. * @returns the projection matrix
  93878. */
  93879. getProjectionMatrix(force?: boolean): Matrix;
  93880. /**
  93881. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  93882. * @returns a Matrix
  93883. */
  93884. getTransformationMatrix(): Matrix;
  93885. private _updateFrustumPlanes;
  93886. /**
  93887. * Checks if a cullable object (mesh...) is in the camera frustum
  93888. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  93889. * @param target The object to check
  93890. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  93891. * @returns true if the object is in frustum otherwise false
  93892. */
  93893. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  93894. /**
  93895. * Checks if a cullable object (mesh...) is in the camera frustum
  93896. * Unlike isInFrustum this cheks the full bounding box
  93897. * @param target The object to check
  93898. * @returns true if the object is in frustum otherwise false
  93899. */
  93900. isCompletelyInFrustum(target: ICullable): boolean;
  93901. /**
  93902. * Gets a ray in the forward direction from the camera.
  93903. * @param length Defines the length of the ray to create
  93904. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  93905. * @param origin Defines the start point of the ray which defaults to the camera position
  93906. * @returns the forward ray
  93907. */
  93908. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  93909. /**
  93910. * Releases resources associated with this node.
  93911. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93912. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93913. */
  93914. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93915. /** @hidden */
  93916. _isLeftCamera: boolean;
  93917. /**
  93918. * Gets the left camera of a rig setup in case of Rigged Camera
  93919. */
  93920. readonly isLeftCamera: boolean;
  93921. /** @hidden */
  93922. _isRightCamera: boolean;
  93923. /**
  93924. * Gets the right camera of a rig setup in case of Rigged Camera
  93925. */
  93926. readonly isRightCamera: boolean;
  93927. /**
  93928. * Gets the left camera of a rig setup in case of Rigged Camera
  93929. */
  93930. readonly leftCamera: Nullable<FreeCamera>;
  93931. /**
  93932. * Gets the right camera of a rig setup in case of Rigged Camera
  93933. */
  93934. readonly rightCamera: Nullable<FreeCamera>;
  93935. /**
  93936. * Gets the left camera target of a rig setup in case of Rigged Camera
  93937. * @returns the target position
  93938. */
  93939. getLeftTarget(): Nullable<Vector3>;
  93940. /**
  93941. * Gets the right camera target of a rig setup in case of Rigged Camera
  93942. * @returns the target position
  93943. */
  93944. getRightTarget(): Nullable<Vector3>;
  93945. /**
  93946. * @hidden
  93947. */
  93948. setCameraRigMode(mode: number, rigParams: any): void;
  93949. /** @hidden */
  93950. static _setStereoscopicRigMode(camera: Camera): void;
  93951. /** @hidden */
  93952. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  93953. /** @hidden */
  93954. static _setVRRigMode(camera: Camera, rigParams: any): void;
  93955. /** @hidden */
  93956. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  93957. /** @hidden */
  93958. _getVRProjectionMatrix(): Matrix;
  93959. protected _updateCameraRotationMatrix(): void;
  93960. protected _updateWebVRCameraRotationMatrix(): void;
  93961. /**
  93962. * This function MUST be overwritten by the different WebVR cameras available.
  93963. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93964. * @hidden
  93965. */
  93966. _getWebVRProjectionMatrix(): Matrix;
  93967. /**
  93968. * This function MUST be overwritten by the different WebVR cameras available.
  93969. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93970. * @hidden
  93971. */
  93972. _getWebVRViewMatrix(): Matrix;
  93973. /** @hidden */
  93974. setCameraRigParameter(name: string, value: any): void;
  93975. /**
  93976. * needs to be overridden by children so sub has required properties to be copied
  93977. * @hidden
  93978. */
  93979. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93980. /**
  93981. * May need to be overridden by children
  93982. * @hidden
  93983. */
  93984. _updateRigCameras(): void;
  93985. /** @hidden */
  93986. _setupInputs(): void;
  93987. /**
  93988. * Serialiaze the camera setup to a json represention
  93989. * @returns the JSON representation
  93990. */
  93991. serialize(): any;
  93992. /**
  93993. * Clones the current camera.
  93994. * @param name The cloned camera name
  93995. * @returns the cloned camera
  93996. */
  93997. clone(name: string): Camera;
  93998. /**
  93999. * Gets the direction of the camera relative to a given local axis.
  94000. * @param localAxis Defines the reference axis to provide a relative direction.
  94001. * @return the direction
  94002. */
  94003. getDirection(localAxis: Vector3): Vector3;
  94004. /**
  94005. * Returns the current camera absolute rotation
  94006. */
  94007. readonly absoluteRotation: Quaternion;
  94008. /**
  94009. * Gets the direction of the camera relative to a given local axis into a passed vector.
  94010. * @param localAxis Defines the reference axis to provide a relative direction.
  94011. * @param result Defines the vector to store the result in
  94012. */
  94013. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  94014. /**
  94015. * Gets a camera constructor for a given camera type
  94016. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  94017. * @param name The name of the camera the result will be able to instantiate
  94018. * @param scene The scene the result will construct the camera in
  94019. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  94020. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  94021. * @returns a factory method to construc the camera
  94022. */
  94023. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  94024. /**
  94025. * Compute the world matrix of the camera.
  94026. * @returns the camera world matrix
  94027. */
  94028. computeWorldMatrix(): Matrix;
  94029. /**
  94030. * Parse a JSON and creates the camera from the parsed information
  94031. * @param parsedCamera The JSON to parse
  94032. * @param scene The scene to instantiate the camera in
  94033. * @returns the newly constructed camera
  94034. */
  94035. static Parse(parsedCamera: any, scene: Scene): Camera;
  94036. }
  94037. }
  94038. declare module BABYLON {
  94039. /**
  94040. * Class containing static functions to help procedurally build meshes
  94041. */
  94042. export class DiscBuilder {
  94043. /**
  94044. * Creates a plane polygonal mesh. By default, this is a disc
  94045. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  94046. * * 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
  94047. * * 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
  94048. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  94049. * * 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
  94050. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  94051. * @param name defines the name of the mesh
  94052. * @param options defines the options used to create the mesh
  94053. * @param scene defines the hosting scene
  94054. * @returns the plane polygonal mesh
  94055. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  94056. */
  94057. static CreateDisc(name: string, options: {
  94058. radius?: number;
  94059. tessellation?: number;
  94060. arc?: number;
  94061. updatable?: boolean;
  94062. sideOrientation?: number;
  94063. frontUVs?: Vector4;
  94064. backUVs?: Vector4;
  94065. }, scene?: Nullable<Scene>): Mesh;
  94066. }
  94067. }
  94068. declare module BABYLON {
  94069. /**
  94070. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  94071. *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.
  94072. * The SPS is also a particle system. It provides some methods to manage the particles.
  94073. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  94074. *
  94075. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  94076. */
  94077. export class SolidParticleSystem implements IDisposable {
  94078. /**
  94079. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  94080. * Example : var p = SPS.particles[i];
  94081. */
  94082. particles: SolidParticle[];
  94083. /**
  94084. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  94085. */
  94086. nbParticles: number;
  94087. /**
  94088. * If the particles must ever face the camera (default false). Useful for planar particles.
  94089. */
  94090. billboard: boolean;
  94091. /**
  94092. * Recompute normals when adding a shape
  94093. */
  94094. recomputeNormals: boolean;
  94095. /**
  94096. * This a counter ofr your own usage. It's not set by any SPS functions.
  94097. */
  94098. counter: number;
  94099. /**
  94100. * The SPS name. This name is also given to the underlying mesh.
  94101. */
  94102. name: string;
  94103. /**
  94104. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  94105. */
  94106. mesh: Mesh;
  94107. /**
  94108. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  94109. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  94110. */
  94111. vars: any;
  94112. /**
  94113. * This array is populated when the SPS is set as 'pickable'.
  94114. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  94115. * Each element of this array is an object `{idx: int, faceId: int}`.
  94116. * `idx` is the picked particle index in the `SPS.particles` array
  94117. * `faceId` is the picked face index counted within this particle.
  94118. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  94119. */
  94120. pickedParticles: {
  94121. idx: number;
  94122. faceId: number;
  94123. }[];
  94124. /**
  94125. * This array is populated when `enableDepthSort` is set to true.
  94126. * Each element of this array is an instance of the class DepthSortedParticle.
  94127. */
  94128. depthSortedParticles: DepthSortedParticle[];
  94129. /**
  94130. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  94131. * @hidden
  94132. */
  94133. _bSphereOnly: boolean;
  94134. /**
  94135. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  94136. * @hidden
  94137. */
  94138. _bSphereRadiusFactor: number;
  94139. private _scene;
  94140. private _positions;
  94141. private _indices;
  94142. private _normals;
  94143. private _colors;
  94144. private _uvs;
  94145. private _indices32;
  94146. private _positions32;
  94147. private _normals32;
  94148. private _fixedNormal32;
  94149. private _colors32;
  94150. private _uvs32;
  94151. private _index;
  94152. private _updatable;
  94153. private _pickable;
  94154. private _isVisibilityBoxLocked;
  94155. private _alwaysVisible;
  94156. private _depthSort;
  94157. private _expandable;
  94158. private _shapeCounter;
  94159. private _copy;
  94160. private _color;
  94161. private _computeParticleColor;
  94162. private _computeParticleTexture;
  94163. private _computeParticleRotation;
  94164. private _computeParticleVertex;
  94165. private _computeBoundingBox;
  94166. private _depthSortParticles;
  94167. private _camera;
  94168. private _mustUnrotateFixedNormals;
  94169. private _particlesIntersect;
  94170. private _needs32Bits;
  94171. private _isNotBuilt;
  94172. private _lastParticleId;
  94173. private _idxOfId;
  94174. private _multimaterialEnabled;
  94175. private _indicesByMaterial;
  94176. private _materialIndexes;
  94177. private _depthSortFunction;
  94178. private _materialSortFunction;
  94179. /**
  94180. * Creates a SPS (Solid Particle System) object.
  94181. * @param name (String) is the SPS name, this will be the underlying mesh name.
  94182. * @param scene (Scene) is the scene in which the SPS is added.
  94183. * @param options defines the options of the sps e.g.
  94184. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  94185. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  94186. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  94187. * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.
  94188. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  94189. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  94190. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  94191. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  94192. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  94193. */
  94194. constructor(name: string, scene: Scene, options?: {
  94195. updatable?: boolean;
  94196. isPickable?: boolean;
  94197. enableDepthSort?: boolean;
  94198. particleIntersection?: boolean;
  94199. boundingSphereOnly?: boolean;
  94200. bSphereRadiusFactor?: number;
  94201. expandable?: boolean;
  94202. enableMultiMaterial?: boolean;
  94203. });
  94204. /**
  94205. * Builds the SPS underlying mesh. Returns a standard Mesh.
  94206. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  94207. * @returns the created mesh
  94208. */
  94209. buildMesh(): Mesh;
  94210. /**
  94211. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  94212. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  94213. * Thus the particles generated from `digest()` have their property `position` set yet.
  94214. * @param mesh ( Mesh ) is the mesh to be digested
  94215. * @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
  94216. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  94217. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  94218. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  94219. * @returns the current SPS
  94220. */
  94221. digest(mesh: Mesh, options?: {
  94222. facetNb?: number;
  94223. number?: number;
  94224. delta?: number;
  94225. storage?: [];
  94226. }): SolidParticleSystem;
  94227. /**
  94228. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  94229. * @hidden
  94230. */
  94231. private _unrotateFixedNormals;
  94232. /**
  94233. * Resets the temporary working copy particle
  94234. * @hidden
  94235. */
  94236. private _resetCopy;
  94237. /**
  94238. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  94239. * @param p the current index in the positions array to be updated
  94240. * @param ind the current index in the indices array
  94241. * @param shape a Vector3 array, the shape geometry
  94242. * @param positions the positions array to be updated
  94243. * @param meshInd the shape indices array
  94244. * @param indices the indices array to be updated
  94245. * @param meshUV the shape uv array
  94246. * @param uvs the uv array to be updated
  94247. * @param meshCol the shape color array
  94248. * @param colors the color array to be updated
  94249. * @param meshNor the shape normals array
  94250. * @param normals the normals array to be updated
  94251. * @param idx the particle index
  94252. * @param idxInShape the particle index in its shape
  94253. * @param options the addShape() method passed options
  94254. * @hidden
  94255. */
  94256. private _meshBuilder;
  94257. /**
  94258. * Returns a shape Vector3 array from positions float array
  94259. * @param positions float array
  94260. * @returns a vector3 array
  94261. * @hidden
  94262. */
  94263. private _posToShape;
  94264. /**
  94265. * Returns a shapeUV array from a float uvs (array deep copy)
  94266. * @param uvs as a float array
  94267. * @returns a shapeUV array
  94268. * @hidden
  94269. */
  94270. private _uvsToShapeUV;
  94271. /**
  94272. * Adds a new particle object in the particles array
  94273. * @param idx particle index in particles array
  94274. * @param id particle id
  94275. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  94276. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  94277. * @param model particle ModelShape object
  94278. * @param shapeId model shape identifier
  94279. * @param idxInShape index of the particle in the current model
  94280. * @param bInfo model bounding info object
  94281. * @param storage target storage array, if any
  94282. * @hidden
  94283. */
  94284. private _addParticle;
  94285. /**
  94286. * Adds some particles to the SPS from the model shape. Returns the shape id.
  94287. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  94288. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  94289. * @param nb (positive integer) the number of particles to be created from this model
  94290. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  94291. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  94292. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  94293. * @returns the number of shapes in the system
  94294. */
  94295. addShape(mesh: Mesh, nb: number, options?: {
  94296. positionFunction?: any;
  94297. vertexFunction?: any;
  94298. storage?: [];
  94299. }): number;
  94300. /**
  94301. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  94302. * @hidden
  94303. */
  94304. private _rebuildParticle;
  94305. /**
  94306. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  94307. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  94308. * @returns the SPS.
  94309. */
  94310. rebuildMesh(reset?: boolean): SolidParticleSystem;
  94311. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  94312. * Returns an array with the removed particles.
  94313. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  94314. * The SPS can't be empty so at least one particle needs to remain in place.
  94315. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  94316. * @param start index of the first particle to remove
  94317. * @param end index of the last particle to remove (included)
  94318. * @returns an array populated with the removed particles
  94319. */
  94320. removeParticles(start: number, end: number): SolidParticle[];
  94321. /**
  94322. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  94323. * @param solidParticleArray an array populated with Solid Particles objects
  94324. * @returns the SPS
  94325. */
  94326. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  94327. /**
  94328. * Creates a new particle and modifies the SPS mesh geometry :
  94329. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  94330. * - calls _addParticle() to populate the particle array
  94331. * factorized code from addShape() and insertParticlesFromArray()
  94332. * @param idx particle index in the particles array
  94333. * @param i particle index in its shape
  94334. * @param modelShape particle ModelShape object
  94335. * @param shape shape vertex array
  94336. * @param meshInd shape indices array
  94337. * @param meshUV shape uv array
  94338. * @param meshCol shape color array
  94339. * @param meshNor shape normals array
  94340. * @param bbInfo shape bounding info
  94341. * @param storage target particle storage
  94342. * @options addShape() passed options
  94343. * @hidden
  94344. */
  94345. private _insertNewParticle;
  94346. /**
  94347. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  94348. * This method calls `updateParticle()` for each particle of the SPS.
  94349. * For an animated SPS, it is usually called within the render loop.
  94350. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  94351. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  94352. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  94353. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  94354. * @returns the SPS.
  94355. */
  94356. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  94357. /**
  94358. * Disposes the SPS.
  94359. */
  94360. dispose(): void;
  94361. /**
  94362. * Returns a SolidParticle object from its identifier : particle.id
  94363. * @param id (integer) the particle Id
  94364. * @returns the searched particle or null if not found in the SPS.
  94365. */
  94366. getParticleById(id: number): Nullable<SolidParticle>;
  94367. /**
  94368. * Returns a new array populated with the particles having the passed shapeId.
  94369. * @param shapeId (integer) the shape identifier
  94370. * @returns a new solid particle array
  94371. */
  94372. getParticlesByShapeId(shapeId: number): SolidParticle[];
  94373. /**
  94374. * Populates the passed array "ref" with the particles having the passed shapeId.
  94375. * @param shapeId the shape identifier
  94376. * @returns the SPS
  94377. * @param ref
  94378. */
  94379. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  94380. /**
  94381. * Computes the required SubMeshes according the materials assigned to the particles.
  94382. * @returns the solid particle system.
  94383. * Does nothing if called before the SPS mesh is built.
  94384. */
  94385. computeSubMeshes(): SolidParticleSystem;
  94386. /**
  94387. * Sorts the solid particles by material when MultiMaterial is enabled.
  94388. * Updates the indices32 array.
  94389. * Updates the indicesByMaterial array.
  94390. * Updates the mesh indices array.
  94391. * @returns the SPS
  94392. * @hidden
  94393. */
  94394. private _sortParticlesByMaterial;
  94395. /**
  94396. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  94397. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94398. * @returns the SPS.
  94399. */
  94400. refreshVisibleSize(): SolidParticleSystem;
  94401. /**
  94402. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  94403. * @param size the size (float) of the visibility box
  94404. * note : this doesn't lock the SPS mesh bounding box.
  94405. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94406. */
  94407. setVisibilityBox(size: number): void;
  94408. /**
  94409. * Gets whether the SPS as always visible or not
  94410. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94411. */
  94412. /**
  94413. * Sets the SPS as always visible or not
  94414. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94415. */
  94416. isAlwaysVisible: boolean;
  94417. /**
  94418. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94419. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94420. */
  94421. /**
  94422. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94423. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94424. */
  94425. isVisibilityBoxLocked: boolean;
  94426. /**
  94427. * Tells to `setParticles()` to compute the particle rotations or not.
  94428. * Default value : true. The SPS is faster when it's set to false.
  94429. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94430. */
  94431. /**
  94432. * Gets if `setParticles()` computes the particle rotations or not.
  94433. * Default value : true. The SPS is faster when it's set to false.
  94434. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94435. */
  94436. computeParticleRotation: boolean;
  94437. /**
  94438. * Tells to `setParticles()` to compute the particle colors or not.
  94439. * Default value : true. The SPS is faster when it's set to false.
  94440. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94441. */
  94442. /**
  94443. * Gets if `setParticles()` computes the particle colors or not.
  94444. * Default value : true. The SPS is faster when it's set to false.
  94445. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94446. */
  94447. computeParticleColor: boolean;
  94448. /**
  94449. * Gets if `setParticles()` computes the particle textures or not.
  94450. * Default value : true. The SPS is faster when it's set to false.
  94451. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  94452. */
  94453. computeParticleTexture: boolean;
  94454. /**
  94455. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  94456. * Default value : false. The SPS is faster when it's set to false.
  94457. * Note : the particle custom vertex positions aren't stored values.
  94458. */
  94459. /**
  94460. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  94461. * Default value : false. The SPS is faster when it's set to false.
  94462. * Note : the particle custom vertex positions aren't stored values.
  94463. */
  94464. computeParticleVertex: boolean;
  94465. /**
  94466. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  94467. */
  94468. /**
  94469. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  94470. */
  94471. computeBoundingBox: boolean;
  94472. /**
  94473. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  94474. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94475. * Default : `true`
  94476. */
  94477. /**
  94478. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  94479. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94480. * Default : `true`
  94481. */
  94482. depthSortParticles: boolean;
  94483. /**
  94484. * Gets if the SPS is created as expandable at construction time.
  94485. * Default : `false`
  94486. */
  94487. readonly expandable: boolean;
  94488. /**
  94489. * Gets if the SPS supports the Multi Materials
  94490. */
  94491. readonly multimaterialEnabled: boolean;
  94492. /**
  94493. * This function does nothing. It may be overwritten to set all the particle first values.
  94494. * The SPS doesn't call this function, you may have to call it by your own.
  94495. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94496. */
  94497. initParticles(): void;
  94498. /**
  94499. * This function does nothing. It may be overwritten to recycle a particle.
  94500. * The SPS doesn't call this function, you may have to call it by your own.
  94501. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94502. * @param particle The particle to recycle
  94503. * @returns the recycled particle
  94504. */
  94505. recycleParticle(particle: SolidParticle): SolidParticle;
  94506. /**
  94507. * Updates a particle : this function should be overwritten by the user.
  94508. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  94509. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94510. * @example : just set a particle position or velocity and recycle conditions
  94511. * @param particle The particle to update
  94512. * @returns the updated particle
  94513. */
  94514. updateParticle(particle: SolidParticle): SolidParticle;
  94515. /**
  94516. * Updates a vertex of a particle : it can be overwritten by the user.
  94517. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  94518. * @param particle the current particle
  94519. * @param vertex the current index of the current particle
  94520. * @param pt the index of the current vertex in the particle shape
  94521. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  94522. * @example : just set a vertex particle position
  94523. * @returns the updated vertex
  94524. */
  94525. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  94526. /**
  94527. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  94528. * This does nothing and may be overwritten by the user.
  94529. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94530. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94531. * @param update the boolean update value actually passed to setParticles()
  94532. */
  94533. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94534. /**
  94535. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  94536. * This will be passed three parameters.
  94537. * This does nothing and may be overwritten by the user.
  94538. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94539. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94540. * @param update the boolean update value actually passed to setParticles()
  94541. */
  94542. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94543. }
  94544. }
  94545. declare module BABYLON {
  94546. /**
  94547. * Represents one particle of a solid particle system.
  94548. */
  94549. export class SolidParticle {
  94550. /**
  94551. * particle global index
  94552. */
  94553. idx: number;
  94554. /**
  94555. * particle identifier
  94556. */
  94557. id: number;
  94558. /**
  94559. * The color of the particle
  94560. */
  94561. color: Nullable<Color4>;
  94562. /**
  94563. * The world space position of the particle.
  94564. */
  94565. position: Vector3;
  94566. /**
  94567. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  94568. */
  94569. rotation: Vector3;
  94570. /**
  94571. * The world space rotation quaternion of the particle.
  94572. */
  94573. rotationQuaternion: Nullable<Quaternion>;
  94574. /**
  94575. * The scaling of the particle.
  94576. */
  94577. scaling: Vector3;
  94578. /**
  94579. * The uvs of the particle.
  94580. */
  94581. uvs: Vector4;
  94582. /**
  94583. * The current speed of the particle.
  94584. */
  94585. velocity: Vector3;
  94586. /**
  94587. * The pivot point in the particle local space.
  94588. */
  94589. pivot: Vector3;
  94590. /**
  94591. * Must the particle be translated from its pivot point in its local space ?
  94592. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  94593. * Default : false
  94594. */
  94595. translateFromPivot: boolean;
  94596. /**
  94597. * Is the particle active or not ?
  94598. */
  94599. alive: boolean;
  94600. /**
  94601. * Is the particle visible or not ?
  94602. */
  94603. isVisible: boolean;
  94604. /**
  94605. * Index of this particle in the global "positions" array (Internal use)
  94606. * @hidden
  94607. */
  94608. _pos: number;
  94609. /**
  94610. * @hidden Index of this particle in the global "indices" array (Internal use)
  94611. */
  94612. _ind: number;
  94613. /**
  94614. * @hidden ModelShape of this particle (Internal use)
  94615. */
  94616. _model: ModelShape;
  94617. /**
  94618. * ModelShape id of this particle
  94619. */
  94620. shapeId: number;
  94621. /**
  94622. * Index of the particle in its shape id
  94623. */
  94624. idxInShape: number;
  94625. /**
  94626. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  94627. */
  94628. _modelBoundingInfo: BoundingInfo;
  94629. /**
  94630. * @hidden Particle BoundingInfo object (Internal use)
  94631. */
  94632. _boundingInfo: BoundingInfo;
  94633. /**
  94634. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  94635. */
  94636. _sps: SolidParticleSystem;
  94637. /**
  94638. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  94639. */
  94640. _stillInvisible: boolean;
  94641. /**
  94642. * @hidden Last computed particle rotation matrix
  94643. */
  94644. _rotationMatrix: number[];
  94645. /**
  94646. * Parent particle Id, if any.
  94647. * Default null.
  94648. */
  94649. parentId: Nullable<number>;
  94650. /**
  94651. * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.
  94652. */
  94653. materialIndex: Nullable<number>;
  94654. /**
  94655. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  94656. * The possible values are :
  94657. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94658. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94659. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94660. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94661. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94662. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  94663. * */
  94664. cullingStrategy: number;
  94665. /**
  94666. * @hidden Internal global position in the SPS.
  94667. */
  94668. _globalPosition: Vector3;
  94669. /**
  94670. * Creates a Solid Particle object.
  94671. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  94672. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  94673. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  94674. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  94675. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  94676. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  94677. * @param shapeId (integer) is the model shape identifier in the SPS.
  94678. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  94679. * @param sps defines the sps it is associated to
  94680. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  94681. * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.
  94682. */
  94683. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>, materialIndex?: Nullable<number>);
  94684. /**
  94685. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  94686. * @param target the particle target
  94687. * @returns the current particle
  94688. */
  94689. copyToRef(target: SolidParticle): SolidParticle;
  94690. /**
  94691. * Legacy support, changed scale to scaling
  94692. */
  94693. /**
  94694. * Legacy support, changed scale to scaling
  94695. */
  94696. scale: Vector3;
  94697. /**
  94698. * Legacy support, changed quaternion to rotationQuaternion
  94699. */
  94700. /**
  94701. * Legacy support, changed quaternion to rotationQuaternion
  94702. */
  94703. quaternion: Nullable<Quaternion>;
  94704. /**
  94705. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  94706. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  94707. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  94708. * @returns true if it intersects
  94709. */
  94710. intersectsMesh(target: Mesh | SolidParticle): boolean;
  94711. /**
  94712. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  94713. * A particle is in the frustum if its bounding box intersects the frustum
  94714. * @param frustumPlanes defines the frustum to test
  94715. * @returns true if the particle is in the frustum planes
  94716. */
  94717. isInFrustum(frustumPlanes: Plane[]): boolean;
  94718. /**
  94719. * get the rotation matrix of the particle
  94720. * @hidden
  94721. */
  94722. getRotationMatrix(m: Matrix): void;
  94723. }
  94724. /**
  94725. * Represents the shape of the model used by one particle of a solid particle system.
  94726. * SPS internal tool, don't use it manually.
  94727. */
  94728. export class ModelShape {
  94729. /**
  94730. * The shape id
  94731. * @hidden
  94732. */
  94733. shapeID: number;
  94734. /**
  94735. * flat array of model positions (internal use)
  94736. * @hidden
  94737. */
  94738. _shape: Vector3[];
  94739. /**
  94740. * flat array of model UVs (internal use)
  94741. * @hidden
  94742. */
  94743. _shapeUV: number[];
  94744. /**
  94745. * color array of the model
  94746. * @hidden
  94747. */
  94748. _shapeColors: number[];
  94749. /**
  94750. * indices array of the model
  94751. * @hidden
  94752. */
  94753. _indices: number[];
  94754. /**
  94755. * normals array of the model
  94756. * @hidden
  94757. */
  94758. _normals: number[];
  94759. /**
  94760. * length of the shape in the model indices array (internal use)
  94761. * @hidden
  94762. */
  94763. _indicesLength: number;
  94764. /**
  94765. * Custom position function (internal use)
  94766. * @hidden
  94767. */
  94768. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  94769. /**
  94770. * Custom vertex function (internal use)
  94771. * @hidden
  94772. */
  94773. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  94774. /**
  94775. * 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.
  94776. * SPS internal tool, don't use it manually.
  94777. * @hidden
  94778. */
  94779. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  94780. }
  94781. /**
  94782. * Represents a Depth Sorted Particle in the solid particle system.
  94783. * @hidden
  94784. */
  94785. export class DepthSortedParticle {
  94786. /**
  94787. * Index of the particle in the "indices" array
  94788. */
  94789. ind: number;
  94790. /**
  94791. * Length of the particle shape in the "indices" array
  94792. */
  94793. indicesLength: number;
  94794. /**
  94795. * Squared distance from the particle to the camera
  94796. */
  94797. sqDistance: number;
  94798. /**
  94799. * Material index when used with MultiMaterials
  94800. */
  94801. materialIndex: number;
  94802. /**
  94803. * Creates a new sorted particle
  94804. * @param materialIndex
  94805. */
  94806. constructor(ind: number, indLength: number, materialIndex: number);
  94807. }
  94808. }
  94809. declare module BABYLON {
  94810. /**
  94811. * @hidden
  94812. */
  94813. export class _MeshCollisionData {
  94814. _checkCollisions: boolean;
  94815. _collisionMask: number;
  94816. _collisionGroup: number;
  94817. _collider: Nullable<Collider>;
  94818. _oldPositionForCollisions: Vector3;
  94819. _diffPositionForCollisions: Vector3;
  94820. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  94821. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  94822. }
  94823. }
  94824. declare module BABYLON {
  94825. /** @hidden */
  94826. class _FacetDataStorage {
  94827. facetPositions: Vector3[];
  94828. facetNormals: Vector3[];
  94829. facetPartitioning: number[][];
  94830. facetNb: number;
  94831. partitioningSubdivisions: number;
  94832. partitioningBBoxRatio: number;
  94833. facetDataEnabled: boolean;
  94834. facetParameters: any;
  94835. bbSize: Vector3;
  94836. subDiv: {
  94837. max: number;
  94838. X: number;
  94839. Y: number;
  94840. Z: number;
  94841. };
  94842. facetDepthSort: boolean;
  94843. facetDepthSortEnabled: boolean;
  94844. depthSortedIndices: IndicesArray;
  94845. depthSortedFacets: {
  94846. ind: number;
  94847. sqDistance: number;
  94848. }[];
  94849. facetDepthSortFunction: (f1: {
  94850. ind: number;
  94851. sqDistance: number;
  94852. }, f2: {
  94853. ind: number;
  94854. sqDistance: number;
  94855. }) => number;
  94856. facetDepthSortFrom: Vector3;
  94857. facetDepthSortOrigin: Vector3;
  94858. invertedMatrix: Matrix;
  94859. }
  94860. /**
  94861. * @hidden
  94862. **/
  94863. class _InternalAbstractMeshDataInfo {
  94864. _hasVertexAlpha: boolean;
  94865. _useVertexColors: boolean;
  94866. _numBoneInfluencers: number;
  94867. _applyFog: boolean;
  94868. _receiveShadows: boolean;
  94869. _facetData: _FacetDataStorage;
  94870. _visibility: number;
  94871. _skeleton: Nullable<Skeleton>;
  94872. _layerMask: number;
  94873. _computeBonesUsingShaders: boolean;
  94874. _isActive: boolean;
  94875. _onlyForInstances: boolean;
  94876. _isActiveIntermediate: boolean;
  94877. _onlyForInstancesIntermediate: boolean;
  94878. _actAsRegularMesh: boolean;
  94879. }
  94880. /**
  94881. * Class used to store all common mesh properties
  94882. */
  94883. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  94884. /** No occlusion */
  94885. static OCCLUSION_TYPE_NONE: number;
  94886. /** Occlusion set to optimisitic */
  94887. static OCCLUSION_TYPE_OPTIMISTIC: number;
  94888. /** Occlusion set to strict */
  94889. static OCCLUSION_TYPE_STRICT: number;
  94890. /** Use an accurante occlusion algorithm */
  94891. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  94892. /** Use a conservative occlusion algorithm */
  94893. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  94894. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  94895. * Test order :
  94896. * Is the bounding sphere outside the frustum ?
  94897. * If not, are the bounding box vertices outside the frustum ?
  94898. * It not, then the cullable object is in the frustum.
  94899. */
  94900. static readonly CULLINGSTRATEGY_STANDARD: number;
  94901. /** Culling strategy : Bounding Sphere Only.
  94902. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  94903. * It's also less accurate than the standard because some not visible objects can still be selected.
  94904. * Test : is the bounding sphere outside the frustum ?
  94905. * If not, then the cullable object is in the frustum.
  94906. */
  94907. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  94908. /** Culling strategy : Optimistic Inclusion.
  94909. * This in an inclusion test first, then the standard exclusion test.
  94910. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  94911. * 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.
  94912. * Anyway, it's as accurate as the standard strategy.
  94913. * Test :
  94914. * Is the cullable object bounding sphere center in the frustum ?
  94915. * If not, apply the default culling strategy.
  94916. */
  94917. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  94918. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  94919. * This in an inclusion test first, then the bounding sphere only exclusion test.
  94920. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  94921. * 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.
  94922. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  94923. * Test :
  94924. * Is the cullable object bounding sphere center in the frustum ?
  94925. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  94926. */
  94927. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  94928. /**
  94929. * No billboard
  94930. */
  94931. static readonly BILLBOARDMODE_NONE: number;
  94932. /** Billboard on X axis */
  94933. static readonly BILLBOARDMODE_X: number;
  94934. /** Billboard on Y axis */
  94935. static readonly BILLBOARDMODE_Y: number;
  94936. /** Billboard on Z axis */
  94937. static readonly BILLBOARDMODE_Z: number;
  94938. /** Billboard on all axes */
  94939. static readonly BILLBOARDMODE_ALL: number;
  94940. /** Billboard on using position instead of orientation */
  94941. static readonly BILLBOARDMODE_USE_POSITION: number;
  94942. /** @hidden */
  94943. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  94944. /**
  94945. * The culling strategy to use to check whether the mesh must be rendered or not.
  94946. * This value can be changed at any time and will be used on the next render mesh selection.
  94947. * The possible values are :
  94948. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94949. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94950. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94951. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94952. * Please read each static variable documentation to get details about the culling process.
  94953. * */
  94954. cullingStrategy: number;
  94955. /**
  94956. * Gets the number of facets in the mesh
  94957. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94958. */
  94959. readonly facetNb: number;
  94960. /**
  94961. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  94962. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94963. */
  94964. partitioningSubdivisions: number;
  94965. /**
  94966. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  94967. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  94968. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94969. */
  94970. partitioningBBoxRatio: number;
  94971. /**
  94972. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  94973. * Works only for updatable meshes.
  94974. * Doesn't work with multi-materials
  94975. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94976. */
  94977. mustDepthSortFacets: boolean;
  94978. /**
  94979. * The location (Vector3) where the facet depth sort must be computed from.
  94980. * By default, the active camera position.
  94981. * Used only when facet depth sort is enabled
  94982. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94983. */
  94984. facetDepthSortFrom: Vector3;
  94985. /**
  94986. * gets a boolean indicating if facetData is enabled
  94987. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94988. */
  94989. readonly isFacetDataEnabled: boolean;
  94990. /** @hidden */
  94991. _updateNonUniformScalingState(value: boolean): boolean;
  94992. /**
  94993. * An event triggered when this mesh collides with another one
  94994. */
  94995. onCollideObservable: Observable<AbstractMesh>;
  94996. /** Set a function to call when this mesh collides with another one */
  94997. onCollide: () => void;
  94998. /**
  94999. * An event triggered when the collision's position changes
  95000. */
  95001. onCollisionPositionChangeObservable: Observable<Vector3>;
  95002. /** Set a function to call when the collision's position changes */
  95003. onCollisionPositionChange: () => void;
  95004. /**
  95005. * An event triggered when material is changed
  95006. */
  95007. onMaterialChangedObservable: Observable<AbstractMesh>;
  95008. /**
  95009. * Gets or sets the orientation for POV movement & rotation
  95010. */
  95011. definedFacingForward: boolean;
  95012. /** @hidden */
  95013. _occlusionQuery: Nullable<WebGLQuery>;
  95014. /** @hidden */
  95015. _renderingGroup: Nullable<RenderingGroup>;
  95016. /**
  95017. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  95018. */
  95019. /**
  95020. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  95021. */
  95022. visibility: number;
  95023. /** Gets or sets the alpha index used to sort transparent meshes
  95024. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  95025. */
  95026. alphaIndex: number;
  95027. /**
  95028. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  95029. */
  95030. isVisible: boolean;
  95031. /**
  95032. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  95033. */
  95034. isPickable: boolean;
  95035. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  95036. showSubMeshesBoundingBox: boolean;
  95037. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  95038. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95039. */
  95040. isBlocker: boolean;
  95041. /**
  95042. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  95043. */
  95044. enablePointerMoveEvents: boolean;
  95045. /**
  95046. * Specifies the rendering group id for this mesh (0 by default)
  95047. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  95048. */
  95049. renderingGroupId: number;
  95050. private _material;
  95051. /** Gets or sets current material */
  95052. material: Nullable<Material>;
  95053. /**
  95054. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  95055. * @see http://doc.babylonjs.com/babylon101/shadows
  95056. */
  95057. receiveShadows: boolean;
  95058. /** Defines color to use when rendering outline */
  95059. outlineColor: Color3;
  95060. /** Define width to use when rendering outline */
  95061. outlineWidth: number;
  95062. /** Defines color to use when rendering overlay */
  95063. overlayColor: Color3;
  95064. /** Defines alpha to use when rendering overlay */
  95065. overlayAlpha: number;
  95066. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  95067. hasVertexAlpha: boolean;
  95068. /** 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) */
  95069. useVertexColors: boolean;
  95070. /**
  95071. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  95072. */
  95073. computeBonesUsingShaders: boolean;
  95074. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  95075. numBoneInfluencers: number;
  95076. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  95077. applyFog: boolean;
  95078. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  95079. useOctreeForRenderingSelection: boolean;
  95080. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  95081. useOctreeForPicking: boolean;
  95082. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  95083. useOctreeForCollisions: boolean;
  95084. /**
  95085. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  95086. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  95087. */
  95088. layerMask: number;
  95089. /**
  95090. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  95091. */
  95092. alwaysSelectAsActiveMesh: boolean;
  95093. /**
  95094. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  95095. */
  95096. doNotSyncBoundingInfo: boolean;
  95097. /**
  95098. * Gets or sets the current action manager
  95099. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95100. */
  95101. actionManager: Nullable<AbstractActionManager>;
  95102. private _meshCollisionData;
  95103. /**
  95104. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  95105. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95106. */
  95107. ellipsoid: Vector3;
  95108. /**
  95109. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  95110. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95111. */
  95112. ellipsoidOffset: Vector3;
  95113. /**
  95114. * Gets or sets a collision mask used to mask collisions (default is -1).
  95115. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  95116. */
  95117. collisionMask: number;
  95118. /**
  95119. * Gets or sets the current collision group mask (-1 by default).
  95120. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  95121. */
  95122. collisionGroup: number;
  95123. /**
  95124. * Defines edge width used when edgesRenderer is enabled
  95125. * @see https://www.babylonjs-playground.com/#10OJSG#13
  95126. */
  95127. edgesWidth: number;
  95128. /**
  95129. * Defines edge color used when edgesRenderer is enabled
  95130. * @see https://www.babylonjs-playground.com/#10OJSG#13
  95131. */
  95132. edgesColor: Color4;
  95133. /** @hidden */
  95134. _edgesRenderer: Nullable<IEdgesRenderer>;
  95135. /** @hidden */
  95136. _masterMesh: Nullable<AbstractMesh>;
  95137. /** @hidden */
  95138. _boundingInfo: Nullable<BoundingInfo>;
  95139. /** @hidden */
  95140. _renderId: number;
  95141. /**
  95142. * Gets or sets the list of subMeshes
  95143. * @see http://doc.babylonjs.com/how_to/multi_materials
  95144. */
  95145. subMeshes: SubMesh[];
  95146. /** @hidden */
  95147. _intersectionsInProgress: AbstractMesh[];
  95148. /** @hidden */
  95149. _unIndexed: boolean;
  95150. /** @hidden */
  95151. _lightSources: Light[];
  95152. /** Gets the list of lights affecting that mesh */
  95153. readonly lightSources: Light[];
  95154. /** @hidden */
  95155. readonly _positions: Nullable<Vector3[]>;
  95156. /** @hidden */
  95157. _waitingData: {
  95158. lods: Nullable<any>;
  95159. actions: Nullable<any>;
  95160. freezeWorldMatrix: Nullable<boolean>;
  95161. };
  95162. /** @hidden */
  95163. _bonesTransformMatrices: Nullable<Float32Array>;
  95164. /** @hidden */
  95165. _transformMatrixTexture: Nullable<RawTexture>;
  95166. /**
  95167. * Gets or sets a skeleton to apply skining transformations
  95168. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  95169. */
  95170. skeleton: Nullable<Skeleton>;
  95171. /**
  95172. * An event triggered when the mesh is rebuilt.
  95173. */
  95174. onRebuildObservable: Observable<AbstractMesh>;
  95175. /**
  95176. * Creates a new AbstractMesh
  95177. * @param name defines the name of the mesh
  95178. * @param scene defines the hosting scene
  95179. */
  95180. constructor(name: string, scene?: Nullable<Scene>);
  95181. /**
  95182. * Returns the string "AbstractMesh"
  95183. * @returns "AbstractMesh"
  95184. */
  95185. getClassName(): string;
  95186. /**
  95187. * Gets a string representation of the current mesh
  95188. * @param fullDetails defines a boolean indicating if full details must be included
  95189. * @returns a string representation of the current mesh
  95190. */
  95191. toString(fullDetails?: boolean): string;
  95192. /**
  95193. * @hidden
  95194. */
  95195. protected _getEffectiveParent(): Nullable<Node>;
  95196. /** @hidden */
  95197. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95198. /** @hidden */
  95199. _rebuild(): void;
  95200. /** @hidden */
  95201. _resyncLightSources(): void;
  95202. /** @hidden */
  95203. _resyncLightSource(light: Light): void;
  95204. /** @hidden */
  95205. _unBindEffect(): void;
  95206. /** @hidden */
  95207. _removeLightSource(light: Light, dispose: boolean): void;
  95208. private _markSubMeshesAsDirty;
  95209. /** @hidden */
  95210. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  95211. /** @hidden */
  95212. _markSubMeshesAsAttributesDirty(): void;
  95213. /** @hidden */
  95214. _markSubMeshesAsMiscDirty(): void;
  95215. /**
  95216. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  95217. */
  95218. scaling: Vector3;
  95219. /**
  95220. * Returns true if the mesh is blocked. Implemented by child classes
  95221. */
  95222. readonly isBlocked: boolean;
  95223. /**
  95224. * Returns the mesh itself by default. Implemented by child classes
  95225. * @param camera defines the camera to use to pick the right LOD level
  95226. * @returns the currentAbstractMesh
  95227. */
  95228. getLOD(camera: Camera): Nullable<AbstractMesh>;
  95229. /**
  95230. * Returns 0 by default. Implemented by child classes
  95231. * @returns an integer
  95232. */
  95233. getTotalVertices(): number;
  95234. /**
  95235. * Returns a positive integer : the total number of indices in this mesh geometry.
  95236. * @returns the numner of indices or zero if the mesh has no geometry.
  95237. */
  95238. getTotalIndices(): number;
  95239. /**
  95240. * Returns null by default. Implemented by child classes
  95241. * @returns null
  95242. */
  95243. getIndices(): Nullable<IndicesArray>;
  95244. /**
  95245. * Returns the array of the requested vertex data kind. Implemented by child classes
  95246. * @param kind defines the vertex data kind to use
  95247. * @returns null
  95248. */
  95249. getVerticesData(kind: string): Nullable<FloatArray>;
  95250. /**
  95251. * Sets the vertex data of the mesh geometry for the requested `kind`.
  95252. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  95253. * Note that a new underlying VertexBuffer object is created each call.
  95254. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  95255. * @param kind defines vertex data kind:
  95256. * * VertexBuffer.PositionKind
  95257. * * VertexBuffer.UVKind
  95258. * * VertexBuffer.UV2Kind
  95259. * * VertexBuffer.UV3Kind
  95260. * * VertexBuffer.UV4Kind
  95261. * * VertexBuffer.UV5Kind
  95262. * * VertexBuffer.UV6Kind
  95263. * * VertexBuffer.ColorKind
  95264. * * VertexBuffer.MatricesIndicesKind
  95265. * * VertexBuffer.MatricesIndicesExtraKind
  95266. * * VertexBuffer.MatricesWeightsKind
  95267. * * VertexBuffer.MatricesWeightsExtraKind
  95268. * @param data defines the data source
  95269. * @param updatable defines if the data must be flagged as updatable (or static)
  95270. * @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
  95271. * @returns the current mesh
  95272. */
  95273. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  95274. /**
  95275. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  95276. * If the mesh has no geometry, it is simply returned as it is.
  95277. * @param kind defines vertex data kind:
  95278. * * VertexBuffer.PositionKind
  95279. * * VertexBuffer.UVKind
  95280. * * VertexBuffer.UV2Kind
  95281. * * VertexBuffer.UV3Kind
  95282. * * VertexBuffer.UV4Kind
  95283. * * VertexBuffer.UV5Kind
  95284. * * VertexBuffer.UV6Kind
  95285. * * VertexBuffer.ColorKind
  95286. * * VertexBuffer.MatricesIndicesKind
  95287. * * VertexBuffer.MatricesIndicesExtraKind
  95288. * * VertexBuffer.MatricesWeightsKind
  95289. * * VertexBuffer.MatricesWeightsExtraKind
  95290. * @param data defines the data source
  95291. * @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
  95292. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  95293. * @returns the current mesh
  95294. */
  95295. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  95296. /**
  95297. * Sets the mesh indices,
  95298. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  95299. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  95300. * @param totalVertices Defines the total number of vertices
  95301. * @returns the current mesh
  95302. */
  95303. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  95304. /**
  95305. * Gets a boolean indicating if specific vertex data is present
  95306. * @param kind defines the vertex data kind to use
  95307. * @returns true is data kind is present
  95308. */
  95309. isVerticesDataPresent(kind: string): boolean;
  95310. /**
  95311. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  95312. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  95313. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  95314. * @returns a BoundingInfo
  95315. */
  95316. getBoundingInfo(): BoundingInfo;
  95317. /**
  95318. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  95319. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  95320. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  95321. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  95322. * @returns the current mesh
  95323. */
  95324. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  95325. /**
  95326. * Overwrite the current bounding info
  95327. * @param boundingInfo defines the new bounding info
  95328. * @returns the current mesh
  95329. */
  95330. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  95331. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  95332. readonly useBones: boolean;
  95333. /** @hidden */
  95334. _preActivate(): void;
  95335. /** @hidden */
  95336. _preActivateForIntermediateRendering(renderId: number): void;
  95337. /** @hidden */
  95338. _activate(renderId: number, intermediateRendering: boolean): boolean;
  95339. /** @hidden */
  95340. _postActivate(): void;
  95341. /** @hidden */
  95342. _freeze(): void;
  95343. /** @hidden */
  95344. _unFreeze(): void;
  95345. /**
  95346. * Gets the current world matrix
  95347. * @returns a Matrix
  95348. */
  95349. getWorldMatrix(): Matrix;
  95350. /** @hidden */
  95351. _getWorldMatrixDeterminant(): number;
  95352. /**
  95353. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  95354. */
  95355. readonly isAnInstance: boolean;
  95356. /**
  95357. * Gets a boolean indicating if this mesh has instances
  95358. */
  95359. readonly hasInstances: boolean;
  95360. /**
  95361. * Perform relative position change from the point of view of behind the front of the mesh.
  95362. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95363. * Supports definition of mesh facing forward or backward
  95364. * @param amountRight defines the distance on the right axis
  95365. * @param amountUp defines the distance on the up axis
  95366. * @param amountForward defines the distance on the forward axis
  95367. * @returns the current mesh
  95368. */
  95369. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  95370. /**
  95371. * Calculate relative position change from the point of view of behind the front of the mesh.
  95372. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95373. * Supports definition of mesh facing forward or backward
  95374. * @param amountRight defines the distance on the right axis
  95375. * @param amountUp defines the distance on the up axis
  95376. * @param amountForward defines the distance on the forward axis
  95377. * @returns the new displacement vector
  95378. */
  95379. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  95380. /**
  95381. * Perform relative rotation change from the point of view of behind the front of the mesh.
  95382. * Supports definition of mesh facing forward or backward
  95383. * @param flipBack defines the flip
  95384. * @param twirlClockwise defines the twirl
  95385. * @param tiltRight defines the tilt
  95386. * @returns the current mesh
  95387. */
  95388. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  95389. /**
  95390. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  95391. * Supports definition of mesh facing forward or backward.
  95392. * @param flipBack defines the flip
  95393. * @param twirlClockwise defines the twirl
  95394. * @param tiltRight defines the tilt
  95395. * @returns the new rotation vector
  95396. */
  95397. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  95398. /**
  95399. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  95400. * This means the mesh underlying bounding box and sphere are recomputed.
  95401. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  95402. * @returns the current mesh
  95403. */
  95404. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  95405. /** @hidden */
  95406. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  95407. /** @hidden */
  95408. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  95409. /** @hidden */
  95410. _updateBoundingInfo(): AbstractMesh;
  95411. /** @hidden */
  95412. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  95413. /** @hidden */
  95414. protected _afterComputeWorldMatrix(): void;
  95415. /** @hidden */
  95416. readonly _effectiveMesh: AbstractMesh;
  95417. /**
  95418. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  95419. * A mesh is in the frustum if its bounding box intersects the frustum
  95420. * @param frustumPlanes defines the frustum to test
  95421. * @returns true if the mesh is in the frustum planes
  95422. */
  95423. isInFrustum(frustumPlanes: Plane[]): boolean;
  95424. /**
  95425. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  95426. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  95427. * @param frustumPlanes defines the frustum to test
  95428. * @returns true if the mesh is completely in the frustum planes
  95429. */
  95430. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  95431. /**
  95432. * True if the mesh intersects another mesh or a SolidParticle object
  95433. * @param mesh defines a target mesh or SolidParticle to test
  95434. * @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)
  95435. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  95436. * @returns true if there is an intersection
  95437. */
  95438. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  95439. /**
  95440. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  95441. * @param point defines the point to test
  95442. * @returns true if there is an intersection
  95443. */
  95444. intersectsPoint(point: Vector3): boolean;
  95445. /**
  95446. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  95447. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95448. */
  95449. checkCollisions: boolean;
  95450. /**
  95451. * Gets Collider object used to compute collisions (not physics)
  95452. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95453. */
  95454. readonly collider: Nullable<Collider>;
  95455. /**
  95456. * Move the mesh using collision engine
  95457. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95458. * @param displacement defines the requested displacement vector
  95459. * @returns the current mesh
  95460. */
  95461. moveWithCollisions(displacement: Vector3): AbstractMesh;
  95462. private _onCollisionPositionChange;
  95463. /** @hidden */
  95464. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  95465. /** @hidden */
  95466. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  95467. /** @hidden */
  95468. _checkCollision(collider: Collider): AbstractMesh;
  95469. /** @hidden */
  95470. _generatePointsArray(): boolean;
  95471. /**
  95472. * Checks if the passed Ray intersects with the mesh
  95473. * @param ray defines the ray to use
  95474. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  95475. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  95476. * @returns the picking info
  95477. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  95478. */
  95479. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  95480. /**
  95481. * Clones the current mesh
  95482. * @param name defines the mesh name
  95483. * @param newParent defines the new mesh parent
  95484. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  95485. * @returns the new mesh
  95486. */
  95487. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  95488. /**
  95489. * Disposes all the submeshes of the current meshnp
  95490. * @returns the current mesh
  95491. */
  95492. releaseSubMeshes(): AbstractMesh;
  95493. /**
  95494. * Releases resources associated with this abstract mesh.
  95495. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95496. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95497. */
  95498. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95499. /**
  95500. * Adds the passed mesh as a child to the current mesh
  95501. * @param mesh defines the child mesh
  95502. * @returns the current mesh
  95503. */
  95504. addChild(mesh: AbstractMesh): AbstractMesh;
  95505. /**
  95506. * Removes the passed mesh from the current mesh children list
  95507. * @param mesh defines the child mesh
  95508. * @returns the current mesh
  95509. */
  95510. removeChild(mesh: AbstractMesh): AbstractMesh;
  95511. /** @hidden */
  95512. private _initFacetData;
  95513. /**
  95514. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  95515. * This method can be called within the render loop.
  95516. * 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
  95517. * @returns the current mesh
  95518. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95519. */
  95520. updateFacetData(): AbstractMesh;
  95521. /**
  95522. * Returns the facetLocalNormals array.
  95523. * The normals are expressed in the mesh local spac
  95524. * @returns an array of Vector3
  95525. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95526. */
  95527. getFacetLocalNormals(): Vector3[];
  95528. /**
  95529. * Returns the facetLocalPositions array.
  95530. * The facet positions are expressed in the mesh local space
  95531. * @returns an array of Vector3
  95532. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95533. */
  95534. getFacetLocalPositions(): Vector3[];
  95535. /**
  95536. * Returns the facetLocalPartioning array
  95537. * @returns an array of array of numbers
  95538. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95539. */
  95540. getFacetLocalPartitioning(): number[][];
  95541. /**
  95542. * Returns the i-th facet position in the world system.
  95543. * This method allocates a new Vector3 per call
  95544. * @param i defines the facet index
  95545. * @returns a new Vector3
  95546. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95547. */
  95548. getFacetPosition(i: number): Vector3;
  95549. /**
  95550. * Sets the reference Vector3 with the i-th facet position in the world system
  95551. * @param i defines the facet index
  95552. * @param ref defines the target vector
  95553. * @returns the current mesh
  95554. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95555. */
  95556. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  95557. /**
  95558. * Returns the i-th facet normal in the world system.
  95559. * This method allocates a new Vector3 per call
  95560. * @param i defines the facet index
  95561. * @returns a new Vector3
  95562. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95563. */
  95564. getFacetNormal(i: number): Vector3;
  95565. /**
  95566. * Sets the reference Vector3 with the i-th facet normal in the world system
  95567. * @param i defines the facet index
  95568. * @param ref defines the target vector
  95569. * @returns the current mesh
  95570. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95571. */
  95572. getFacetNormalToRef(i: number, ref: Vector3): this;
  95573. /**
  95574. * 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)
  95575. * @param x defines x coordinate
  95576. * @param y defines y coordinate
  95577. * @param z defines z coordinate
  95578. * @returns the array of facet indexes
  95579. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95580. */
  95581. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  95582. /**
  95583. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  95584. * @param projected sets as the (x,y,z) world projection on the facet
  95585. * @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
  95586. * @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
  95587. * @param x defines x coordinate
  95588. * @param y defines y coordinate
  95589. * @param z defines z coordinate
  95590. * @returns the face index if found (or null instead)
  95591. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95592. */
  95593. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95594. /**
  95595. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  95596. * @param projected sets as the (x,y,z) local projection on the facet
  95597. * @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
  95598. * @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
  95599. * @param x defines x coordinate
  95600. * @param y defines y coordinate
  95601. * @param z defines z coordinate
  95602. * @returns the face index if found (or null instead)
  95603. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95604. */
  95605. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95606. /**
  95607. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  95608. * @returns the parameters
  95609. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95610. */
  95611. getFacetDataParameters(): any;
  95612. /**
  95613. * Disables the feature FacetData and frees the related memory
  95614. * @returns the current mesh
  95615. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95616. */
  95617. disableFacetData(): AbstractMesh;
  95618. /**
  95619. * Updates the AbstractMesh indices array
  95620. * @param indices defines the data source
  95621. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  95622. * @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)
  95623. * @returns the current mesh
  95624. */
  95625. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  95626. /**
  95627. * Creates new normals data for the mesh
  95628. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  95629. * @returns the current mesh
  95630. */
  95631. createNormals(updatable: boolean): AbstractMesh;
  95632. /**
  95633. * Align the mesh with a normal
  95634. * @param normal defines the normal to use
  95635. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  95636. * @returns the current mesh
  95637. */
  95638. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  95639. /** @hidden */
  95640. _checkOcclusionQuery(): boolean;
  95641. /**
  95642. * Disables the mesh edge rendering mode
  95643. * @returns the currentAbstractMesh
  95644. */
  95645. disableEdgesRendering(): AbstractMesh;
  95646. /**
  95647. * Enables the edge rendering mode on the mesh.
  95648. * This mode makes the mesh edges visible
  95649. * @param epsilon defines the maximal distance between two angles to detect a face
  95650. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  95651. * @returns the currentAbstractMesh
  95652. * @see https://www.babylonjs-playground.com/#19O9TU#0
  95653. */
  95654. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  95655. }
  95656. }
  95657. declare module BABYLON {
  95658. /**
  95659. * Interface used to define ActionEvent
  95660. */
  95661. export interface IActionEvent {
  95662. /** The mesh or sprite that triggered the action */
  95663. source: any;
  95664. /** The X mouse cursor position at the time of the event */
  95665. pointerX: number;
  95666. /** The Y mouse cursor position at the time of the event */
  95667. pointerY: number;
  95668. /** The mesh that is currently pointed at (can be null) */
  95669. meshUnderPointer: Nullable<AbstractMesh>;
  95670. /** the original (browser) event that triggered the ActionEvent */
  95671. sourceEvent?: any;
  95672. /** additional data for the event */
  95673. additionalData?: any;
  95674. }
  95675. /**
  95676. * ActionEvent is the event being sent when an action is triggered.
  95677. */
  95678. export class ActionEvent implements IActionEvent {
  95679. /** The mesh or sprite that triggered the action */
  95680. source: any;
  95681. /** The X mouse cursor position at the time of the event */
  95682. pointerX: number;
  95683. /** The Y mouse cursor position at the time of the event */
  95684. pointerY: number;
  95685. /** The mesh that is currently pointed at (can be null) */
  95686. meshUnderPointer: Nullable<AbstractMesh>;
  95687. /** the original (browser) event that triggered the ActionEvent */
  95688. sourceEvent?: any;
  95689. /** additional data for the event */
  95690. additionalData?: any;
  95691. /**
  95692. * Creates a new ActionEvent
  95693. * @param source The mesh or sprite that triggered the action
  95694. * @param pointerX The X mouse cursor position at the time of the event
  95695. * @param pointerY The Y mouse cursor position at the time of the event
  95696. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  95697. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  95698. * @param additionalData additional data for the event
  95699. */
  95700. constructor(
  95701. /** The mesh or sprite that triggered the action */
  95702. source: any,
  95703. /** The X mouse cursor position at the time of the event */
  95704. pointerX: number,
  95705. /** The Y mouse cursor position at the time of the event */
  95706. pointerY: number,
  95707. /** The mesh that is currently pointed at (can be null) */
  95708. meshUnderPointer: Nullable<AbstractMesh>,
  95709. /** the original (browser) event that triggered the ActionEvent */
  95710. sourceEvent?: any,
  95711. /** additional data for the event */
  95712. additionalData?: any);
  95713. /**
  95714. * Helper function to auto-create an ActionEvent from a source mesh.
  95715. * @param source The source mesh that triggered the event
  95716. * @param evt The original (browser) event
  95717. * @param additionalData additional data for the event
  95718. * @returns the new ActionEvent
  95719. */
  95720. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  95721. /**
  95722. * Helper function to auto-create an ActionEvent from a source sprite
  95723. * @param source The source sprite that triggered the event
  95724. * @param scene Scene associated with the sprite
  95725. * @param evt The original (browser) event
  95726. * @param additionalData additional data for the event
  95727. * @returns the new ActionEvent
  95728. */
  95729. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  95730. /**
  95731. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  95732. * @param scene the scene where the event occurred
  95733. * @param evt The original (browser) event
  95734. * @returns the new ActionEvent
  95735. */
  95736. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  95737. /**
  95738. * Helper function to auto-create an ActionEvent from a primitive
  95739. * @param prim defines the target primitive
  95740. * @param pointerPos defines the pointer position
  95741. * @param evt The original (browser) event
  95742. * @param additionalData additional data for the event
  95743. * @returns the new ActionEvent
  95744. */
  95745. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  95746. }
  95747. }
  95748. declare module BABYLON {
  95749. /**
  95750. * Abstract class used to decouple action Manager from scene and meshes.
  95751. * Do not instantiate.
  95752. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95753. */
  95754. export abstract class AbstractActionManager implements IDisposable {
  95755. /** Gets the list of active triggers */
  95756. static Triggers: {
  95757. [key: string]: number;
  95758. };
  95759. /** Gets the cursor to use when hovering items */
  95760. hoverCursor: string;
  95761. /** Gets the list of actions */
  95762. actions: IAction[];
  95763. /**
  95764. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  95765. */
  95766. isRecursive: boolean;
  95767. /**
  95768. * Releases all associated resources
  95769. */
  95770. abstract dispose(): void;
  95771. /**
  95772. * Does this action manager has pointer triggers
  95773. */
  95774. abstract readonly hasPointerTriggers: boolean;
  95775. /**
  95776. * Does this action manager has pick triggers
  95777. */
  95778. abstract readonly hasPickTriggers: boolean;
  95779. /**
  95780. * Process a specific trigger
  95781. * @param trigger defines the trigger to process
  95782. * @param evt defines the event details to be processed
  95783. */
  95784. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  95785. /**
  95786. * Does this action manager handles actions of any of the given triggers
  95787. * @param triggers defines the triggers to be tested
  95788. * @return a boolean indicating whether one (or more) of the triggers is handled
  95789. */
  95790. abstract hasSpecificTriggers(triggers: number[]): boolean;
  95791. /**
  95792. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  95793. * speed.
  95794. * @param triggerA defines the trigger to be tested
  95795. * @param triggerB defines the trigger to be tested
  95796. * @return a boolean indicating whether one (or more) of the triggers is handled
  95797. */
  95798. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  95799. /**
  95800. * Does this action manager handles actions of a given trigger
  95801. * @param trigger defines the trigger to be tested
  95802. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  95803. * @return whether the trigger is handled
  95804. */
  95805. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  95806. /**
  95807. * Serialize this manager to a JSON object
  95808. * @param name defines the property name to store this manager
  95809. * @returns a JSON representation of this manager
  95810. */
  95811. abstract serialize(name: string): any;
  95812. /**
  95813. * Registers an action to this action manager
  95814. * @param action defines the action to be registered
  95815. * @return the action amended (prepared) after registration
  95816. */
  95817. abstract registerAction(action: IAction): Nullable<IAction>;
  95818. /**
  95819. * Unregisters an action to this action manager
  95820. * @param action defines the action to be unregistered
  95821. * @return a boolean indicating whether the action has been unregistered
  95822. */
  95823. abstract unregisterAction(action: IAction): Boolean;
  95824. /**
  95825. * Does exist one action manager with at least one trigger
  95826. **/
  95827. static readonly HasTriggers: boolean;
  95828. /**
  95829. * Does exist one action manager with at least one pick trigger
  95830. **/
  95831. static readonly HasPickTriggers: boolean;
  95832. /**
  95833. * Does exist one action manager that handles actions of a given trigger
  95834. * @param trigger defines the trigger to be tested
  95835. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  95836. **/
  95837. static HasSpecificTrigger(trigger: number): boolean;
  95838. }
  95839. }
  95840. declare module BABYLON {
  95841. /**
  95842. * Defines how a node can be built from a string name.
  95843. */
  95844. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  95845. /**
  95846. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  95847. */
  95848. export class Node implements IBehaviorAware<Node> {
  95849. /** @hidden */
  95850. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  95851. private static _NodeConstructors;
  95852. /**
  95853. * Add a new node constructor
  95854. * @param type defines the type name of the node to construct
  95855. * @param constructorFunc defines the constructor function
  95856. */
  95857. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  95858. /**
  95859. * Returns a node constructor based on type name
  95860. * @param type defines the type name
  95861. * @param name defines the new node name
  95862. * @param scene defines the hosting scene
  95863. * @param options defines optional options to transmit to constructors
  95864. * @returns the new constructor or null
  95865. */
  95866. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  95867. /**
  95868. * Gets or sets the name of the node
  95869. */
  95870. name: string;
  95871. /**
  95872. * Gets or sets the id of the node
  95873. */
  95874. id: string;
  95875. /**
  95876. * Gets or sets the unique id of the node
  95877. */
  95878. uniqueId: number;
  95879. /**
  95880. * Gets or sets a string used to store user defined state for the node
  95881. */
  95882. state: string;
  95883. /**
  95884. * Gets or sets an object used to store user defined information for the node
  95885. */
  95886. metadata: any;
  95887. /**
  95888. * For internal use only. Please do not use.
  95889. */
  95890. reservedDataStore: any;
  95891. /**
  95892. * List of inspectable custom properties (used by the Inspector)
  95893. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  95894. */
  95895. inspectableCustomProperties: IInspectable[];
  95896. private _doNotSerialize;
  95897. /**
  95898. * Gets or sets a boolean used to define if the node must be serialized
  95899. */
  95900. doNotSerialize: boolean;
  95901. /** @hidden */
  95902. _isDisposed: boolean;
  95903. /**
  95904. * Gets a list of Animations associated with the node
  95905. */
  95906. animations: Animation[];
  95907. protected _ranges: {
  95908. [name: string]: Nullable<AnimationRange>;
  95909. };
  95910. /**
  95911. * Callback raised when the node is ready to be used
  95912. */
  95913. onReady: Nullable<(node: Node) => void>;
  95914. private _isEnabled;
  95915. private _isParentEnabled;
  95916. private _isReady;
  95917. /** @hidden */
  95918. _currentRenderId: number;
  95919. private _parentUpdateId;
  95920. /** @hidden */
  95921. _childUpdateId: number;
  95922. /** @hidden */
  95923. _waitingParentId: Nullable<string>;
  95924. /** @hidden */
  95925. _scene: Scene;
  95926. /** @hidden */
  95927. _cache: any;
  95928. private _parentNode;
  95929. private _children;
  95930. /** @hidden */
  95931. _worldMatrix: Matrix;
  95932. /** @hidden */
  95933. _worldMatrixDeterminant: number;
  95934. /** @hidden */
  95935. _worldMatrixDeterminantIsDirty: boolean;
  95936. /** @hidden */
  95937. private _sceneRootNodesIndex;
  95938. /**
  95939. * Gets a boolean indicating if the node has been disposed
  95940. * @returns true if the node was disposed
  95941. */
  95942. isDisposed(): boolean;
  95943. /**
  95944. * Gets or sets the parent of the node (without keeping the current position in the scene)
  95945. * @see https://doc.babylonjs.com/how_to/parenting
  95946. */
  95947. parent: Nullable<Node>;
  95948. /** @hidden */
  95949. _addToSceneRootNodes(): void;
  95950. /** @hidden */
  95951. _removeFromSceneRootNodes(): void;
  95952. private _animationPropertiesOverride;
  95953. /**
  95954. * Gets or sets the animation properties override
  95955. */
  95956. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95957. /**
  95958. * Gets a string idenfifying the name of the class
  95959. * @returns "Node" string
  95960. */
  95961. getClassName(): string;
  95962. /** @hidden */
  95963. readonly _isNode: boolean;
  95964. /**
  95965. * An event triggered when the mesh is disposed
  95966. */
  95967. onDisposeObservable: Observable<Node>;
  95968. private _onDisposeObserver;
  95969. /**
  95970. * Sets a callback that will be raised when the node will be disposed
  95971. */
  95972. onDispose: () => void;
  95973. /**
  95974. * Creates a new Node
  95975. * @param name the name and id to be given to this node
  95976. * @param scene the scene this node will be added to
  95977. */
  95978. constructor(name: string, scene?: Nullable<Scene>);
  95979. /**
  95980. * Gets the scene of the node
  95981. * @returns a scene
  95982. */
  95983. getScene(): Scene;
  95984. /**
  95985. * Gets the engine of the node
  95986. * @returns a Engine
  95987. */
  95988. getEngine(): Engine;
  95989. private _behaviors;
  95990. /**
  95991. * Attach a behavior to the node
  95992. * @see http://doc.babylonjs.com/features/behaviour
  95993. * @param behavior defines the behavior to attach
  95994. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  95995. * @returns the current Node
  95996. */
  95997. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  95998. /**
  95999. * Remove an attached behavior
  96000. * @see http://doc.babylonjs.com/features/behaviour
  96001. * @param behavior defines the behavior to attach
  96002. * @returns the current Node
  96003. */
  96004. removeBehavior(behavior: Behavior<Node>): Node;
  96005. /**
  96006. * Gets the list of attached behaviors
  96007. * @see http://doc.babylonjs.com/features/behaviour
  96008. */
  96009. readonly behaviors: Behavior<Node>[];
  96010. /**
  96011. * Gets an attached behavior by name
  96012. * @param name defines the name of the behavior to look for
  96013. * @see http://doc.babylonjs.com/features/behaviour
  96014. * @returns null if behavior was not found else the requested behavior
  96015. */
  96016. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  96017. /**
  96018. * Returns the latest update of the World matrix
  96019. * @returns a Matrix
  96020. */
  96021. getWorldMatrix(): Matrix;
  96022. /** @hidden */
  96023. _getWorldMatrixDeterminant(): number;
  96024. /**
  96025. * Returns directly the latest state of the mesh World matrix.
  96026. * A Matrix is returned.
  96027. */
  96028. readonly worldMatrixFromCache: Matrix;
  96029. /** @hidden */
  96030. _initCache(): void;
  96031. /** @hidden */
  96032. updateCache(force?: boolean): void;
  96033. /** @hidden */
  96034. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  96035. /** @hidden */
  96036. _updateCache(ignoreParentClass?: boolean): void;
  96037. /** @hidden */
  96038. _isSynchronized(): boolean;
  96039. /** @hidden */
  96040. _markSyncedWithParent(): void;
  96041. /** @hidden */
  96042. isSynchronizedWithParent(): boolean;
  96043. /** @hidden */
  96044. isSynchronized(): boolean;
  96045. /**
  96046. * Is this node ready to be used/rendered
  96047. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  96048. * @return true if the node is ready
  96049. */
  96050. isReady(completeCheck?: boolean): boolean;
  96051. /**
  96052. * Is this node enabled?
  96053. * 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
  96054. * @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
  96055. * @return whether this node (and its parent) is enabled
  96056. */
  96057. isEnabled(checkAncestors?: boolean): boolean;
  96058. /** @hidden */
  96059. protected _syncParentEnabledState(): void;
  96060. /**
  96061. * Set the enabled state of this node
  96062. * @param value defines the new enabled state
  96063. */
  96064. setEnabled(value: boolean): void;
  96065. /**
  96066. * Is this node a descendant of the given node?
  96067. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  96068. * @param ancestor defines the parent node to inspect
  96069. * @returns a boolean indicating if this node is a descendant of the given node
  96070. */
  96071. isDescendantOf(ancestor: Node): boolean;
  96072. /** @hidden */
  96073. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  96074. /**
  96075. * Will return all nodes that have this node as ascendant
  96076. * @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
  96077. * @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
  96078. * @return all children nodes of all types
  96079. */
  96080. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  96081. /**
  96082. * Get all child-meshes of this node
  96083. * @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)
  96084. * @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
  96085. * @returns an array of AbstractMesh
  96086. */
  96087. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  96088. /**
  96089. * Get all direct children of this node
  96090. * @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
  96091. * @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)
  96092. * @returns an array of Node
  96093. */
  96094. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  96095. /** @hidden */
  96096. _setReady(state: boolean): void;
  96097. /**
  96098. * Get an animation by name
  96099. * @param name defines the name of the animation to look for
  96100. * @returns null if not found else the requested animation
  96101. */
  96102. getAnimationByName(name: string): Nullable<Animation>;
  96103. /**
  96104. * Creates an animation range for this node
  96105. * @param name defines the name of the range
  96106. * @param from defines the starting key
  96107. * @param to defines the end key
  96108. */
  96109. createAnimationRange(name: string, from: number, to: number): void;
  96110. /**
  96111. * Delete a specific animation range
  96112. * @param name defines the name of the range to delete
  96113. * @param deleteFrames defines if animation frames from the range must be deleted as well
  96114. */
  96115. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  96116. /**
  96117. * Get an animation range by name
  96118. * @param name defines the name of the animation range to look for
  96119. * @returns null if not found else the requested animation range
  96120. */
  96121. getAnimationRange(name: string): Nullable<AnimationRange>;
  96122. /**
  96123. * Gets the list of all animation ranges defined on this node
  96124. * @returns an array
  96125. */
  96126. getAnimationRanges(): Nullable<AnimationRange>[];
  96127. /**
  96128. * Will start the animation sequence
  96129. * @param name defines the range frames for animation sequence
  96130. * @param loop defines if the animation should loop (false by default)
  96131. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  96132. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  96133. * @returns the object created for this animation. If range does not exist, it will return null
  96134. */
  96135. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  96136. /**
  96137. * Serialize animation ranges into a JSON compatible object
  96138. * @returns serialization object
  96139. */
  96140. serializeAnimationRanges(): any;
  96141. /**
  96142. * Computes the world matrix of the node
  96143. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  96144. * @returns the world matrix
  96145. */
  96146. computeWorldMatrix(force?: boolean): Matrix;
  96147. /**
  96148. * Releases resources associated with this node.
  96149. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  96150. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  96151. */
  96152. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  96153. /**
  96154. * Parse animation range data from a serialization object and store them into a given node
  96155. * @param node defines where to store the animation ranges
  96156. * @param parsedNode defines the serialization object to read data from
  96157. * @param scene defines the hosting scene
  96158. */
  96159. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  96160. /**
  96161. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  96162. * @param includeDescendants Include bounding info from descendants as well (true by default)
  96163. * @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
  96164. * @returns the new bounding vectors
  96165. */
  96166. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  96167. min: Vector3;
  96168. max: Vector3;
  96169. };
  96170. }
  96171. }
  96172. declare module BABYLON {
  96173. /**
  96174. * @hidden
  96175. */
  96176. export class _IAnimationState {
  96177. key: number;
  96178. repeatCount: number;
  96179. workValue?: any;
  96180. loopMode?: number;
  96181. offsetValue?: any;
  96182. highLimitValue?: any;
  96183. }
  96184. /**
  96185. * Class used to store any kind of animation
  96186. */
  96187. export class Animation {
  96188. /**Name of the animation */
  96189. name: string;
  96190. /**Property to animate */
  96191. targetProperty: string;
  96192. /**The frames per second of the animation */
  96193. framePerSecond: number;
  96194. /**The data type of the animation */
  96195. dataType: number;
  96196. /**The loop mode of the animation */
  96197. loopMode?: number | undefined;
  96198. /**Specifies if blending should be enabled */
  96199. enableBlending?: boolean | undefined;
  96200. /**
  96201. * Use matrix interpolation instead of using direct key value when animating matrices
  96202. */
  96203. static AllowMatricesInterpolation: boolean;
  96204. /**
  96205. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  96206. */
  96207. static AllowMatrixDecomposeForInterpolation: boolean;
  96208. /**
  96209. * Stores the key frames of the animation
  96210. */
  96211. private _keys;
  96212. /**
  96213. * Stores the easing function of the animation
  96214. */
  96215. private _easingFunction;
  96216. /**
  96217. * @hidden Internal use only
  96218. */
  96219. _runtimeAnimations: RuntimeAnimation[];
  96220. /**
  96221. * The set of event that will be linked to this animation
  96222. */
  96223. private _events;
  96224. /**
  96225. * Stores an array of target property paths
  96226. */
  96227. targetPropertyPath: string[];
  96228. /**
  96229. * Stores the blending speed of the animation
  96230. */
  96231. blendingSpeed: number;
  96232. /**
  96233. * Stores the animation ranges for the animation
  96234. */
  96235. private _ranges;
  96236. /**
  96237. * @hidden Internal use
  96238. */
  96239. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  96240. /**
  96241. * Sets up an animation
  96242. * @param property The property to animate
  96243. * @param animationType The animation type to apply
  96244. * @param framePerSecond The frames per second of the animation
  96245. * @param easingFunction The easing function used in the animation
  96246. * @returns The created animation
  96247. */
  96248. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  96249. /**
  96250. * Create and start an animation on a node
  96251. * @param name defines the name of the global animation that will be run on all nodes
  96252. * @param node defines the root node where the animation will take place
  96253. * @param targetProperty defines property to animate
  96254. * @param framePerSecond defines the number of frame per second yo use
  96255. * @param totalFrame defines the number of frames in total
  96256. * @param from defines the initial value
  96257. * @param to defines the final value
  96258. * @param loopMode defines which loop mode you want to use (off by default)
  96259. * @param easingFunction defines the easing function to use (linear by default)
  96260. * @param onAnimationEnd defines the callback to call when animation end
  96261. * @returns the animatable created for this animation
  96262. */
  96263. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  96264. /**
  96265. * Create and start an animation on a node and its descendants
  96266. * @param name defines the name of the global animation that will be run on all nodes
  96267. * @param node defines the root node where the animation will take place
  96268. * @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
  96269. * @param targetProperty defines property to animate
  96270. * @param framePerSecond defines the number of frame per second to use
  96271. * @param totalFrame defines the number of frames in total
  96272. * @param from defines the initial value
  96273. * @param to defines the final value
  96274. * @param loopMode defines which loop mode you want to use (off by default)
  96275. * @param easingFunction defines the easing function to use (linear by default)
  96276. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  96277. * @returns the list of animatables created for all nodes
  96278. * @example https://www.babylonjs-playground.com/#MH0VLI
  96279. */
  96280. 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[]>;
  96281. /**
  96282. * Creates a new animation, merges it with the existing animations and starts it
  96283. * @param name Name of the animation
  96284. * @param node Node which contains the scene that begins the animations
  96285. * @param targetProperty Specifies which property to animate
  96286. * @param framePerSecond The frames per second of the animation
  96287. * @param totalFrame The total number of frames
  96288. * @param from The frame at the beginning of the animation
  96289. * @param to The frame at the end of the animation
  96290. * @param loopMode Specifies the loop mode of the animation
  96291. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  96292. * @param onAnimationEnd Callback to run once the animation is complete
  96293. * @returns Nullable animation
  96294. */
  96295. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  96296. /**
  96297. * Transition property of an host to the target Value
  96298. * @param property The property to transition
  96299. * @param targetValue The target Value of the property
  96300. * @param host The object where the property to animate belongs
  96301. * @param scene Scene used to run the animation
  96302. * @param frameRate Framerate (in frame/s) to use
  96303. * @param transition The transition type we want to use
  96304. * @param duration The duration of the animation, in milliseconds
  96305. * @param onAnimationEnd Callback trigger at the end of the animation
  96306. * @returns Nullable animation
  96307. */
  96308. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  96309. /**
  96310. * Return the array of runtime animations currently using this animation
  96311. */
  96312. readonly runtimeAnimations: RuntimeAnimation[];
  96313. /**
  96314. * Specifies if any of the runtime animations are currently running
  96315. */
  96316. readonly hasRunningRuntimeAnimations: boolean;
  96317. /**
  96318. * Initializes the animation
  96319. * @param name Name of the animation
  96320. * @param targetProperty Property to animate
  96321. * @param framePerSecond The frames per second of the animation
  96322. * @param dataType The data type of the animation
  96323. * @param loopMode The loop mode of the animation
  96324. * @param enableBlending Specifies if blending should be enabled
  96325. */
  96326. constructor(
  96327. /**Name of the animation */
  96328. name: string,
  96329. /**Property to animate */
  96330. targetProperty: string,
  96331. /**The frames per second of the animation */
  96332. framePerSecond: number,
  96333. /**The data type of the animation */
  96334. dataType: number,
  96335. /**The loop mode of the animation */
  96336. loopMode?: number | undefined,
  96337. /**Specifies if blending should be enabled */
  96338. enableBlending?: boolean | undefined);
  96339. /**
  96340. * Converts the animation to a string
  96341. * @param fullDetails support for multiple levels of logging within scene loading
  96342. * @returns String form of the animation
  96343. */
  96344. toString(fullDetails?: boolean): string;
  96345. /**
  96346. * Add an event to this animation
  96347. * @param event Event to add
  96348. */
  96349. addEvent(event: AnimationEvent): void;
  96350. /**
  96351. * Remove all events found at the given frame
  96352. * @param frame The frame to remove events from
  96353. */
  96354. removeEvents(frame: number): void;
  96355. /**
  96356. * Retrieves all the events from the animation
  96357. * @returns Events from the animation
  96358. */
  96359. getEvents(): AnimationEvent[];
  96360. /**
  96361. * Creates an animation range
  96362. * @param name Name of the animation range
  96363. * @param from Starting frame of the animation range
  96364. * @param to Ending frame of the animation
  96365. */
  96366. createRange(name: string, from: number, to: number): void;
  96367. /**
  96368. * Deletes an animation range by name
  96369. * @param name Name of the animation range to delete
  96370. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  96371. */
  96372. deleteRange(name: string, deleteFrames?: boolean): void;
  96373. /**
  96374. * Gets the animation range by name, or null if not defined
  96375. * @param name Name of the animation range
  96376. * @returns Nullable animation range
  96377. */
  96378. getRange(name: string): Nullable<AnimationRange>;
  96379. /**
  96380. * Gets the key frames from the animation
  96381. * @returns The key frames of the animation
  96382. */
  96383. getKeys(): Array<IAnimationKey>;
  96384. /**
  96385. * Gets the highest frame rate of the animation
  96386. * @returns Highest frame rate of the animation
  96387. */
  96388. getHighestFrame(): number;
  96389. /**
  96390. * Gets the easing function of the animation
  96391. * @returns Easing function of the animation
  96392. */
  96393. getEasingFunction(): IEasingFunction;
  96394. /**
  96395. * Sets the easing function of the animation
  96396. * @param easingFunction A custom mathematical formula for animation
  96397. */
  96398. setEasingFunction(easingFunction: EasingFunction): void;
  96399. /**
  96400. * Interpolates a scalar linearly
  96401. * @param startValue Start value of the animation curve
  96402. * @param endValue End value of the animation curve
  96403. * @param gradient Scalar amount to interpolate
  96404. * @returns Interpolated scalar value
  96405. */
  96406. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  96407. /**
  96408. * Interpolates a scalar cubically
  96409. * @param startValue Start value of the animation curve
  96410. * @param outTangent End tangent of the animation
  96411. * @param endValue End value of the animation curve
  96412. * @param inTangent Start tangent of the animation curve
  96413. * @param gradient Scalar amount to interpolate
  96414. * @returns Interpolated scalar value
  96415. */
  96416. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  96417. /**
  96418. * Interpolates a quaternion using a spherical linear interpolation
  96419. * @param startValue Start value of the animation curve
  96420. * @param endValue End value of the animation curve
  96421. * @param gradient Scalar amount to interpolate
  96422. * @returns Interpolated quaternion value
  96423. */
  96424. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  96425. /**
  96426. * Interpolates a quaternion cubically
  96427. * @param startValue Start value of the animation curve
  96428. * @param outTangent End tangent of the animation curve
  96429. * @param endValue End value of the animation curve
  96430. * @param inTangent Start tangent of the animation curve
  96431. * @param gradient Scalar amount to interpolate
  96432. * @returns Interpolated quaternion value
  96433. */
  96434. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  96435. /**
  96436. * Interpolates a Vector3 linearl
  96437. * @param startValue Start value of the animation curve
  96438. * @param endValue End value of the animation curve
  96439. * @param gradient Scalar amount to interpolate
  96440. * @returns Interpolated scalar value
  96441. */
  96442. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  96443. /**
  96444. * Interpolates a Vector3 cubically
  96445. * @param startValue Start value of the animation curve
  96446. * @param outTangent End tangent of the animation
  96447. * @param endValue End value of the animation curve
  96448. * @param inTangent Start tangent of the animation curve
  96449. * @param gradient Scalar amount to interpolate
  96450. * @returns InterpolatedVector3 value
  96451. */
  96452. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  96453. /**
  96454. * Interpolates a Vector2 linearly
  96455. * @param startValue Start value of the animation curve
  96456. * @param endValue End value of the animation curve
  96457. * @param gradient Scalar amount to interpolate
  96458. * @returns Interpolated Vector2 value
  96459. */
  96460. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  96461. /**
  96462. * Interpolates a Vector2 cubically
  96463. * @param startValue Start value of the animation curve
  96464. * @param outTangent End tangent of the animation
  96465. * @param endValue End value of the animation curve
  96466. * @param inTangent Start tangent of the animation curve
  96467. * @param gradient Scalar amount to interpolate
  96468. * @returns Interpolated Vector2 value
  96469. */
  96470. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  96471. /**
  96472. * Interpolates a size linearly
  96473. * @param startValue Start value of the animation curve
  96474. * @param endValue End value of the animation curve
  96475. * @param gradient Scalar amount to interpolate
  96476. * @returns Interpolated Size value
  96477. */
  96478. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  96479. /**
  96480. * Interpolates a Color3 linearly
  96481. * @param startValue Start value of the animation curve
  96482. * @param endValue End value of the animation curve
  96483. * @param gradient Scalar amount to interpolate
  96484. * @returns Interpolated Color3 value
  96485. */
  96486. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  96487. /**
  96488. * Interpolates a Color4 linearly
  96489. * @param startValue Start value of the animation curve
  96490. * @param endValue End value of the animation curve
  96491. * @param gradient Scalar amount to interpolate
  96492. * @returns Interpolated Color3 value
  96493. */
  96494. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  96495. /**
  96496. * @hidden Internal use only
  96497. */
  96498. _getKeyValue(value: any): any;
  96499. /**
  96500. * @hidden Internal use only
  96501. */
  96502. _interpolate(currentFrame: number, state: _IAnimationState): any;
  96503. /**
  96504. * Defines the function to use to interpolate matrices
  96505. * @param startValue defines the start matrix
  96506. * @param endValue defines the end matrix
  96507. * @param gradient defines the gradient between both matrices
  96508. * @param result defines an optional target matrix where to store the interpolation
  96509. * @returns the interpolated matrix
  96510. */
  96511. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  96512. /**
  96513. * Makes a copy of the animation
  96514. * @returns Cloned animation
  96515. */
  96516. clone(): Animation;
  96517. /**
  96518. * Sets the key frames of the animation
  96519. * @param values The animation key frames to set
  96520. */
  96521. setKeys(values: Array<IAnimationKey>): void;
  96522. /**
  96523. * Serializes the animation to an object
  96524. * @returns Serialized object
  96525. */
  96526. serialize(): any;
  96527. /**
  96528. * Float animation type
  96529. */
  96530. static readonly ANIMATIONTYPE_FLOAT: number;
  96531. /**
  96532. * Vector3 animation type
  96533. */
  96534. static readonly ANIMATIONTYPE_VECTOR3: number;
  96535. /**
  96536. * Quaternion animation type
  96537. */
  96538. static readonly ANIMATIONTYPE_QUATERNION: number;
  96539. /**
  96540. * Matrix animation type
  96541. */
  96542. static readonly ANIMATIONTYPE_MATRIX: number;
  96543. /**
  96544. * Color3 animation type
  96545. */
  96546. static readonly ANIMATIONTYPE_COLOR3: number;
  96547. /**
  96548. * Color3 animation type
  96549. */
  96550. static readonly ANIMATIONTYPE_COLOR4: number;
  96551. /**
  96552. * Vector2 animation type
  96553. */
  96554. static readonly ANIMATIONTYPE_VECTOR2: number;
  96555. /**
  96556. * Size animation type
  96557. */
  96558. static readonly ANIMATIONTYPE_SIZE: number;
  96559. /**
  96560. * Relative Loop Mode
  96561. */
  96562. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  96563. /**
  96564. * Cycle Loop Mode
  96565. */
  96566. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  96567. /**
  96568. * Constant Loop Mode
  96569. */
  96570. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  96571. /** @hidden */
  96572. static _UniversalLerp(left: any, right: any, amount: number): any;
  96573. /**
  96574. * Parses an animation object and creates an animation
  96575. * @param parsedAnimation Parsed animation object
  96576. * @returns Animation object
  96577. */
  96578. static Parse(parsedAnimation: any): Animation;
  96579. /**
  96580. * Appends the serialized animations from the source animations
  96581. * @param source Source containing the animations
  96582. * @param destination Target to store the animations
  96583. */
  96584. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96585. }
  96586. }
  96587. declare module BABYLON {
  96588. /**
  96589. * Interface containing an array of animations
  96590. */
  96591. export interface IAnimatable {
  96592. /**
  96593. * Array of animations
  96594. */
  96595. animations: Nullable<Array<Animation>>;
  96596. }
  96597. }
  96598. declare module BABYLON {
  96599. /**
  96600. * This represents all the required information to add a fresnel effect on a material:
  96601. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  96602. */
  96603. export class FresnelParameters {
  96604. private _isEnabled;
  96605. /**
  96606. * Define if the fresnel effect is enable or not.
  96607. */
  96608. isEnabled: boolean;
  96609. /**
  96610. * Define the color used on edges (grazing angle)
  96611. */
  96612. leftColor: Color3;
  96613. /**
  96614. * Define the color used on center
  96615. */
  96616. rightColor: Color3;
  96617. /**
  96618. * Define bias applied to computed fresnel term
  96619. */
  96620. bias: number;
  96621. /**
  96622. * Defined the power exponent applied to fresnel term
  96623. */
  96624. power: number;
  96625. /**
  96626. * Clones the current fresnel and its valuues
  96627. * @returns a clone fresnel configuration
  96628. */
  96629. clone(): FresnelParameters;
  96630. /**
  96631. * Serializes the current fresnel parameters to a JSON representation.
  96632. * @return the JSON serialization
  96633. */
  96634. serialize(): any;
  96635. /**
  96636. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  96637. * @param parsedFresnelParameters Define the JSON representation
  96638. * @returns the parsed parameters
  96639. */
  96640. static Parse(parsedFresnelParameters: any): FresnelParameters;
  96641. }
  96642. }
  96643. declare module BABYLON {
  96644. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  96645. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96646. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96647. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96648. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96649. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96650. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96651. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96652. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96653. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96654. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96655. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96656. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96657. /**
  96658. * Decorator used to define property that can be serialized as reference to a camera
  96659. * @param sourceName defines the name of the property to decorate
  96660. */
  96661. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96662. /**
  96663. * Class used to help serialization objects
  96664. */
  96665. export class SerializationHelper {
  96666. /** @hidden */
  96667. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  96668. /** @hidden */
  96669. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  96670. /** @hidden */
  96671. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  96672. /** @hidden */
  96673. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  96674. /**
  96675. * Appends the serialized animations from the source animations
  96676. * @param source Source containing the animations
  96677. * @param destination Target to store the animations
  96678. */
  96679. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96680. /**
  96681. * Static function used to serialized a specific entity
  96682. * @param entity defines the entity to serialize
  96683. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  96684. * @returns a JSON compatible object representing the serialization of the entity
  96685. */
  96686. static Serialize<T>(entity: T, serializationObject?: any): any;
  96687. /**
  96688. * Creates a new entity from a serialization data object
  96689. * @param creationFunction defines a function used to instanciated the new entity
  96690. * @param source defines the source serialization data
  96691. * @param scene defines the hosting scene
  96692. * @param rootUrl defines the root url for resources
  96693. * @returns a new entity
  96694. */
  96695. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  96696. /**
  96697. * Clones an object
  96698. * @param creationFunction defines the function used to instanciate the new object
  96699. * @param source defines the source object
  96700. * @returns the cloned object
  96701. */
  96702. static Clone<T>(creationFunction: () => T, source: T): T;
  96703. /**
  96704. * Instanciates a new object based on a source one (some data will be shared between both object)
  96705. * @param creationFunction defines the function used to instanciate the new object
  96706. * @param source defines the source object
  96707. * @returns the new object
  96708. */
  96709. static Instanciate<T>(creationFunction: () => T, source: T): T;
  96710. }
  96711. }
  96712. declare module BABYLON {
  96713. /**
  96714. * Class used to manipulate GUIDs
  96715. */
  96716. export class GUID {
  96717. /**
  96718. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96719. * Be aware Math.random() could cause collisions, but:
  96720. * "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"
  96721. * @returns a pseudo random id
  96722. */
  96723. static RandomId(): string;
  96724. }
  96725. }
  96726. declare module BABYLON {
  96727. /**
  96728. * Base class of all the textures in babylon.
  96729. * It groups all the common properties the materials, post process, lights... might need
  96730. * in order to make a correct use of the texture.
  96731. */
  96732. export class BaseTexture implements IAnimatable {
  96733. /**
  96734. * Default anisotropic filtering level for the application.
  96735. * It is set to 4 as a good tradeoff between perf and quality.
  96736. */
  96737. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  96738. /**
  96739. * Gets or sets the unique id of the texture
  96740. */
  96741. uniqueId: number;
  96742. /**
  96743. * Define the name of the texture.
  96744. */
  96745. name: string;
  96746. /**
  96747. * Gets or sets an object used to store user defined information.
  96748. */
  96749. metadata: any;
  96750. /**
  96751. * For internal use only. Please do not use.
  96752. */
  96753. reservedDataStore: any;
  96754. private _hasAlpha;
  96755. /**
  96756. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  96757. */
  96758. hasAlpha: boolean;
  96759. /**
  96760. * Defines if the alpha value should be determined via the rgb values.
  96761. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  96762. */
  96763. getAlphaFromRGB: boolean;
  96764. /**
  96765. * Intensity or strength of the texture.
  96766. * It is commonly used by materials to fine tune the intensity of the texture
  96767. */
  96768. level: number;
  96769. /**
  96770. * Define the UV chanel to use starting from 0 and defaulting to 0.
  96771. * This is part of the texture as textures usually maps to one uv set.
  96772. */
  96773. coordinatesIndex: number;
  96774. private _coordinatesMode;
  96775. /**
  96776. * How a texture is mapped.
  96777. *
  96778. * | Value | Type | Description |
  96779. * | ----- | ----------------------------------- | ----------- |
  96780. * | 0 | EXPLICIT_MODE | |
  96781. * | 1 | SPHERICAL_MODE | |
  96782. * | 2 | PLANAR_MODE | |
  96783. * | 3 | CUBIC_MODE | |
  96784. * | 4 | PROJECTION_MODE | |
  96785. * | 5 | SKYBOX_MODE | |
  96786. * | 6 | INVCUBIC_MODE | |
  96787. * | 7 | EQUIRECTANGULAR_MODE | |
  96788. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  96789. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  96790. */
  96791. coordinatesMode: number;
  96792. /**
  96793. * | Value | Type | Description |
  96794. * | ----- | ------------------ | ----------- |
  96795. * | 0 | CLAMP_ADDRESSMODE | |
  96796. * | 1 | WRAP_ADDRESSMODE | |
  96797. * | 2 | MIRROR_ADDRESSMODE | |
  96798. */
  96799. wrapU: number;
  96800. /**
  96801. * | Value | Type | Description |
  96802. * | ----- | ------------------ | ----------- |
  96803. * | 0 | CLAMP_ADDRESSMODE | |
  96804. * | 1 | WRAP_ADDRESSMODE | |
  96805. * | 2 | MIRROR_ADDRESSMODE | |
  96806. */
  96807. wrapV: number;
  96808. /**
  96809. * | Value | Type | Description |
  96810. * | ----- | ------------------ | ----------- |
  96811. * | 0 | CLAMP_ADDRESSMODE | |
  96812. * | 1 | WRAP_ADDRESSMODE | |
  96813. * | 2 | MIRROR_ADDRESSMODE | |
  96814. */
  96815. wrapR: number;
  96816. /**
  96817. * With compliant hardware and browser (supporting anisotropic filtering)
  96818. * this defines the level of anisotropic filtering in the texture.
  96819. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  96820. */
  96821. anisotropicFilteringLevel: number;
  96822. /**
  96823. * Define if the texture is a cube texture or if false a 2d texture.
  96824. */
  96825. isCube: boolean;
  96826. /**
  96827. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  96828. */
  96829. is3D: boolean;
  96830. /**
  96831. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  96832. */
  96833. is2DArray: boolean;
  96834. /**
  96835. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  96836. * HDR texture are usually stored in linear space.
  96837. * This only impacts the PBR and Background materials
  96838. */
  96839. gammaSpace: boolean;
  96840. /**
  96841. * Gets or sets whether or not the texture contains RGBD data.
  96842. */
  96843. isRGBD: boolean;
  96844. /**
  96845. * Is Z inverted in the texture (useful in a cube texture).
  96846. */
  96847. invertZ: boolean;
  96848. /**
  96849. * Are mip maps generated for this texture or not.
  96850. */
  96851. readonly noMipmap: boolean;
  96852. /**
  96853. * @hidden
  96854. */
  96855. lodLevelInAlpha: boolean;
  96856. /**
  96857. * With prefiltered texture, defined the offset used during the prefiltering steps.
  96858. */
  96859. lodGenerationOffset: number;
  96860. /**
  96861. * With prefiltered texture, defined the scale used during the prefiltering steps.
  96862. */
  96863. lodGenerationScale: number;
  96864. /**
  96865. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  96866. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  96867. * average roughness values.
  96868. */
  96869. linearSpecularLOD: boolean;
  96870. /**
  96871. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  96872. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  96873. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  96874. */
  96875. irradianceTexture: Nullable<BaseTexture>;
  96876. /**
  96877. * Define if the texture is a render target.
  96878. */
  96879. isRenderTarget: boolean;
  96880. /**
  96881. * Define the unique id of the texture in the scene.
  96882. */
  96883. readonly uid: string;
  96884. /**
  96885. * Return a string representation of the texture.
  96886. * @returns the texture as a string
  96887. */
  96888. toString(): string;
  96889. /**
  96890. * Get the class name of the texture.
  96891. * @returns "BaseTexture"
  96892. */
  96893. getClassName(): string;
  96894. /**
  96895. * Define the list of animation attached to the texture.
  96896. */
  96897. animations: Animation[];
  96898. /**
  96899. * An event triggered when the texture is disposed.
  96900. */
  96901. onDisposeObservable: Observable<BaseTexture>;
  96902. private _onDisposeObserver;
  96903. /**
  96904. * Callback triggered when the texture has been disposed.
  96905. * Kept for back compatibility, you can use the onDisposeObservable instead.
  96906. */
  96907. onDispose: () => void;
  96908. /**
  96909. * Define the current state of the loading sequence when in delayed load mode.
  96910. */
  96911. delayLoadState: number;
  96912. private _scene;
  96913. /** @hidden */
  96914. _texture: Nullable<InternalTexture>;
  96915. private _uid;
  96916. /**
  96917. * Define if the texture is preventinga material to render or not.
  96918. * If not and the texture is not ready, the engine will use a default black texture instead.
  96919. */
  96920. readonly isBlocking: boolean;
  96921. /**
  96922. * Instantiates a new BaseTexture.
  96923. * Base class of all the textures in babylon.
  96924. * It groups all the common properties the materials, post process, lights... might need
  96925. * in order to make a correct use of the texture.
  96926. * @param scene Define the scene the texture blongs to
  96927. */
  96928. constructor(scene: Nullable<Scene>);
  96929. /**
  96930. * Get the scene the texture belongs to.
  96931. * @returns the scene or null if undefined
  96932. */
  96933. getScene(): Nullable<Scene>;
  96934. /**
  96935. * Get the texture transform matrix used to offset tile the texture for istance.
  96936. * @returns the transformation matrix
  96937. */
  96938. getTextureMatrix(): Matrix;
  96939. /**
  96940. * Get the texture reflection matrix used to rotate/transform the reflection.
  96941. * @returns the reflection matrix
  96942. */
  96943. getReflectionTextureMatrix(): Matrix;
  96944. /**
  96945. * Get the underlying lower level texture from Babylon.
  96946. * @returns the insternal texture
  96947. */
  96948. getInternalTexture(): Nullable<InternalTexture>;
  96949. /**
  96950. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  96951. * @returns true if ready or not blocking
  96952. */
  96953. isReadyOrNotBlocking(): boolean;
  96954. /**
  96955. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  96956. * @returns true if fully ready
  96957. */
  96958. isReady(): boolean;
  96959. private _cachedSize;
  96960. /**
  96961. * Get the size of the texture.
  96962. * @returns the texture size.
  96963. */
  96964. getSize(): ISize;
  96965. /**
  96966. * Get the base size of the texture.
  96967. * It can be different from the size if the texture has been resized for POT for instance
  96968. * @returns the base size
  96969. */
  96970. getBaseSize(): ISize;
  96971. /**
  96972. * Update the sampling mode of the texture.
  96973. * Default is Trilinear mode.
  96974. *
  96975. * | Value | Type | Description |
  96976. * | ----- | ------------------ | ----------- |
  96977. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  96978. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  96979. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  96980. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  96981. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  96982. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  96983. * | 7 | NEAREST_LINEAR | |
  96984. * | 8 | NEAREST_NEAREST | |
  96985. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  96986. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  96987. * | 11 | LINEAR_LINEAR | |
  96988. * | 12 | LINEAR_NEAREST | |
  96989. *
  96990. * > _mag_: magnification filter (close to the viewer)
  96991. * > _min_: minification filter (far from the viewer)
  96992. * > _mip_: filter used between mip map levels
  96993. *@param samplingMode Define the new sampling mode of the texture
  96994. */
  96995. updateSamplingMode(samplingMode: number): void;
  96996. /**
  96997. * Scales the texture if is `canRescale()`
  96998. * @param ratio the resize factor we want to use to rescale
  96999. */
  97000. scale(ratio: number): void;
  97001. /**
  97002. * Get if the texture can rescale.
  97003. */
  97004. readonly canRescale: boolean;
  97005. /** @hidden */
  97006. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  97007. /** @hidden */
  97008. _rebuild(): void;
  97009. /**
  97010. * Triggers the load sequence in delayed load mode.
  97011. */
  97012. delayLoad(): void;
  97013. /**
  97014. * Clones the texture.
  97015. * @returns the cloned texture
  97016. */
  97017. clone(): Nullable<BaseTexture>;
  97018. /**
  97019. * Get the texture underlying type (INT, FLOAT...)
  97020. */
  97021. readonly textureType: number;
  97022. /**
  97023. * Get the texture underlying format (RGB, RGBA...)
  97024. */
  97025. readonly textureFormat: number;
  97026. /**
  97027. * Indicates that textures need to be re-calculated for all materials
  97028. */
  97029. protected _markAllSubMeshesAsTexturesDirty(): void;
  97030. /**
  97031. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  97032. * This will returns an RGBA array buffer containing either in values (0-255) or
  97033. * float values (0-1) depending of the underlying buffer type.
  97034. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  97035. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  97036. * @param buffer defines a user defined buffer to fill with data (can be null)
  97037. * @returns The Array buffer containing the pixels data.
  97038. */
  97039. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  97040. /**
  97041. * Release and destroy the underlying lower level texture aka internalTexture.
  97042. */
  97043. releaseInternalTexture(): void;
  97044. /** @hidden */
  97045. readonly _lodTextureHigh: Nullable<BaseTexture>;
  97046. /** @hidden */
  97047. readonly _lodTextureMid: Nullable<BaseTexture>;
  97048. /** @hidden */
  97049. readonly _lodTextureLow: Nullable<BaseTexture>;
  97050. /**
  97051. * Dispose the texture and release its associated resources.
  97052. */
  97053. dispose(): void;
  97054. /**
  97055. * Serialize the texture into a JSON representation that can be parsed later on.
  97056. * @returns the JSON representation of the texture
  97057. */
  97058. serialize(): any;
  97059. /**
  97060. * Helper function to be called back once a list of texture contains only ready textures.
  97061. * @param textures Define the list of textures to wait for
  97062. * @param callback Define the callback triggered once the entire list will be ready
  97063. */
  97064. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  97065. }
  97066. }
  97067. declare module BABYLON {
  97068. /**
  97069. * Options to be used when creating an effect.
  97070. */
  97071. export interface IEffectCreationOptions {
  97072. /**
  97073. * Atrributes that will be used in the shader.
  97074. */
  97075. attributes: string[];
  97076. /**
  97077. * Uniform varible names that will be set in the shader.
  97078. */
  97079. uniformsNames: string[];
  97080. /**
  97081. * Uniform buffer variable names that will be set in the shader.
  97082. */
  97083. uniformBuffersNames: string[];
  97084. /**
  97085. * Sampler texture variable names that will be set in the shader.
  97086. */
  97087. samplers: string[];
  97088. /**
  97089. * Define statements that will be set in the shader.
  97090. */
  97091. defines: any;
  97092. /**
  97093. * Possible fallbacks for this effect to improve performance when needed.
  97094. */
  97095. fallbacks: Nullable<IEffectFallbacks>;
  97096. /**
  97097. * Callback that will be called when the shader is compiled.
  97098. */
  97099. onCompiled: Nullable<(effect: Effect) => void>;
  97100. /**
  97101. * Callback that will be called if an error occurs during shader compilation.
  97102. */
  97103. onError: Nullable<(effect: Effect, errors: string) => void>;
  97104. /**
  97105. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  97106. */
  97107. indexParameters?: any;
  97108. /**
  97109. * Max number of lights that can be used in the shader.
  97110. */
  97111. maxSimultaneousLights?: number;
  97112. /**
  97113. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  97114. */
  97115. transformFeedbackVaryings?: Nullable<string[]>;
  97116. }
  97117. /**
  97118. * Effect containing vertex and fragment shader that can be executed on an object.
  97119. */
  97120. export class Effect implements IDisposable {
  97121. /**
  97122. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  97123. */
  97124. static ShadersRepository: string;
  97125. /**
  97126. * Name of the effect.
  97127. */
  97128. name: any;
  97129. /**
  97130. * String container all the define statements that should be set on the shader.
  97131. */
  97132. defines: string;
  97133. /**
  97134. * Callback that will be called when the shader is compiled.
  97135. */
  97136. onCompiled: Nullable<(effect: Effect) => void>;
  97137. /**
  97138. * Callback that will be called if an error occurs during shader compilation.
  97139. */
  97140. onError: Nullable<(effect: Effect, errors: string) => void>;
  97141. /**
  97142. * Callback that will be called when effect is bound.
  97143. */
  97144. onBind: Nullable<(effect: Effect) => void>;
  97145. /**
  97146. * Unique ID of the effect.
  97147. */
  97148. uniqueId: number;
  97149. /**
  97150. * Observable that will be called when the shader is compiled.
  97151. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  97152. */
  97153. onCompileObservable: Observable<Effect>;
  97154. /**
  97155. * Observable that will be called if an error occurs during shader compilation.
  97156. */
  97157. onErrorObservable: Observable<Effect>;
  97158. /** @hidden */
  97159. _onBindObservable: Nullable<Observable<Effect>>;
  97160. /**
  97161. * Observable that will be called when effect is bound.
  97162. */
  97163. readonly onBindObservable: Observable<Effect>;
  97164. /** @hidden */
  97165. _bonesComputationForcedToCPU: boolean;
  97166. private static _uniqueIdSeed;
  97167. private _engine;
  97168. private _uniformBuffersNames;
  97169. private _uniformsNames;
  97170. private _samplerList;
  97171. private _samplers;
  97172. private _isReady;
  97173. private _compilationError;
  97174. private _allFallbacksProcessed;
  97175. private _attributesNames;
  97176. private _attributes;
  97177. private _uniforms;
  97178. /**
  97179. * Key for the effect.
  97180. * @hidden
  97181. */
  97182. _key: string;
  97183. private _indexParameters;
  97184. private _fallbacks;
  97185. private _vertexSourceCode;
  97186. private _fragmentSourceCode;
  97187. private _vertexSourceCodeOverride;
  97188. private _fragmentSourceCodeOverride;
  97189. private _transformFeedbackVaryings;
  97190. /**
  97191. * Compiled shader to webGL program.
  97192. * @hidden
  97193. */
  97194. _pipelineContext: Nullable<IPipelineContext>;
  97195. private _valueCache;
  97196. private static _baseCache;
  97197. /**
  97198. * Instantiates an effect.
  97199. * An effect can be used to create/manage/execute vertex and fragment shaders.
  97200. * @param baseName Name of the effect.
  97201. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  97202. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  97203. * @param samplers List of sampler variables that will be passed to the shader.
  97204. * @param engine Engine to be used to render the effect
  97205. * @param defines Define statements to be added to the shader.
  97206. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  97207. * @param onCompiled Callback that will be called when the shader is compiled.
  97208. * @param onError Callback that will be called if an error occurs during shader compilation.
  97209. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  97210. */
  97211. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  97212. private _useFinalCode;
  97213. /**
  97214. * Unique key for this effect
  97215. */
  97216. readonly key: string;
  97217. /**
  97218. * If the effect has been compiled and prepared.
  97219. * @returns if the effect is compiled and prepared.
  97220. */
  97221. isReady(): boolean;
  97222. private _isReadyInternal;
  97223. /**
  97224. * The engine the effect was initialized with.
  97225. * @returns the engine.
  97226. */
  97227. getEngine(): Engine;
  97228. /**
  97229. * The pipeline context for this effect
  97230. * @returns the associated pipeline context
  97231. */
  97232. getPipelineContext(): Nullable<IPipelineContext>;
  97233. /**
  97234. * The set of names of attribute variables for the shader.
  97235. * @returns An array of attribute names.
  97236. */
  97237. getAttributesNames(): string[];
  97238. /**
  97239. * Returns the attribute at the given index.
  97240. * @param index The index of the attribute.
  97241. * @returns The location of the attribute.
  97242. */
  97243. getAttributeLocation(index: number): number;
  97244. /**
  97245. * Returns the attribute based on the name of the variable.
  97246. * @param name of the attribute to look up.
  97247. * @returns the attribute location.
  97248. */
  97249. getAttributeLocationByName(name: string): number;
  97250. /**
  97251. * The number of attributes.
  97252. * @returns the numnber of attributes.
  97253. */
  97254. getAttributesCount(): number;
  97255. /**
  97256. * Gets the index of a uniform variable.
  97257. * @param uniformName of the uniform to look up.
  97258. * @returns the index.
  97259. */
  97260. getUniformIndex(uniformName: string): number;
  97261. /**
  97262. * Returns the attribute based on the name of the variable.
  97263. * @param uniformName of the uniform to look up.
  97264. * @returns the location of the uniform.
  97265. */
  97266. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  97267. /**
  97268. * Returns an array of sampler variable names
  97269. * @returns The array of sampler variable neames.
  97270. */
  97271. getSamplers(): string[];
  97272. /**
  97273. * The error from the last compilation.
  97274. * @returns the error string.
  97275. */
  97276. getCompilationError(): string;
  97277. /**
  97278. * Gets a boolean indicating that all fallbacks were used during compilation
  97279. * @returns true if all fallbacks were used
  97280. */
  97281. allFallbacksProcessed(): boolean;
  97282. /**
  97283. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  97284. * @param func The callback to be used.
  97285. */
  97286. executeWhenCompiled(func: (effect: Effect) => void): void;
  97287. private _checkIsReady;
  97288. private _loadShader;
  97289. /**
  97290. * Recompiles the webGL program
  97291. * @param vertexSourceCode The source code for the vertex shader.
  97292. * @param fragmentSourceCode The source code for the fragment shader.
  97293. * @param onCompiled Callback called when completed.
  97294. * @param onError Callback called on error.
  97295. * @hidden
  97296. */
  97297. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  97298. /**
  97299. * Prepares the effect
  97300. * @hidden
  97301. */
  97302. _prepareEffect(): void;
  97303. private _processCompilationErrors;
  97304. /**
  97305. * Checks if the effect is supported. (Must be called after compilation)
  97306. */
  97307. readonly isSupported: boolean;
  97308. /**
  97309. * Binds a texture to the engine to be used as output of the shader.
  97310. * @param channel Name of the output variable.
  97311. * @param texture Texture to bind.
  97312. * @hidden
  97313. */
  97314. _bindTexture(channel: string, texture: InternalTexture): void;
  97315. /**
  97316. * Sets a texture on the engine to be used in the shader.
  97317. * @param channel Name of the sampler variable.
  97318. * @param texture Texture to set.
  97319. */
  97320. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  97321. /**
  97322. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  97323. * @param channel Name of the sampler variable.
  97324. * @param texture Texture to set.
  97325. */
  97326. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  97327. /**
  97328. * Sets an array of textures on the engine to be used in the shader.
  97329. * @param channel Name of the variable.
  97330. * @param textures Textures to set.
  97331. */
  97332. setTextureArray(channel: string, textures: BaseTexture[]): void;
  97333. /**
  97334. * 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)
  97335. * @param channel Name of the sampler variable.
  97336. * @param postProcess Post process to get the input texture from.
  97337. */
  97338. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  97339. /**
  97340. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  97341. * 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)
  97342. * @param channel Name of the sampler variable.
  97343. * @param postProcess Post process to get the output texture from.
  97344. */
  97345. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  97346. /** @hidden */
  97347. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  97348. /** @hidden */
  97349. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  97350. /** @hidden */
  97351. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  97352. /** @hidden */
  97353. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  97354. /**
  97355. * Binds a buffer to a uniform.
  97356. * @param buffer Buffer to bind.
  97357. * @param name Name of the uniform variable to bind to.
  97358. */
  97359. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  97360. /**
  97361. * Binds block to a uniform.
  97362. * @param blockName Name of the block to bind.
  97363. * @param index Index to bind.
  97364. */
  97365. bindUniformBlock(blockName: string, index: number): void;
  97366. /**
  97367. * Sets an interger value on a uniform variable.
  97368. * @param uniformName Name of the variable.
  97369. * @param value Value to be set.
  97370. * @returns this effect.
  97371. */
  97372. setInt(uniformName: string, value: number): Effect;
  97373. /**
  97374. * Sets an int array on a uniform variable.
  97375. * @param uniformName Name of the variable.
  97376. * @param array array to be set.
  97377. * @returns this effect.
  97378. */
  97379. setIntArray(uniformName: string, array: Int32Array): Effect;
  97380. /**
  97381. * 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)
  97382. * @param uniformName Name of the variable.
  97383. * @param array array to be set.
  97384. * @returns this effect.
  97385. */
  97386. setIntArray2(uniformName: string, array: Int32Array): Effect;
  97387. /**
  97388. * 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)
  97389. * @param uniformName Name of the variable.
  97390. * @param array array to be set.
  97391. * @returns this effect.
  97392. */
  97393. setIntArray3(uniformName: string, array: Int32Array): Effect;
  97394. /**
  97395. * 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)
  97396. * @param uniformName Name of the variable.
  97397. * @param array array to be set.
  97398. * @returns this effect.
  97399. */
  97400. setIntArray4(uniformName: string, array: Int32Array): Effect;
  97401. /**
  97402. * Sets an float array on a uniform variable.
  97403. * @param uniformName Name of the variable.
  97404. * @param array array to be set.
  97405. * @returns this effect.
  97406. */
  97407. setFloatArray(uniformName: string, array: Float32Array): Effect;
  97408. /**
  97409. * 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)
  97410. * @param uniformName Name of the variable.
  97411. * @param array array to be set.
  97412. * @returns this effect.
  97413. */
  97414. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  97415. /**
  97416. * 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)
  97417. * @param uniformName Name of the variable.
  97418. * @param array array to be set.
  97419. * @returns this effect.
  97420. */
  97421. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  97422. /**
  97423. * 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)
  97424. * @param uniformName Name of the variable.
  97425. * @param array array to be set.
  97426. * @returns this effect.
  97427. */
  97428. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  97429. /**
  97430. * Sets an array on a uniform variable.
  97431. * @param uniformName Name of the variable.
  97432. * @param array array to be set.
  97433. * @returns this effect.
  97434. */
  97435. setArray(uniformName: string, array: number[]): Effect;
  97436. /**
  97437. * 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)
  97438. * @param uniformName Name of the variable.
  97439. * @param array array to be set.
  97440. * @returns this effect.
  97441. */
  97442. setArray2(uniformName: string, array: number[]): Effect;
  97443. /**
  97444. * 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)
  97445. * @param uniformName Name of the variable.
  97446. * @param array array to be set.
  97447. * @returns this effect.
  97448. */
  97449. setArray3(uniformName: string, array: number[]): Effect;
  97450. /**
  97451. * 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)
  97452. * @param uniformName Name of the variable.
  97453. * @param array array to be set.
  97454. * @returns this effect.
  97455. */
  97456. setArray4(uniformName: string, array: number[]): Effect;
  97457. /**
  97458. * Sets matrices on a uniform variable.
  97459. * @param uniformName Name of the variable.
  97460. * @param matrices matrices to be set.
  97461. * @returns this effect.
  97462. */
  97463. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  97464. /**
  97465. * Sets matrix on a uniform variable.
  97466. * @param uniformName Name of the variable.
  97467. * @param matrix matrix to be set.
  97468. * @returns this effect.
  97469. */
  97470. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  97471. /**
  97472. * 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)
  97473. * @param uniformName Name of the variable.
  97474. * @param matrix matrix to be set.
  97475. * @returns this effect.
  97476. */
  97477. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  97478. /**
  97479. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  97480. * @param uniformName Name of the variable.
  97481. * @param matrix matrix to be set.
  97482. * @returns this effect.
  97483. */
  97484. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  97485. /**
  97486. * Sets a float on a uniform variable.
  97487. * @param uniformName Name of the variable.
  97488. * @param value value to be set.
  97489. * @returns this effect.
  97490. */
  97491. setFloat(uniformName: string, value: number): Effect;
  97492. /**
  97493. * Sets a boolean on a uniform variable.
  97494. * @param uniformName Name of the variable.
  97495. * @param bool value to be set.
  97496. * @returns this effect.
  97497. */
  97498. setBool(uniformName: string, bool: boolean): Effect;
  97499. /**
  97500. * Sets a Vector2 on a uniform variable.
  97501. * @param uniformName Name of the variable.
  97502. * @param vector2 vector2 to be set.
  97503. * @returns this effect.
  97504. */
  97505. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  97506. /**
  97507. * Sets a float2 on a uniform variable.
  97508. * @param uniformName Name of the variable.
  97509. * @param x First float in float2.
  97510. * @param y Second float in float2.
  97511. * @returns this effect.
  97512. */
  97513. setFloat2(uniformName: string, x: number, y: number): Effect;
  97514. /**
  97515. * Sets a Vector3 on a uniform variable.
  97516. * @param uniformName Name of the variable.
  97517. * @param vector3 Value to be set.
  97518. * @returns this effect.
  97519. */
  97520. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  97521. /**
  97522. * Sets a float3 on a uniform variable.
  97523. * @param uniformName Name of the variable.
  97524. * @param x First float in float3.
  97525. * @param y Second float in float3.
  97526. * @param z Third float in float3.
  97527. * @returns this effect.
  97528. */
  97529. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  97530. /**
  97531. * Sets a Vector4 on a uniform variable.
  97532. * @param uniformName Name of the variable.
  97533. * @param vector4 Value to be set.
  97534. * @returns this effect.
  97535. */
  97536. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  97537. /**
  97538. * Sets a float4 on a uniform variable.
  97539. * @param uniformName Name of the variable.
  97540. * @param x First float in float4.
  97541. * @param y Second float in float4.
  97542. * @param z Third float in float4.
  97543. * @param w Fourth float in float4.
  97544. * @returns this effect.
  97545. */
  97546. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  97547. /**
  97548. * Sets a Color3 on a uniform variable.
  97549. * @param uniformName Name of the variable.
  97550. * @param color3 Value to be set.
  97551. * @returns this effect.
  97552. */
  97553. setColor3(uniformName: string, color3: IColor3Like): Effect;
  97554. /**
  97555. * Sets a Color4 on a uniform variable.
  97556. * @param uniformName Name of the variable.
  97557. * @param color3 Value to be set.
  97558. * @param alpha Alpha value to be set.
  97559. * @returns this effect.
  97560. */
  97561. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  97562. /**
  97563. * Sets a Color4 on a uniform variable
  97564. * @param uniformName defines the name of the variable
  97565. * @param color4 defines the value to be set
  97566. * @returns this effect.
  97567. */
  97568. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  97569. /** Release all associated resources */
  97570. dispose(): void;
  97571. /**
  97572. * This function will add a new shader to the shader store
  97573. * @param name the name of the shader
  97574. * @param pixelShader optional pixel shader content
  97575. * @param vertexShader optional vertex shader content
  97576. */
  97577. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  97578. /**
  97579. * Store of each shader (The can be looked up using effect.key)
  97580. */
  97581. static ShadersStore: {
  97582. [key: string]: string;
  97583. };
  97584. /**
  97585. * Store of each included file for a shader (The can be looked up using effect.key)
  97586. */
  97587. static IncludesShadersStore: {
  97588. [key: string]: string;
  97589. };
  97590. /**
  97591. * Resets the cache of effects.
  97592. */
  97593. static ResetCache(): void;
  97594. }
  97595. }
  97596. declare module BABYLON {
  97597. /**
  97598. * Interface used to describe the capabilities of the engine relatively to the current browser
  97599. */
  97600. export interface EngineCapabilities {
  97601. /** Maximum textures units per fragment shader */
  97602. maxTexturesImageUnits: number;
  97603. /** Maximum texture units per vertex shader */
  97604. maxVertexTextureImageUnits: number;
  97605. /** Maximum textures units in the entire pipeline */
  97606. maxCombinedTexturesImageUnits: number;
  97607. /** Maximum texture size */
  97608. maxTextureSize: number;
  97609. /** Maximum texture samples */
  97610. maxSamples?: number;
  97611. /** Maximum cube texture size */
  97612. maxCubemapTextureSize: number;
  97613. /** Maximum render texture size */
  97614. maxRenderTextureSize: number;
  97615. /** Maximum number of vertex attributes */
  97616. maxVertexAttribs: number;
  97617. /** Maximum number of varyings */
  97618. maxVaryingVectors: number;
  97619. /** Maximum number of uniforms per vertex shader */
  97620. maxVertexUniformVectors: number;
  97621. /** Maximum number of uniforms per fragment shader */
  97622. maxFragmentUniformVectors: number;
  97623. /** Defines if standard derivates (dx/dy) are supported */
  97624. standardDerivatives: boolean;
  97625. /** Defines if s3tc texture compression is supported */
  97626. s3tc?: WEBGL_compressed_texture_s3tc;
  97627. /** Defines if pvrtc texture compression is supported */
  97628. pvrtc: any;
  97629. /** Defines if etc1 texture compression is supported */
  97630. etc1: any;
  97631. /** Defines if etc2 texture compression is supported */
  97632. etc2: any;
  97633. /** Defines if astc texture compression is supported */
  97634. astc: any;
  97635. /** Defines if float textures are supported */
  97636. textureFloat: boolean;
  97637. /** Defines if vertex array objects are supported */
  97638. vertexArrayObject: boolean;
  97639. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  97640. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  97641. /** Gets the maximum level of anisotropy supported */
  97642. maxAnisotropy: number;
  97643. /** Defines if instancing is supported */
  97644. instancedArrays: boolean;
  97645. /** Defines if 32 bits indices are supported */
  97646. uintIndices: boolean;
  97647. /** Defines if high precision shaders are supported */
  97648. highPrecisionShaderSupported: boolean;
  97649. /** Defines if depth reading in the fragment shader is supported */
  97650. fragmentDepthSupported: boolean;
  97651. /** Defines if float texture linear filtering is supported*/
  97652. textureFloatLinearFiltering: boolean;
  97653. /** Defines if rendering to float textures is supported */
  97654. textureFloatRender: boolean;
  97655. /** Defines if half float textures are supported*/
  97656. textureHalfFloat: boolean;
  97657. /** Defines if half float texture linear filtering is supported*/
  97658. textureHalfFloatLinearFiltering: boolean;
  97659. /** Defines if rendering to half float textures is supported */
  97660. textureHalfFloatRender: boolean;
  97661. /** Defines if textureLOD shader command is supported */
  97662. textureLOD: boolean;
  97663. /** Defines if draw buffers extension is supported */
  97664. drawBuffersExtension: boolean;
  97665. /** Defines if depth textures are supported */
  97666. depthTextureExtension: boolean;
  97667. /** Defines if float color buffer are supported */
  97668. colorBufferFloat: boolean;
  97669. /** Gets disjoint timer query extension (null if not supported) */
  97670. timerQuery?: EXT_disjoint_timer_query;
  97671. /** Defines if timestamp can be used with timer query */
  97672. canUseTimestampForTimerQuery: boolean;
  97673. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  97674. multiview?: any;
  97675. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  97676. oculusMultiview?: any;
  97677. /** Function used to let the system compiles shaders in background */
  97678. parallelShaderCompile?: {
  97679. COMPLETION_STATUS_KHR: number;
  97680. };
  97681. /** Max number of texture samples for MSAA */
  97682. maxMSAASamples: number;
  97683. /** Defines if the blend min max extension is supported */
  97684. blendMinMax: boolean;
  97685. }
  97686. }
  97687. declare module BABYLON {
  97688. /**
  97689. * @hidden
  97690. **/
  97691. export class DepthCullingState {
  97692. private _isDepthTestDirty;
  97693. private _isDepthMaskDirty;
  97694. private _isDepthFuncDirty;
  97695. private _isCullFaceDirty;
  97696. private _isCullDirty;
  97697. private _isZOffsetDirty;
  97698. private _isFrontFaceDirty;
  97699. private _depthTest;
  97700. private _depthMask;
  97701. private _depthFunc;
  97702. private _cull;
  97703. private _cullFace;
  97704. private _zOffset;
  97705. private _frontFace;
  97706. /**
  97707. * Initializes the state.
  97708. */
  97709. constructor();
  97710. readonly isDirty: boolean;
  97711. zOffset: number;
  97712. cullFace: Nullable<number>;
  97713. cull: Nullable<boolean>;
  97714. depthFunc: Nullable<number>;
  97715. depthMask: boolean;
  97716. depthTest: boolean;
  97717. frontFace: Nullable<number>;
  97718. reset(): void;
  97719. apply(gl: WebGLRenderingContext): void;
  97720. }
  97721. }
  97722. declare module BABYLON {
  97723. /**
  97724. * @hidden
  97725. **/
  97726. export class StencilState {
  97727. /** 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 */
  97728. static readonly ALWAYS: number;
  97729. /** Passed to stencilOperation to specify that stencil value must be kept */
  97730. static readonly KEEP: number;
  97731. /** Passed to stencilOperation to specify that stencil value must be replaced */
  97732. static readonly REPLACE: number;
  97733. private _isStencilTestDirty;
  97734. private _isStencilMaskDirty;
  97735. private _isStencilFuncDirty;
  97736. private _isStencilOpDirty;
  97737. private _stencilTest;
  97738. private _stencilMask;
  97739. private _stencilFunc;
  97740. private _stencilFuncRef;
  97741. private _stencilFuncMask;
  97742. private _stencilOpStencilFail;
  97743. private _stencilOpDepthFail;
  97744. private _stencilOpStencilDepthPass;
  97745. readonly isDirty: boolean;
  97746. stencilFunc: number;
  97747. stencilFuncRef: number;
  97748. stencilFuncMask: number;
  97749. stencilOpStencilFail: number;
  97750. stencilOpDepthFail: number;
  97751. stencilOpStencilDepthPass: number;
  97752. stencilMask: number;
  97753. stencilTest: boolean;
  97754. constructor();
  97755. reset(): void;
  97756. apply(gl: WebGLRenderingContext): void;
  97757. }
  97758. }
  97759. declare module BABYLON {
  97760. /**
  97761. * @hidden
  97762. **/
  97763. export class AlphaState {
  97764. private _isAlphaBlendDirty;
  97765. private _isBlendFunctionParametersDirty;
  97766. private _isBlendEquationParametersDirty;
  97767. private _isBlendConstantsDirty;
  97768. private _alphaBlend;
  97769. private _blendFunctionParameters;
  97770. private _blendEquationParameters;
  97771. private _blendConstants;
  97772. /**
  97773. * Initializes the state.
  97774. */
  97775. constructor();
  97776. readonly isDirty: boolean;
  97777. alphaBlend: boolean;
  97778. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  97779. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  97780. setAlphaEquationParameters(rgb: number, alpha: number): void;
  97781. reset(): void;
  97782. apply(gl: WebGLRenderingContext): void;
  97783. }
  97784. }
  97785. declare module BABYLON {
  97786. /** @hidden */
  97787. export class WebGL2ShaderProcessor implements IShaderProcessor {
  97788. attributeProcessor(attribute: string): string;
  97789. varyingProcessor(varying: string, isFragment: boolean): string;
  97790. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  97791. }
  97792. }
  97793. declare module BABYLON {
  97794. /**
  97795. * Interface for attribute information associated with buffer instanciation
  97796. */
  97797. export interface InstancingAttributeInfo {
  97798. /**
  97799. * Index/offset of the attribute in the vertex shader
  97800. */
  97801. index: number;
  97802. /**
  97803. * size of the attribute, 1, 2, 3 or 4
  97804. */
  97805. attributeSize: number;
  97806. /**
  97807. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  97808. * default is FLOAT
  97809. */
  97810. attributeType: number;
  97811. /**
  97812. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  97813. */
  97814. normalized: boolean;
  97815. /**
  97816. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  97817. */
  97818. offset: number;
  97819. /**
  97820. * Name of the GLSL attribute, for debugging purpose only
  97821. */
  97822. attributeName: string;
  97823. }
  97824. }
  97825. declare module BABYLON {
  97826. interface ThinEngine {
  97827. /**
  97828. * Update a video texture
  97829. * @param texture defines the texture to update
  97830. * @param video defines the video element to use
  97831. * @param invertY defines if data must be stored with Y axis inverted
  97832. */
  97833. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97834. }
  97835. }
  97836. declare module BABYLON {
  97837. /**
  97838. * Settings for finer control over video usage
  97839. */
  97840. export interface VideoTextureSettings {
  97841. /**
  97842. * Applies `autoplay` to video, if specified
  97843. */
  97844. autoPlay?: boolean;
  97845. /**
  97846. * Applies `loop` to video, if specified
  97847. */
  97848. loop?: boolean;
  97849. /**
  97850. * Automatically updates internal texture from video at every frame in the render loop
  97851. */
  97852. autoUpdateTexture: boolean;
  97853. /**
  97854. * Image src displayed during the video loading or until the user interacts with the video.
  97855. */
  97856. poster?: string;
  97857. }
  97858. /**
  97859. * If you want to display a video in your scene, this is the special texture for that.
  97860. * This special texture works similar to other textures, with the exception of a few parameters.
  97861. * @see https://doc.babylonjs.com/how_to/video_texture
  97862. */
  97863. export class VideoTexture extends Texture {
  97864. /**
  97865. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  97866. */
  97867. readonly autoUpdateTexture: boolean;
  97868. /**
  97869. * The video instance used by the texture internally
  97870. */
  97871. readonly video: HTMLVideoElement;
  97872. private _onUserActionRequestedObservable;
  97873. /**
  97874. * Event triggerd when a dom action is required by the user to play the video.
  97875. * This happens due to recent changes in browser policies preventing video to auto start.
  97876. */
  97877. readonly onUserActionRequestedObservable: Observable<Texture>;
  97878. private _generateMipMaps;
  97879. private _engine;
  97880. private _stillImageCaptured;
  97881. private _displayingPosterTexture;
  97882. private _settings;
  97883. private _createInternalTextureOnEvent;
  97884. private _frameId;
  97885. /**
  97886. * Creates a video texture.
  97887. * If you want to display a video in your scene, this is the special texture for that.
  97888. * This special texture works similar to other textures, with the exception of a few parameters.
  97889. * @see https://doc.babylonjs.com/how_to/video_texture
  97890. * @param name optional name, will detect from video source, if not defined
  97891. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  97892. * @param scene is obviously the current scene.
  97893. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  97894. * @param invertY is false by default but can be used to invert video on Y axis
  97895. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  97896. * @param settings allows finer control over video usage
  97897. */
  97898. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  97899. private _getName;
  97900. private _getVideo;
  97901. private _createInternalTexture;
  97902. private reset;
  97903. /**
  97904. * @hidden Internal method to initiate `update`.
  97905. */
  97906. _rebuild(): void;
  97907. /**
  97908. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  97909. */
  97910. update(): void;
  97911. /**
  97912. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  97913. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  97914. */
  97915. updateTexture(isVisible: boolean): void;
  97916. protected _updateInternalTexture: () => void;
  97917. /**
  97918. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  97919. * @param url New url.
  97920. */
  97921. updateURL(url: string): void;
  97922. /**
  97923. * Dispose the texture and release its associated resources.
  97924. */
  97925. dispose(): void;
  97926. /**
  97927. * Creates a video texture straight from a stream.
  97928. * @param scene Define the scene the texture should be created in
  97929. * @param stream Define the stream the texture should be created from
  97930. * @returns The created video texture as a promise
  97931. */
  97932. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  97933. /**
  97934. * Creates a video texture straight from your WebCam video feed.
  97935. * @param scene Define the scene the texture should be created in
  97936. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97937. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97938. * @returns The created video texture as a promise
  97939. */
  97940. static CreateFromWebCamAsync(scene: Scene, constraints: {
  97941. minWidth: number;
  97942. maxWidth: number;
  97943. minHeight: number;
  97944. maxHeight: number;
  97945. deviceId: string;
  97946. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  97947. /**
  97948. * Creates a video texture straight from your WebCam video feed.
  97949. * @param scene Define the scene the texture should be created in
  97950. * @param onReady Define a callback to triggered once the texture will be ready
  97951. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97952. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97953. */
  97954. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  97955. minWidth: number;
  97956. maxWidth: number;
  97957. minHeight: number;
  97958. maxHeight: number;
  97959. deviceId: string;
  97960. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  97961. }
  97962. }
  97963. declare module BABYLON {
  97964. /**
  97965. * Defines the interface used by objects working like Scene
  97966. * @hidden
  97967. */
  97968. interface ISceneLike {
  97969. _addPendingData(data: any): void;
  97970. _removePendingData(data: any): void;
  97971. offlineProvider: IOfflineProvider;
  97972. }
  97973. /** Interface defining initialization parameters for Engine class */
  97974. export interface EngineOptions extends WebGLContextAttributes {
  97975. /**
  97976. * Defines if the engine should no exceed a specified device ratio
  97977. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  97978. */
  97979. limitDeviceRatio?: number;
  97980. /**
  97981. * Defines if webvr should be enabled automatically
  97982. * @see http://doc.babylonjs.com/how_to/webvr_camera
  97983. */
  97984. autoEnableWebVR?: boolean;
  97985. /**
  97986. * Defines if webgl2 should be turned off even if supported
  97987. * @see http://doc.babylonjs.com/features/webgl2
  97988. */
  97989. disableWebGL2Support?: boolean;
  97990. /**
  97991. * Defines if webaudio should be initialized as well
  97992. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97993. */
  97994. audioEngine?: boolean;
  97995. /**
  97996. * Defines if animations should run using a deterministic lock step
  97997. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97998. */
  97999. deterministicLockstep?: boolean;
  98000. /** Defines the maximum steps to use with deterministic lock step mode */
  98001. lockstepMaxSteps?: number;
  98002. /** Defines the seconds between each deterministic lock step */
  98003. timeStep?: number;
  98004. /**
  98005. * Defines that engine should ignore context lost events
  98006. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  98007. */
  98008. doNotHandleContextLost?: boolean;
  98009. /**
  98010. * Defines that engine should ignore modifying touch action attribute and style
  98011. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  98012. */
  98013. doNotHandleTouchAction?: boolean;
  98014. /**
  98015. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  98016. */
  98017. useHighPrecisionFloats?: boolean;
  98018. }
  98019. /**
  98020. * The base engine class (root of all engines)
  98021. */
  98022. export class ThinEngine {
  98023. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  98024. static ExceptionList: ({
  98025. key: string;
  98026. capture: string;
  98027. captureConstraint: number;
  98028. targets: string[];
  98029. } | {
  98030. key: string;
  98031. capture: null;
  98032. captureConstraint: null;
  98033. targets: string[];
  98034. })[];
  98035. /** @hidden */
  98036. static _TextureLoaders: IInternalTextureLoader[];
  98037. /**
  98038. * Returns the current npm package of the sdk
  98039. */
  98040. static readonly NpmPackage: string;
  98041. /**
  98042. * Returns the current version of the framework
  98043. */
  98044. static readonly Version: string;
  98045. /**
  98046. * Returns a string describing the current engine
  98047. */
  98048. readonly description: string;
  98049. /**
  98050. * Gets or sets the epsilon value used by collision engine
  98051. */
  98052. static CollisionsEpsilon: number;
  98053. /**
  98054. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  98055. */
  98056. static ShadersRepository: string;
  98057. /** @hidden */
  98058. _shaderProcessor: IShaderProcessor;
  98059. /**
  98060. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  98061. */
  98062. forcePOTTextures: boolean;
  98063. /**
  98064. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  98065. */
  98066. isFullscreen: boolean;
  98067. /**
  98068. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  98069. */
  98070. cullBackFaces: boolean;
  98071. /**
  98072. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  98073. */
  98074. renderEvenInBackground: boolean;
  98075. /**
  98076. * Gets or sets a boolean indicating that cache can be kept between frames
  98077. */
  98078. preventCacheWipeBetweenFrames: boolean;
  98079. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  98080. validateShaderPrograms: boolean;
  98081. /**
  98082. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  98083. * This can provide greater z depth for distant objects.
  98084. */
  98085. useReverseDepthBuffer: boolean;
  98086. /**
  98087. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  98088. */
  98089. disableUniformBuffers: boolean;
  98090. /** @hidden */
  98091. _uniformBuffers: UniformBuffer[];
  98092. /**
  98093. * Gets a boolean indicating that the engine supports uniform buffers
  98094. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  98095. */
  98096. readonly supportsUniformBuffers: boolean;
  98097. /** @hidden */
  98098. _gl: WebGLRenderingContext;
  98099. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  98100. protected _windowIsBackground: boolean;
  98101. protected _webGLVersion: number;
  98102. protected _creationOptions: EngineOptions;
  98103. protected _highPrecisionShadersAllowed: boolean;
  98104. /** @hidden */
  98105. readonly _shouldUseHighPrecisionShader: boolean;
  98106. /**
  98107. * Gets a boolean indicating that only power of 2 textures are supported
  98108. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  98109. */
  98110. readonly needPOTTextures: boolean;
  98111. /** @hidden */
  98112. _badOS: boolean;
  98113. /** @hidden */
  98114. _badDesktopOS: boolean;
  98115. private _hardwareScalingLevel;
  98116. /** @hidden */
  98117. _caps: EngineCapabilities;
  98118. private _isStencilEnable;
  98119. protected _colorWrite: boolean;
  98120. private _glVersion;
  98121. private _glRenderer;
  98122. private _glVendor;
  98123. /** @hidden */
  98124. _videoTextureSupported: boolean;
  98125. protected _renderingQueueLaunched: boolean;
  98126. protected _activeRenderLoops: (() => void)[];
  98127. /**
  98128. * Observable signaled when a context lost event is raised
  98129. */
  98130. onContextLostObservable: Observable<ThinEngine>;
  98131. /**
  98132. * Observable signaled when a context restored event is raised
  98133. */
  98134. onContextRestoredObservable: Observable<ThinEngine>;
  98135. private _onContextLost;
  98136. private _onContextRestored;
  98137. protected _contextWasLost: boolean;
  98138. /** @hidden */
  98139. _doNotHandleContextLost: boolean;
  98140. /**
  98141. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  98142. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  98143. */
  98144. doNotHandleContextLost: boolean;
  98145. /**
  98146. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  98147. */
  98148. disableVertexArrayObjects: boolean;
  98149. /** @hidden */
  98150. protected _depthCullingState: DepthCullingState;
  98151. /** @hidden */
  98152. protected _stencilState: StencilState;
  98153. /** @hidden */
  98154. protected _alphaState: AlphaState;
  98155. /** @hidden */
  98156. _internalTexturesCache: InternalTexture[];
  98157. /** @hidden */
  98158. protected _activeChannel: number;
  98159. private _currentTextureChannel;
  98160. /** @hidden */
  98161. protected _boundTexturesCache: {
  98162. [key: string]: Nullable<InternalTexture>;
  98163. };
  98164. /** @hidden */
  98165. protected _currentEffect: Nullable<Effect>;
  98166. /** @hidden */
  98167. protected _currentProgram: Nullable<WebGLProgram>;
  98168. private _compiledEffects;
  98169. private _vertexAttribArraysEnabled;
  98170. /** @hidden */
  98171. protected _cachedViewport: Nullable<IViewportLike>;
  98172. private _cachedVertexArrayObject;
  98173. /** @hidden */
  98174. protected _cachedVertexBuffers: any;
  98175. /** @hidden */
  98176. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  98177. /** @hidden */
  98178. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  98179. /** @hidden */
  98180. _currentRenderTarget: Nullable<InternalTexture>;
  98181. private _uintIndicesCurrentlySet;
  98182. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  98183. /** @hidden */
  98184. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  98185. private _currentBufferPointers;
  98186. private _currentInstanceLocations;
  98187. private _currentInstanceBuffers;
  98188. private _textureUnits;
  98189. /** @hidden */
  98190. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98191. /** @hidden */
  98192. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98193. /** @hidden */
  98194. _boundRenderFunction: any;
  98195. private _vaoRecordInProgress;
  98196. private _mustWipeVertexAttributes;
  98197. private _emptyTexture;
  98198. private _emptyCubeTexture;
  98199. private _emptyTexture3D;
  98200. private _emptyTexture2DArray;
  98201. /** @hidden */
  98202. _frameHandler: number;
  98203. private _nextFreeTextureSlots;
  98204. private _maxSimultaneousTextures;
  98205. private _activeRequests;
  98206. protected _texturesSupported: string[];
  98207. /** @hidden */
  98208. _textureFormatInUse: Nullable<string>;
  98209. protected readonly _supportsHardwareTextureRescaling: boolean;
  98210. /**
  98211. * Gets the list of texture formats supported
  98212. */
  98213. readonly texturesSupported: Array<string>;
  98214. /**
  98215. * Gets the list of texture formats in use
  98216. */
  98217. readonly textureFormatInUse: Nullable<string>;
  98218. /**
  98219. * Gets the current viewport
  98220. */
  98221. readonly currentViewport: Nullable<IViewportLike>;
  98222. /**
  98223. * Gets the default empty texture
  98224. */
  98225. readonly emptyTexture: InternalTexture;
  98226. /**
  98227. * Gets the default empty 3D texture
  98228. */
  98229. readonly emptyTexture3D: InternalTexture;
  98230. /**
  98231. * Gets the default empty 2D array texture
  98232. */
  98233. readonly emptyTexture2DArray: InternalTexture;
  98234. /**
  98235. * Gets the default empty cube texture
  98236. */
  98237. readonly emptyCubeTexture: InternalTexture;
  98238. /**
  98239. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  98240. */
  98241. readonly premultipliedAlpha: boolean;
  98242. /**
  98243. * Observable event triggered before each texture is initialized
  98244. */
  98245. onBeforeTextureInitObservable: Observable<Texture>;
  98246. /**
  98247. * Creates a new engine
  98248. * @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
  98249. * @param antialias defines enable antialiasing (default: false)
  98250. * @param options defines further options to be sent to the getContext() function
  98251. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  98252. */
  98253. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  98254. private _rebuildInternalTextures;
  98255. private _rebuildEffects;
  98256. /**
  98257. * Gets a boolean indicating if all created effects are ready
  98258. * @returns true if all effects are ready
  98259. */
  98260. areAllEffectsReady(): boolean;
  98261. protected _rebuildBuffers(): void;
  98262. private _initGLContext;
  98263. /**
  98264. * Gets version of the current webGL context
  98265. */
  98266. readonly webGLVersion: number;
  98267. /**
  98268. * Gets a string idenfifying the name of the class
  98269. * @returns "Engine" string
  98270. */
  98271. getClassName(): string;
  98272. /**
  98273. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  98274. */
  98275. readonly isStencilEnable: boolean;
  98276. /** @hidden */
  98277. _prepareWorkingCanvas(): void;
  98278. /**
  98279. * Reset the texture cache to empty state
  98280. */
  98281. resetTextureCache(): void;
  98282. /**
  98283. * Gets an object containing information about the current webGL context
  98284. * @returns an object containing the vender, the renderer and the version of the current webGL context
  98285. */
  98286. getGlInfo(): {
  98287. vendor: string;
  98288. renderer: string;
  98289. version: string;
  98290. };
  98291. /**
  98292. * Defines the hardware scaling level.
  98293. * By default the hardware scaling level is computed from the window device ratio.
  98294. * 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.
  98295. * @param level defines the level to use
  98296. */
  98297. setHardwareScalingLevel(level: number): void;
  98298. /**
  98299. * Gets the current hardware scaling level.
  98300. * By default the hardware scaling level is computed from the window device ratio.
  98301. * 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.
  98302. * @returns a number indicating the current hardware scaling level
  98303. */
  98304. getHardwareScalingLevel(): number;
  98305. /**
  98306. * Gets the list of loaded textures
  98307. * @returns an array containing all loaded textures
  98308. */
  98309. getLoadedTexturesCache(): InternalTexture[];
  98310. /**
  98311. * Gets the object containing all engine capabilities
  98312. * @returns the EngineCapabilities object
  98313. */
  98314. getCaps(): EngineCapabilities;
  98315. /**
  98316. * stop executing a render loop function and remove it from the execution array
  98317. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  98318. */
  98319. stopRenderLoop(renderFunction?: () => void): void;
  98320. /** @hidden */
  98321. _renderLoop(): void;
  98322. /**
  98323. * Gets the HTML canvas attached with the current webGL context
  98324. * @returns a HTML canvas
  98325. */
  98326. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  98327. /**
  98328. * Gets host window
  98329. * @returns the host window object
  98330. */
  98331. getHostWindow(): Nullable<Window>;
  98332. /**
  98333. * Gets the current render width
  98334. * @param useScreen defines if screen size must be used (or the current render target if any)
  98335. * @returns a number defining the current render width
  98336. */
  98337. getRenderWidth(useScreen?: boolean): number;
  98338. /**
  98339. * Gets the current render height
  98340. * @param useScreen defines if screen size must be used (or the current render target if any)
  98341. * @returns a number defining the current render height
  98342. */
  98343. getRenderHeight(useScreen?: boolean): number;
  98344. /**
  98345. * Can be used to override the current requestAnimationFrame requester.
  98346. * @hidden
  98347. */
  98348. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  98349. /**
  98350. * Register and execute a render loop. The engine can have more than one render function
  98351. * @param renderFunction defines the function to continuously execute
  98352. */
  98353. runRenderLoop(renderFunction: () => void): void;
  98354. /**
  98355. * Clear the current render buffer or the current render target (if any is set up)
  98356. * @param color defines the color to use
  98357. * @param backBuffer defines if the back buffer must be cleared
  98358. * @param depth defines if the depth buffer must be cleared
  98359. * @param stencil defines if the stencil buffer must be cleared
  98360. */
  98361. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  98362. private _viewportCached;
  98363. /** @hidden */
  98364. _viewport(x: number, y: number, width: number, height: number): void;
  98365. /**
  98366. * Set the WebGL's viewport
  98367. * @param viewport defines the viewport element to be used
  98368. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  98369. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  98370. */
  98371. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  98372. /**
  98373. * Begin a new frame
  98374. */
  98375. beginFrame(): void;
  98376. /**
  98377. * Enf the current frame
  98378. */
  98379. endFrame(): void;
  98380. /**
  98381. * Resize the view according to the canvas' size
  98382. */
  98383. resize(): void;
  98384. /**
  98385. * Force a specific size of the canvas
  98386. * @param width defines the new canvas' width
  98387. * @param height defines the new canvas' height
  98388. */
  98389. setSize(width: number, height: number): void;
  98390. /**
  98391. * Binds the frame buffer to the specified texture.
  98392. * @param texture The texture to render to or null for the default canvas
  98393. * @param faceIndex The face of the texture to render to in case of cube texture
  98394. * @param requiredWidth The width of the target to render to
  98395. * @param requiredHeight The height of the target to render to
  98396. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  98397. * @param depthStencilTexture The depth stencil texture to use to render
  98398. * @param lodLevel defines le lod level to bind to the frame buffer
  98399. */
  98400. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  98401. /** @hidden */
  98402. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  98403. /**
  98404. * Unbind the current render target texture from the webGL context
  98405. * @param texture defines the render target texture to unbind
  98406. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  98407. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  98408. */
  98409. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  98410. /**
  98411. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  98412. */
  98413. flushFramebuffer(): void;
  98414. /**
  98415. * Unbind the current render target and bind the default framebuffer
  98416. */
  98417. restoreDefaultFramebuffer(): void;
  98418. /** @hidden */
  98419. protected _resetVertexBufferBinding(): void;
  98420. /**
  98421. * Creates a vertex buffer
  98422. * @param data the data for the vertex buffer
  98423. * @returns the new WebGL static buffer
  98424. */
  98425. createVertexBuffer(data: DataArray): DataBuffer;
  98426. private _createVertexBuffer;
  98427. /**
  98428. * Creates a dynamic vertex buffer
  98429. * @param data the data for the dynamic vertex buffer
  98430. * @returns the new WebGL dynamic buffer
  98431. */
  98432. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  98433. protected _resetIndexBufferBinding(): void;
  98434. /**
  98435. * Creates a new index buffer
  98436. * @param indices defines the content of the index buffer
  98437. * @param updatable defines if the index buffer must be updatable
  98438. * @returns a new webGL buffer
  98439. */
  98440. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  98441. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  98442. /**
  98443. * Bind a webGL buffer to the webGL context
  98444. * @param buffer defines the buffer to bind
  98445. */
  98446. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  98447. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  98448. private bindBuffer;
  98449. /**
  98450. * update the bound buffer with the given data
  98451. * @param data defines the data to update
  98452. */
  98453. updateArrayBuffer(data: Float32Array): void;
  98454. private _vertexAttribPointer;
  98455. private _bindIndexBufferWithCache;
  98456. private _bindVertexBuffersAttributes;
  98457. /**
  98458. * Records a vertex array object
  98459. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98460. * @param vertexBuffers defines the list of vertex buffers to store
  98461. * @param indexBuffer defines the index buffer to store
  98462. * @param effect defines the effect to store
  98463. * @returns the new vertex array object
  98464. */
  98465. recordVertexArrayObject(vertexBuffers: {
  98466. [key: string]: VertexBuffer;
  98467. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  98468. /**
  98469. * Bind a specific vertex array object
  98470. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98471. * @param vertexArrayObject defines the vertex array object to bind
  98472. * @param indexBuffer defines the index buffer to bind
  98473. */
  98474. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  98475. /**
  98476. * Bind webGl buffers directly to the webGL context
  98477. * @param vertexBuffer defines the vertex buffer to bind
  98478. * @param indexBuffer defines the index buffer to bind
  98479. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  98480. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  98481. * @param effect defines the effect associated with the vertex buffer
  98482. */
  98483. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  98484. private _unbindVertexArrayObject;
  98485. /**
  98486. * Bind a list of vertex buffers to the webGL context
  98487. * @param vertexBuffers defines the list of vertex buffers to bind
  98488. * @param indexBuffer defines the index buffer to bind
  98489. * @param effect defines the effect associated with the vertex buffers
  98490. */
  98491. bindBuffers(vertexBuffers: {
  98492. [key: string]: Nullable<VertexBuffer>;
  98493. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  98494. /**
  98495. * Unbind all instance attributes
  98496. */
  98497. unbindInstanceAttributes(): void;
  98498. /**
  98499. * Release and free the memory of a vertex array object
  98500. * @param vao defines the vertex array object to delete
  98501. */
  98502. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  98503. /** @hidden */
  98504. _releaseBuffer(buffer: DataBuffer): boolean;
  98505. protected _deleteBuffer(buffer: DataBuffer): void;
  98506. /**
  98507. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  98508. * @param instancesBuffer defines the webGL buffer to update and bind
  98509. * @param data defines the data to store in the buffer
  98510. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  98511. */
  98512. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  98513. /**
  98514. * Apply all cached states (depth, culling, stencil and alpha)
  98515. */
  98516. applyStates(): void;
  98517. /**
  98518. * Send a draw order
  98519. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98520. * @param indexStart defines the starting index
  98521. * @param indexCount defines the number of index to draw
  98522. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98523. */
  98524. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  98525. /**
  98526. * Draw a list of points
  98527. * @param verticesStart defines the index of first vertex to draw
  98528. * @param verticesCount defines the count of vertices to draw
  98529. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98530. */
  98531. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98532. /**
  98533. * Draw a list of unindexed primitives
  98534. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98535. * @param verticesStart defines the index of first vertex to draw
  98536. * @param verticesCount defines the count of vertices to draw
  98537. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98538. */
  98539. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98540. /**
  98541. * Draw a list of indexed primitives
  98542. * @param fillMode defines the primitive to use
  98543. * @param indexStart defines the starting index
  98544. * @param indexCount defines the number of index to draw
  98545. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98546. */
  98547. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  98548. /**
  98549. * Draw a list of unindexed primitives
  98550. * @param fillMode defines the primitive to use
  98551. * @param verticesStart defines the index of first vertex to draw
  98552. * @param verticesCount defines the count of vertices to draw
  98553. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98554. */
  98555. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98556. private _drawMode;
  98557. /** @hidden */
  98558. protected _reportDrawCall(): void;
  98559. /** @hidden */
  98560. _releaseEffect(effect: Effect): void;
  98561. /** @hidden */
  98562. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  98563. /**
  98564. * Create a new effect (used to store vertex/fragment shaders)
  98565. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  98566. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  98567. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  98568. * @param samplers defines an array of string used to represent textures
  98569. * @param defines defines the string containing the defines to use to compile the shaders
  98570. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  98571. * @param onCompiled defines a function to call when the effect creation is successful
  98572. * @param onError defines a function to call when the effect creation has failed
  98573. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  98574. * @returns the new Effect
  98575. */
  98576. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  98577. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  98578. private _compileShader;
  98579. private _compileRawShader;
  98580. /**
  98581. * Directly creates a webGL program
  98582. * @param pipelineContext defines the pipeline context to attach to
  98583. * @param vertexCode defines the vertex shader code to use
  98584. * @param fragmentCode defines the fragment shader code to use
  98585. * @param context defines the webGL context to use (if not set, the current one will be used)
  98586. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98587. * @returns the new webGL program
  98588. */
  98589. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98590. /**
  98591. * Creates a webGL program
  98592. * @param pipelineContext defines the pipeline context to attach to
  98593. * @param vertexCode defines the vertex shader code to use
  98594. * @param fragmentCode defines the fragment shader code to use
  98595. * @param defines defines the string containing the defines to use to compile the shaders
  98596. * @param context defines the webGL context to use (if not set, the current one will be used)
  98597. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98598. * @returns the new webGL program
  98599. */
  98600. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98601. /**
  98602. * Creates a new pipeline context
  98603. * @returns the new pipeline
  98604. */
  98605. createPipelineContext(): IPipelineContext;
  98606. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98607. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  98608. /** @hidden */
  98609. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  98610. /** @hidden */
  98611. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  98612. /** @hidden */
  98613. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  98614. /**
  98615. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  98616. * @param pipelineContext defines the pipeline context to use
  98617. * @param uniformsNames defines the list of uniform names
  98618. * @returns an array of webGL uniform locations
  98619. */
  98620. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  98621. /**
  98622. * Gets the lsit of active attributes for a given webGL program
  98623. * @param pipelineContext defines the pipeline context to use
  98624. * @param attributesNames defines the list of attribute names to get
  98625. * @returns an array of indices indicating the offset of each attribute
  98626. */
  98627. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  98628. /**
  98629. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  98630. * @param effect defines the effect to activate
  98631. */
  98632. enableEffect(effect: Nullable<Effect>): void;
  98633. /**
  98634. * Set the value of an uniform to a number (int)
  98635. * @param uniform defines the webGL uniform location where to store the value
  98636. * @param value defines the int number to store
  98637. */
  98638. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98639. /**
  98640. * Set the value of an uniform to an array of int32
  98641. * @param uniform defines the webGL uniform location where to store the value
  98642. * @param array defines the array of int32 to store
  98643. */
  98644. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98645. /**
  98646. * Set the value of an uniform to an array of int32 (stored as vec2)
  98647. * @param uniform defines the webGL uniform location where to store the value
  98648. * @param array defines the array of int32 to store
  98649. */
  98650. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98651. /**
  98652. * Set the value of an uniform to an array of int32 (stored as vec3)
  98653. * @param uniform defines the webGL uniform location where to store the value
  98654. * @param array defines the array of int32 to store
  98655. */
  98656. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98657. /**
  98658. * Set the value of an uniform to an array of int32 (stored as vec4)
  98659. * @param uniform defines the webGL uniform location where to store the value
  98660. * @param array defines the array of int32 to store
  98661. */
  98662. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98663. /**
  98664. * Set the value of an uniform to an array of number
  98665. * @param uniform defines the webGL uniform location where to store the value
  98666. * @param array defines the array of number to store
  98667. */
  98668. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98669. /**
  98670. * Set the value of an uniform to an array of number (stored as vec2)
  98671. * @param uniform defines the webGL uniform location where to store the value
  98672. * @param array defines the array of number to store
  98673. */
  98674. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98675. /**
  98676. * Set the value of an uniform to an array of number (stored as vec3)
  98677. * @param uniform defines the webGL uniform location where to store the value
  98678. * @param array defines the array of number to store
  98679. */
  98680. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98681. /**
  98682. * Set the value of an uniform to an array of number (stored as vec4)
  98683. * @param uniform defines the webGL uniform location where to store the value
  98684. * @param array defines the array of number to store
  98685. */
  98686. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98687. /**
  98688. * Set the value of an uniform to an array of float32 (stored as matrices)
  98689. * @param uniform defines the webGL uniform location where to store the value
  98690. * @param matrices defines the array of float32 to store
  98691. */
  98692. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  98693. /**
  98694. * Set the value of an uniform to a matrix (3x3)
  98695. * @param uniform defines the webGL uniform location where to store the value
  98696. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  98697. */
  98698. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98699. /**
  98700. * Set the value of an uniform to a matrix (2x2)
  98701. * @param uniform defines the webGL uniform location where to store the value
  98702. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  98703. */
  98704. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98705. /**
  98706. * Set the value of an uniform to a number (float)
  98707. * @param uniform defines the webGL uniform location where to store the value
  98708. * @param value defines the float number to store
  98709. */
  98710. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98711. /**
  98712. * Set the value of an uniform to a vec2
  98713. * @param uniform defines the webGL uniform location where to store the value
  98714. * @param x defines the 1st component of the value
  98715. * @param y defines the 2nd component of the value
  98716. */
  98717. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  98718. /**
  98719. * Set the value of an uniform to a vec3
  98720. * @param uniform defines the webGL uniform location where to store the value
  98721. * @param x defines the 1st component of the value
  98722. * @param y defines the 2nd component of the value
  98723. * @param z defines the 3rd component of the value
  98724. */
  98725. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  98726. /**
  98727. * Set the value of an uniform to a vec4
  98728. * @param uniform defines the webGL uniform location where to store the value
  98729. * @param x defines the 1st component of the value
  98730. * @param y defines the 2nd component of the value
  98731. * @param z defines the 3rd component of the value
  98732. * @param w defines the 4th component of the value
  98733. */
  98734. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  98735. /**
  98736. * Gets the depth culling state manager
  98737. */
  98738. readonly depthCullingState: DepthCullingState;
  98739. /**
  98740. * Gets the alpha state manager
  98741. */
  98742. readonly alphaState: AlphaState;
  98743. /**
  98744. * Gets the stencil state manager
  98745. */
  98746. readonly stencilState: StencilState;
  98747. /**
  98748. * Clears the list of texture accessible through engine.
  98749. * This can help preventing texture load conflict due to name collision.
  98750. */
  98751. clearInternalTexturesCache(): void;
  98752. /**
  98753. * Force the entire cache to be cleared
  98754. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  98755. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  98756. */
  98757. wipeCaches(bruteForce?: boolean): void;
  98758. /** @hidden */
  98759. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  98760. min: number;
  98761. mag: number;
  98762. };
  98763. /** @hidden */
  98764. _createTexture(): WebGLTexture;
  98765. /**
  98766. * Usually called from Texture.ts.
  98767. * Passed information to create a WebGLTexture
  98768. * @param urlArg defines a value which contains one of the following:
  98769. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  98770. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  98771. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  98772. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  98773. * @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)
  98774. * @param scene needed for loading to the correct scene
  98775. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  98776. * @param onLoad optional callback to be called upon successful completion
  98777. * @param onError optional callback to be called upon failure
  98778. * @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
  98779. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  98780. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  98781. * @param forcedExtension defines the extension to use to pick the right loader
  98782. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  98783. * @param mimeType defines an optional mime type
  98784. * @returns a InternalTexture for assignment back into BABYLON.Texture
  98785. */
  98786. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  98787. /**
  98788. * @hidden
  98789. */
  98790. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  98791. /**
  98792. * Creates a raw texture
  98793. * @param data defines the data to store in the texture
  98794. * @param width defines the width of the texture
  98795. * @param height defines the height of the texture
  98796. * @param format defines the format of the data
  98797. * @param generateMipMaps defines if the engine should generate the mip levels
  98798. * @param invertY defines if data must be stored with Y axis inverted
  98799. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  98800. * @param compression defines the compression used (null by default)
  98801. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  98802. * @returns the raw texture inside an InternalTexture
  98803. */
  98804. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  98805. /**
  98806. * Creates a new raw cube texture
  98807. * @param data defines the array of data to use to create each face
  98808. * @param size defines the size of the textures
  98809. * @param format defines the format of the data
  98810. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  98811. * @param generateMipMaps defines if the engine should generate the mip levels
  98812. * @param invertY defines if data must be stored with Y axis inverted
  98813. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98814. * @param compression defines the compression used (null by default)
  98815. * @returns the cube texture as an InternalTexture
  98816. */
  98817. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  98818. /**
  98819. * Creates a new raw 3D texture
  98820. * @param data defines the data used to create the texture
  98821. * @param width defines the width of the texture
  98822. * @param height defines the height of the texture
  98823. * @param depth defines the depth of the texture
  98824. * @param format defines the format of the texture
  98825. * @param generateMipMaps defines if the engine must generate mip levels
  98826. * @param invertY defines if data must be stored with Y axis inverted
  98827. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98828. * @param compression defines the compressed used (can be null)
  98829. * @param textureType defines the compressed used (can be null)
  98830. * @returns a new raw 3D texture (stored in an InternalTexture)
  98831. */
  98832. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98833. /**
  98834. * Creates a new raw 2D array texture
  98835. * @param data defines the data used to create the texture
  98836. * @param width defines the width of the texture
  98837. * @param height defines the height of the texture
  98838. * @param depth defines the number of layers of the texture
  98839. * @param format defines the format of the texture
  98840. * @param generateMipMaps defines if the engine must generate mip levels
  98841. * @param invertY defines if data must be stored with Y axis inverted
  98842. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98843. * @param compression defines the compressed used (can be null)
  98844. * @param textureType defines the compressed used (can be null)
  98845. * @returns a new raw 2D array texture (stored in an InternalTexture)
  98846. */
  98847. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98848. private _unpackFlipYCached;
  98849. /**
  98850. * In case you are sharing the context with other applications, it might
  98851. * be interested to not cache the unpack flip y state to ensure a consistent
  98852. * value would be set.
  98853. */
  98854. enableUnpackFlipYCached: boolean;
  98855. /** @hidden */
  98856. _unpackFlipY(value: boolean): void;
  98857. /** @hidden */
  98858. _getUnpackAlignement(): number;
  98859. /**
  98860. * Update the sampling mode of a given texture
  98861. * @param samplingMode defines the required sampling mode
  98862. * @param texture defines the texture to update
  98863. */
  98864. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  98865. /** @hidden */
  98866. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  98867. width: number;
  98868. height: number;
  98869. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  98870. /** @hidden */
  98871. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98872. /** @hidden */
  98873. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  98874. /** @hidden */
  98875. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98876. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  98877. private _prepareWebGLTexture;
  98878. /** @hidden */
  98879. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  98880. /** @hidden */
  98881. _releaseFramebufferObjects(texture: InternalTexture): void;
  98882. /** @hidden */
  98883. _releaseTexture(texture: InternalTexture): void;
  98884. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  98885. protected _setProgram(program: WebGLProgram): void;
  98886. protected _boundUniforms: {
  98887. [key: number]: WebGLUniformLocation;
  98888. };
  98889. /**
  98890. * Binds an effect to the webGL context
  98891. * @param effect defines the effect to bind
  98892. */
  98893. bindSamplers(effect: Effect): void;
  98894. private _activateCurrentTexture;
  98895. /** @hidden */
  98896. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  98897. /** @hidden */
  98898. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  98899. /**
  98900. * Unbind all textures from the webGL context
  98901. */
  98902. unbindAllTextures(): void;
  98903. /**
  98904. * Sets a texture to the according uniform.
  98905. * @param channel The texture channel
  98906. * @param uniform The uniform to set
  98907. * @param texture The texture to apply
  98908. */
  98909. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  98910. private _bindSamplerUniformToChannel;
  98911. private _getTextureWrapMode;
  98912. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  98913. /**
  98914. * Sets an array of texture to the webGL context
  98915. * @param channel defines the channel where the texture array must be set
  98916. * @param uniform defines the associated uniform location
  98917. * @param textures defines the array of textures to bind
  98918. */
  98919. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  98920. /** @hidden */
  98921. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  98922. private _setTextureParameterFloat;
  98923. private _setTextureParameterInteger;
  98924. /**
  98925. * Unbind all vertex attributes from the webGL context
  98926. */
  98927. unbindAllAttributes(): void;
  98928. /**
  98929. * 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
  98930. */
  98931. releaseEffects(): void;
  98932. /**
  98933. * Dispose and release all associated resources
  98934. */
  98935. dispose(): void;
  98936. /**
  98937. * Attach a new callback raised when context lost event is fired
  98938. * @param callback defines the callback to call
  98939. */
  98940. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98941. /**
  98942. * Attach a new callback raised when context restored event is fired
  98943. * @param callback defines the callback to call
  98944. */
  98945. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98946. /**
  98947. * Get the current error code of the webGL context
  98948. * @returns the error code
  98949. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  98950. */
  98951. getError(): number;
  98952. private _canRenderToFloatFramebuffer;
  98953. private _canRenderToHalfFloatFramebuffer;
  98954. private _canRenderToFramebuffer;
  98955. /** @hidden */
  98956. _getWebGLTextureType(type: number): number;
  98957. /** @hidden */
  98958. _getInternalFormat(format: number): number;
  98959. /** @hidden */
  98960. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  98961. /** @hidden */
  98962. _getRGBAMultiSampleBufferFormat(type: number): number;
  98963. /** @hidden */
  98964. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  98965. /**
  98966. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  98967. * @returns true if the engine can be created
  98968. * @ignorenaming
  98969. */
  98970. static isSupported(): boolean;
  98971. /**
  98972. * Find the next highest power of two.
  98973. * @param x Number to start search from.
  98974. * @return Next highest power of two.
  98975. */
  98976. static CeilingPOT(x: number): number;
  98977. /**
  98978. * Find the next lowest power of two.
  98979. * @param x Number to start search from.
  98980. * @return Next lowest power of two.
  98981. */
  98982. static FloorPOT(x: number): number;
  98983. /**
  98984. * Find the nearest power of two.
  98985. * @param x Number to start search from.
  98986. * @return Next nearest power of two.
  98987. */
  98988. static NearestPOT(x: number): number;
  98989. /**
  98990. * Get the closest exponent of two
  98991. * @param value defines the value to approximate
  98992. * @param max defines the maximum value to return
  98993. * @param mode defines how to define the closest value
  98994. * @returns closest exponent of two of the given value
  98995. */
  98996. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  98997. /**
  98998. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  98999. * @param func - the function to be called
  99000. * @param requester - the object that will request the next frame. Falls back to window.
  99001. * @returns frame number
  99002. */
  99003. static QueueNewFrame(func: () => void, requester?: any): number;
  99004. /**
  99005. * Gets host document
  99006. * @returns the host document object
  99007. */
  99008. getHostDocument(): Document;
  99009. }
  99010. }
  99011. declare module BABYLON {
  99012. /**
  99013. * Class representing spherical harmonics coefficients to the 3rd degree
  99014. */
  99015. export class SphericalHarmonics {
  99016. /**
  99017. * Defines whether or not the harmonics have been prescaled for rendering.
  99018. */
  99019. preScaled: boolean;
  99020. /**
  99021. * The l0,0 coefficients of the spherical harmonics
  99022. */
  99023. l00: Vector3;
  99024. /**
  99025. * The l1,-1 coefficients of the spherical harmonics
  99026. */
  99027. l1_1: Vector3;
  99028. /**
  99029. * The l1,0 coefficients of the spherical harmonics
  99030. */
  99031. l10: Vector3;
  99032. /**
  99033. * The l1,1 coefficients of the spherical harmonics
  99034. */
  99035. l11: Vector3;
  99036. /**
  99037. * The l2,-2 coefficients of the spherical harmonics
  99038. */
  99039. l2_2: Vector3;
  99040. /**
  99041. * The l2,-1 coefficients of the spherical harmonics
  99042. */
  99043. l2_1: Vector3;
  99044. /**
  99045. * The l2,0 coefficients of the spherical harmonics
  99046. */
  99047. l20: Vector3;
  99048. /**
  99049. * The l2,1 coefficients of the spherical harmonics
  99050. */
  99051. l21: Vector3;
  99052. /**
  99053. * The l2,2 coefficients of the spherical harmonics
  99054. */
  99055. l22: Vector3;
  99056. /**
  99057. * Adds a light to the spherical harmonics
  99058. * @param direction the direction of the light
  99059. * @param color the color of the light
  99060. * @param deltaSolidAngle the delta solid angle of the light
  99061. */
  99062. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  99063. /**
  99064. * Scales the spherical harmonics by the given amount
  99065. * @param scale the amount to scale
  99066. */
  99067. scaleInPlace(scale: number): void;
  99068. /**
  99069. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  99070. *
  99071. * ```
  99072. * E_lm = A_l * L_lm
  99073. * ```
  99074. *
  99075. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  99076. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  99077. * the scaling factors are given in equation 9.
  99078. */
  99079. convertIncidentRadianceToIrradiance(): void;
  99080. /**
  99081. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  99082. *
  99083. * ```
  99084. * L = (1/pi) * E * rho
  99085. * ```
  99086. *
  99087. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  99088. */
  99089. convertIrradianceToLambertianRadiance(): void;
  99090. /**
  99091. * Integrates the reconstruction coefficients directly in to the SH preventing further
  99092. * required operations at run time.
  99093. *
  99094. * This is simply done by scaling back the SH with Ylm constants parameter.
  99095. * The trigonometric part being applied by the shader at run time.
  99096. */
  99097. preScaleForRendering(): void;
  99098. /**
  99099. * Constructs a spherical harmonics from an array.
  99100. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  99101. * @returns the spherical harmonics
  99102. */
  99103. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  99104. /**
  99105. * Gets the spherical harmonics from polynomial
  99106. * @param polynomial the spherical polynomial
  99107. * @returns the spherical harmonics
  99108. */
  99109. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  99110. }
  99111. /**
  99112. * Class representing spherical polynomial coefficients to the 3rd degree
  99113. */
  99114. export class SphericalPolynomial {
  99115. private _harmonics;
  99116. /**
  99117. * The spherical harmonics used to create the polynomials.
  99118. */
  99119. readonly preScaledHarmonics: SphericalHarmonics;
  99120. /**
  99121. * The x coefficients of the spherical polynomial
  99122. */
  99123. x: Vector3;
  99124. /**
  99125. * The y coefficients of the spherical polynomial
  99126. */
  99127. y: Vector3;
  99128. /**
  99129. * The z coefficients of the spherical polynomial
  99130. */
  99131. z: Vector3;
  99132. /**
  99133. * The xx coefficients of the spherical polynomial
  99134. */
  99135. xx: Vector3;
  99136. /**
  99137. * The yy coefficients of the spherical polynomial
  99138. */
  99139. yy: Vector3;
  99140. /**
  99141. * The zz coefficients of the spherical polynomial
  99142. */
  99143. zz: Vector3;
  99144. /**
  99145. * The xy coefficients of the spherical polynomial
  99146. */
  99147. xy: Vector3;
  99148. /**
  99149. * The yz coefficients of the spherical polynomial
  99150. */
  99151. yz: Vector3;
  99152. /**
  99153. * The zx coefficients of the spherical polynomial
  99154. */
  99155. zx: Vector3;
  99156. /**
  99157. * Adds an ambient color to the spherical polynomial
  99158. * @param color the color to add
  99159. */
  99160. addAmbient(color: Color3): void;
  99161. /**
  99162. * Scales the spherical polynomial by the given amount
  99163. * @param scale the amount to scale
  99164. */
  99165. scaleInPlace(scale: number): void;
  99166. /**
  99167. * Gets the spherical polynomial from harmonics
  99168. * @param harmonics the spherical harmonics
  99169. * @returns the spherical polynomial
  99170. */
  99171. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  99172. /**
  99173. * Constructs a spherical polynomial from an array.
  99174. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  99175. * @returns the spherical polynomial
  99176. */
  99177. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  99178. }
  99179. }
  99180. declare module BABYLON {
  99181. /**
  99182. * Defines the source of the internal texture
  99183. */
  99184. export enum InternalTextureSource {
  99185. /**
  99186. * The source of the texture data is unknown
  99187. */
  99188. Unknown = 0,
  99189. /**
  99190. * Texture data comes from an URL
  99191. */
  99192. Url = 1,
  99193. /**
  99194. * Texture data is only used for temporary storage
  99195. */
  99196. Temp = 2,
  99197. /**
  99198. * Texture data comes from raw data (ArrayBuffer)
  99199. */
  99200. Raw = 3,
  99201. /**
  99202. * Texture content is dynamic (video or dynamic texture)
  99203. */
  99204. Dynamic = 4,
  99205. /**
  99206. * Texture content is generated by rendering to it
  99207. */
  99208. RenderTarget = 5,
  99209. /**
  99210. * Texture content is part of a multi render target process
  99211. */
  99212. MultiRenderTarget = 6,
  99213. /**
  99214. * Texture data comes from a cube data file
  99215. */
  99216. Cube = 7,
  99217. /**
  99218. * Texture data comes from a raw cube data
  99219. */
  99220. CubeRaw = 8,
  99221. /**
  99222. * Texture data come from a prefiltered cube data file
  99223. */
  99224. CubePrefiltered = 9,
  99225. /**
  99226. * Texture content is raw 3D data
  99227. */
  99228. Raw3D = 10,
  99229. /**
  99230. * Texture content is raw 2D array data
  99231. */
  99232. Raw2DArray = 11,
  99233. /**
  99234. * Texture content is a depth texture
  99235. */
  99236. Depth = 12,
  99237. /**
  99238. * Texture data comes from a raw cube data encoded with RGBD
  99239. */
  99240. CubeRawRGBD = 13
  99241. }
  99242. /**
  99243. * Class used to store data associated with WebGL texture data for the engine
  99244. * This class should not be used directly
  99245. */
  99246. export class InternalTexture {
  99247. /** @hidden */
  99248. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  99249. /**
  99250. * Defines if the texture is ready
  99251. */
  99252. isReady: boolean;
  99253. /**
  99254. * Defines if the texture is a cube texture
  99255. */
  99256. isCube: boolean;
  99257. /**
  99258. * Defines if the texture contains 3D data
  99259. */
  99260. is3D: boolean;
  99261. /**
  99262. * Defines if the texture contains 2D array data
  99263. */
  99264. is2DArray: boolean;
  99265. /**
  99266. * Defines if the texture contains multiview data
  99267. */
  99268. isMultiview: boolean;
  99269. /**
  99270. * Gets the URL used to load this texture
  99271. */
  99272. url: string;
  99273. /**
  99274. * Gets the sampling mode of the texture
  99275. */
  99276. samplingMode: number;
  99277. /**
  99278. * Gets a boolean indicating if the texture needs mipmaps generation
  99279. */
  99280. generateMipMaps: boolean;
  99281. /**
  99282. * Gets the number of samples used by the texture (WebGL2+ only)
  99283. */
  99284. samples: number;
  99285. /**
  99286. * Gets the type of the texture (int, float...)
  99287. */
  99288. type: number;
  99289. /**
  99290. * Gets the format of the texture (RGB, RGBA...)
  99291. */
  99292. format: number;
  99293. /**
  99294. * Observable called when the texture is loaded
  99295. */
  99296. onLoadedObservable: Observable<InternalTexture>;
  99297. /**
  99298. * Gets the width of the texture
  99299. */
  99300. width: number;
  99301. /**
  99302. * Gets the height of the texture
  99303. */
  99304. height: number;
  99305. /**
  99306. * Gets the depth of the texture
  99307. */
  99308. depth: number;
  99309. /**
  99310. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  99311. */
  99312. baseWidth: number;
  99313. /**
  99314. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  99315. */
  99316. baseHeight: number;
  99317. /**
  99318. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  99319. */
  99320. baseDepth: number;
  99321. /**
  99322. * Gets a boolean indicating if the texture is inverted on Y axis
  99323. */
  99324. invertY: boolean;
  99325. /** @hidden */
  99326. _invertVScale: boolean;
  99327. /** @hidden */
  99328. _associatedChannel: number;
  99329. /** @hidden */
  99330. _source: InternalTextureSource;
  99331. /** @hidden */
  99332. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  99333. /** @hidden */
  99334. _bufferView: Nullable<ArrayBufferView>;
  99335. /** @hidden */
  99336. _bufferViewArray: Nullable<ArrayBufferView[]>;
  99337. /** @hidden */
  99338. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  99339. /** @hidden */
  99340. _size: number;
  99341. /** @hidden */
  99342. _extension: string;
  99343. /** @hidden */
  99344. _files: Nullable<string[]>;
  99345. /** @hidden */
  99346. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  99347. /** @hidden */
  99348. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  99349. /** @hidden */
  99350. _framebuffer: Nullable<WebGLFramebuffer>;
  99351. /** @hidden */
  99352. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  99353. /** @hidden */
  99354. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  99355. /** @hidden */
  99356. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  99357. /** @hidden */
  99358. _attachments: Nullable<number[]>;
  99359. /** @hidden */
  99360. _cachedCoordinatesMode: Nullable<number>;
  99361. /** @hidden */
  99362. _cachedWrapU: Nullable<number>;
  99363. /** @hidden */
  99364. _cachedWrapV: Nullable<number>;
  99365. /** @hidden */
  99366. _cachedWrapR: Nullable<number>;
  99367. /** @hidden */
  99368. _cachedAnisotropicFilteringLevel: Nullable<number>;
  99369. /** @hidden */
  99370. _isDisabled: boolean;
  99371. /** @hidden */
  99372. _compression: Nullable<string>;
  99373. /** @hidden */
  99374. _generateStencilBuffer: boolean;
  99375. /** @hidden */
  99376. _generateDepthBuffer: boolean;
  99377. /** @hidden */
  99378. _comparisonFunction: number;
  99379. /** @hidden */
  99380. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  99381. /** @hidden */
  99382. _lodGenerationScale: number;
  99383. /** @hidden */
  99384. _lodGenerationOffset: number;
  99385. /** @hidden */
  99386. _colorTextureArray: Nullable<WebGLTexture>;
  99387. /** @hidden */
  99388. _depthStencilTextureArray: Nullable<WebGLTexture>;
  99389. /** @hidden */
  99390. _lodTextureHigh: Nullable<BaseTexture>;
  99391. /** @hidden */
  99392. _lodTextureMid: Nullable<BaseTexture>;
  99393. /** @hidden */
  99394. _lodTextureLow: Nullable<BaseTexture>;
  99395. /** @hidden */
  99396. _isRGBD: boolean;
  99397. /** @hidden */
  99398. _linearSpecularLOD: boolean;
  99399. /** @hidden */
  99400. _irradianceTexture: Nullable<BaseTexture>;
  99401. /** @hidden */
  99402. _webGLTexture: Nullable<WebGLTexture>;
  99403. /** @hidden */
  99404. _references: number;
  99405. private _engine;
  99406. /**
  99407. * Gets the Engine the texture belongs to.
  99408. * @returns The babylon engine
  99409. */
  99410. getEngine(): ThinEngine;
  99411. /**
  99412. * Gets the data source type of the texture
  99413. */
  99414. readonly source: InternalTextureSource;
  99415. /**
  99416. * Creates a new InternalTexture
  99417. * @param engine defines the engine to use
  99418. * @param source defines the type of data that will be used
  99419. * @param delayAllocation if the texture allocation should be delayed (default: false)
  99420. */
  99421. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  99422. /**
  99423. * Increments the number of references (ie. the number of Texture that point to it)
  99424. */
  99425. incrementReferences(): void;
  99426. /**
  99427. * Change the size of the texture (not the size of the content)
  99428. * @param width defines the new width
  99429. * @param height defines the new height
  99430. * @param depth defines the new depth (1 by default)
  99431. */
  99432. updateSize(width: int, height: int, depth?: int): void;
  99433. /** @hidden */
  99434. _rebuild(): void;
  99435. /** @hidden */
  99436. _swapAndDie(target: InternalTexture): void;
  99437. /**
  99438. * Dispose the current allocated resources
  99439. */
  99440. dispose(): void;
  99441. }
  99442. }
  99443. declare module BABYLON {
  99444. /**
  99445. * Class used to work with sound analyzer using fast fourier transform (FFT)
  99446. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99447. */
  99448. export class Analyser {
  99449. /**
  99450. * Gets or sets the smoothing
  99451. * @ignorenaming
  99452. */
  99453. SMOOTHING: number;
  99454. /**
  99455. * Gets or sets the FFT table size
  99456. * @ignorenaming
  99457. */
  99458. FFT_SIZE: number;
  99459. /**
  99460. * Gets or sets the bar graph amplitude
  99461. * @ignorenaming
  99462. */
  99463. BARGRAPHAMPLITUDE: number;
  99464. /**
  99465. * Gets or sets the position of the debug canvas
  99466. * @ignorenaming
  99467. */
  99468. DEBUGCANVASPOS: {
  99469. x: number;
  99470. y: number;
  99471. };
  99472. /**
  99473. * Gets or sets the debug canvas size
  99474. * @ignorenaming
  99475. */
  99476. DEBUGCANVASSIZE: {
  99477. width: number;
  99478. height: number;
  99479. };
  99480. private _byteFreqs;
  99481. private _byteTime;
  99482. private _floatFreqs;
  99483. private _webAudioAnalyser;
  99484. private _debugCanvas;
  99485. private _debugCanvasContext;
  99486. private _scene;
  99487. private _registerFunc;
  99488. private _audioEngine;
  99489. /**
  99490. * Creates a new analyser
  99491. * @param scene defines hosting scene
  99492. */
  99493. constructor(scene: Scene);
  99494. /**
  99495. * Get the number of data values you will have to play with for the visualization
  99496. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  99497. * @returns a number
  99498. */
  99499. getFrequencyBinCount(): number;
  99500. /**
  99501. * Gets the current frequency data as a byte array
  99502. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99503. * @returns a Uint8Array
  99504. */
  99505. getByteFrequencyData(): Uint8Array;
  99506. /**
  99507. * Gets the current waveform as a byte array
  99508. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  99509. * @returns a Uint8Array
  99510. */
  99511. getByteTimeDomainData(): Uint8Array;
  99512. /**
  99513. * Gets the current frequency data as a float array
  99514. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99515. * @returns a Float32Array
  99516. */
  99517. getFloatFrequencyData(): Float32Array;
  99518. /**
  99519. * Renders the debug canvas
  99520. */
  99521. drawDebugCanvas(): void;
  99522. /**
  99523. * Stops rendering the debug canvas and removes it
  99524. */
  99525. stopDebugCanvas(): void;
  99526. /**
  99527. * Connects two audio nodes
  99528. * @param inputAudioNode defines first node to connect
  99529. * @param outputAudioNode defines second node to connect
  99530. */
  99531. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  99532. /**
  99533. * Releases all associated resources
  99534. */
  99535. dispose(): void;
  99536. }
  99537. }
  99538. declare module BABYLON {
  99539. /**
  99540. * This represents an audio engine and it is responsible
  99541. * to play, synchronize and analyse sounds throughout the application.
  99542. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99543. */
  99544. export interface IAudioEngine extends IDisposable {
  99545. /**
  99546. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99547. */
  99548. readonly canUseWebAudio: boolean;
  99549. /**
  99550. * Gets the current AudioContext if available.
  99551. */
  99552. readonly audioContext: Nullable<AudioContext>;
  99553. /**
  99554. * The master gain node defines the global audio volume of your audio engine.
  99555. */
  99556. readonly masterGain: GainNode;
  99557. /**
  99558. * Gets whether or not mp3 are supported by your browser.
  99559. */
  99560. readonly isMP3supported: boolean;
  99561. /**
  99562. * Gets whether or not ogg are supported by your browser.
  99563. */
  99564. readonly isOGGsupported: boolean;
  99565. /**
  99566. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99567. * @ignoreNaming
  99568. */
  99569. WarnedWebAudioUnsupported: boolean;
  99570. /**
  99571. * Defines if the audio engine relies on a custom unlocked button.
  99572. * In this case, the embedded button will not be displayed.
  99573. */
  99574. useCustomUnlockedButton: boolean;
  99575. /**
  99576. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  99577. */
  99578. readonly unlocked: boolean;
  99579. /**
  99580. * Event raised when audio has been unlocked on the browser.
  99581. */
  99582. onAudioUnlockedObservable: Observable<AudioEngine>;
  99583. /**
  99584. * Event raised when audio has been locked on the browser.
  99585. */
  99586. onAudioLockedObservable: Observable<AudioEngine>;
  99587. /**
  99588. * Flags the audio engine in Locked state.
  99589. * This happens due to new browser policies preventing audio to autoplay.
  99590. */
  99591. lock(): void;
  99592. /**
  99593. * Unlocks the audio engine once a user action has been done on the dom.
  99594. * This is helpful to resume play once browser policies have been satisfied.
  99595. */
  99596. unlock(): void;
  99597. }
  99598. /**
  99599. * This represents the default audio engine used in babylon.
  99600. * It is responsible to play, synchronize and analyse sounds throughout the application.
  99601. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99602. */
  99603. export class AudioEngine implements IAudioEngine {
  99604. private _audioContext;
  99605. private _audioContextInitialized;
  99606. private _muteButton;
  99607. private _hostElement;
  99608. /**
  99609. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99610. */
  99611. canUseWebAudio: boolean;
  99612. /**
  99613. * The master gain node defines the global audio volume of your audio engine.
  99614. */
  99615. masterGain: GainNode;
  99616. /**
  99617. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99618. * @ignoreNaming
  99619. */
  99620. WarnedWebAudioUnsupported: boolean;
  99621. /**
  99622. * Gets whether or not mp3 are supported by your browser.
  99623. */
  99624. isMP3supported: boolean;
  99625. /**
  99626. * Gets whether or not ogg are supported by your browser.
  99627. */
  99628. isOGGsupported: boolean;
  99629. /**
  99630. * Gets whether audio has been unlocked on the device.
  99631. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  99632. * a user interaction has happened.
  99633. */
  99634. unlocked: boolean;
  99635. /**
  99636. * Defines if the audio engine relies on a custom unlocked button.
  99637. * In this case, the embedded button will not be displayed.
  99638. */
  99639. useCustomUnlockedButton: boolean;
  99640. /**
  99641. * Event raised when audio has been unlocked on the browser.
  99642. */
  99643. onAudioUnlockedObservable: Observable<AudioEngine>;
  99644. /**
  99645. * Event raised when audio has been locked on the browser.
  99646. */
  99647. onAudioLockedObservable: Observable<AudioEngine>;
  99648. /**
  99649. * Gets the current AudioContext if available.
  99650. */
  99651. readonly audioContext: Nullable<AudioContext>;
  99652. private _connectedAnalyser;
  99653. /**
  99654. * Instantiates a new audio engine.
  99655. *
  99656. * There should be only one per page as some browsers restrict the number
  99657. * of audio contexts you can create.
  99658. * @param hostElement defines the host element where to display the mute icon if necessary
  99659. */
  99660. constructor(hostElement?: Nullable<HTMLElement>);
  99661. /**
  99662. * Flags the audio engine in Locked state.
  99663. * This happens due to new browser policies preventing audio to autoplay.
  99664. */
  99665. lock(): void;
  99666. /**
  99667. * Unlocks the audio engine once a user action has been done on the dom.
  99668. * This is helpful to resume play once browser policies have been satisfied.
  99669. */
  99670. unlock(): void;
  99671. private _resumeAudioContext;
  99672. private _initializeAudioContext;
  99673. private _tryToRun;
  99674. private _triggerRunningState;
  99675. private _triggerSuspendedState;
  99676. private _displayMuteButton;
  99677. private _moveButtonToTopLeft;
  99678. private _onResize;
  99679. private _hideMuteButton;
  99680. /**
  99681. * Destroy and release the resources associated with the audio ccontext.
  99682. */
  99683. dispose(): void;
  99684. /**
  99685. * Gets the global volume sets on the master gain.
  99686. * @returns the global volume if set or -1 otherwise
  99687. */
  99688. getGlobalVolume(): number;
  99689. /**
  99690. * Sets the global volume of your experience (sets on the master gain).
  99691. * @param newVolume Defines the new global volume of the application
  99692. */
  99693. setGlobalVolume(newVolume: number): void;
  99694. /**
  99695. * Connect the audio engine to an audio analyser allowing some amazing
  99696. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99697. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99698. * @param analyser The analyser to connect to the engine
  99699. */
  99700. connectToAnalyser(analyser: Analyser): void;
  99701. }
  99702. }
  99703. declare module BABYLON {
  99704. /**
  99705. * Interface used to present a loading screen while loading a scene
  99706. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99707. */
  99708. export interface ILoadingScreen {
  99709. /**
  99710. * Function called to display the loading screen
  99711. */
  99712. displayLoadingUI: () => void;
  99713. /**
  99714. * Function called to hide the loading screen
  99715. */
  99716. hideLoadingUI: () => void;
  99717. /**
  99718. * Gets or sets the color to use for the background
  99719. */
  99720. loadingUIBackgroundColor: string;
  99721. /**
  99722. * Gets or sets the text to display while loading
  99723. */
  99724. loadingUIText: string;
  99725. }
  99726. /**
  99727. * Class used for the default loading screen
  99728. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99729. */
  99730. export class DefaultLoadingScreen implements ILoadingScreen {
  99731. private _renderingCanvas;
  99732. private _loadingText;
  99733. private _loadingDivBackgroundColor;
  99734. private _loadingDiv;
  99735. private _loadingTextDiv;
  99736. /** Gets or sets the logo url to use for the default loading screen */
  99737. static DefaultLogoUrl: string;
  99738. /** Gets or sets the spinner url to use for the default loading screen */
  99739. static DefaultSpinnerUrl: string;
  99740. /**
  99741. * Creates a new default loading screen
  99742. * @param _renderingCanvas defines the canvas used to render the scene
  99743. * @param _loadingText defines the default text to display
  99744. * @param _loadingDivBackgroundColor defines the default background color
  99745. */
  99746. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  99747. /**
  99748. * Function called to display the loading screen
  99749. */
  99750. displayLoadingUI(): void;
  99751. /**
  99752. * Function called to hide the loading screen
  99753. */
  99754. hideLoadingUI(): void;
  99755. /**
  99756. * Gets or sets the text to display while loading
  99757. */
  99758. loadingUIText: string;
  99759. /**
  99760. * Gets or sets the color to use for the background
  99761. */
  99762. loadingUIBackgroundColor: string;
  99763. private _resizeLoadingUI;
  99764. }
  99765. }
  99766. declare module BABYLON {
  99767. /**
  99768. * Interface for any object that can request an animation frame
  99769. */
  99770. export interface ICustomAnimationFrameRequester {
  99771. /**
  99772. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  99773. */
  99774. renderFunction?: Function;
  99775. /**
  99776. * Called to request the next frame to render to
  99777. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  99778. */
  99779. requestAnimationFrame: Function;
  99780. /**
  99781. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  99782. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  99783. */
  99784. requestID?: number;
  99785. }
  99786. }
  99787. declare module BABYLON {
  99788. /**
  99789. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  99790. */
  99791. export class PerformanceMonitor {
  99792. private _enabled;
  99793. private _rollingFrameTime;
  99794. private _lastFrameTimeMs;
  99795. /**
  99796. * constructor
  99797. * @param frameSampleSize The number of samples required to saturate the sliding window
  99798. */
  99799. constructor(frameSampleSize?: number);
  99800. /**
  99801. * Samples current frame
  99802. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  99803. */
  99804. sampleFrame(timeMs?: number): void;
  99805. /**
  99806. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99807. */
  99808. readonly averageFrameTime: number;
  99809. /**
  99810. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99811. */
  99812. readonly averageFrameTimeVariance: number;
  99813. /**
  99814. * Returns the frame time of the most recent frame
  99815. */
  99816. readonly instantaneousFrameTime: number;
  99817. /**
  99818. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  99819. */
  99820. readonly averageFPS: number;
  99821. /**
  99822. * Returns the average framerate in frames per second using the most recent frame time
  99823. */
  99824. readonly instantaneousFPS: number;
  99825. /**
  99826. * Returns true if enough samples have been taken to completely fill the sliding window
  99827. */
  99828. readonly isSaturated: boolean;
  99829. /**
  99830. * Enables contributions to the sliding window sample set
  99831. */
  99832. enable(): void;
  99833. /**
  99834. * Disables contributions to the sliding window sample set
  99835. * Samples will not be interpolated over the disabled period
  99836. */
  99837. disable(): void;
  99838. /**
  99839. * Returns true if sampling is enabled
  99840. */
  99841. readonly isEnabled: boolean;
  99842. /**
  99843. * Resets performance monitor
  99844. */
  99845. reset(): void;
  99846. }
  99847. /**
  99848. * RollingAverage
  99849. *
  99850. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  99851. */
  99852. export class RollingAverage {
  99853. /**
  99854. * Current average
  99855. */
  99856. average: number;
  99857. /**
  99858. * Current variance
  99859. */
  99860. variance: number;
  99861. protected _samples: Array<number>;
  99862. protected _sampleCount: number;
  99863. protected _pos: number;
  99864. protected _m2: number;
  99865. /**
  99866. * constructor
  99867. * @param length The number of samples required to saturate the sliding window
  99868. */
  99869. constructor(length: number);
  99870. /**
  99871. * Adds a sample to the sample set
  99872. * @param v The sample value
  99873. */
  99874. add(v: number): void;
  99875. /**
  99876. * Returns previously added values or null if outside of history or outside the sliding window domain
  99877. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  99878. * @return Value previously recorded with add() or null if outside of range
  99879. */
  99880. history(i: number): number;
  99881. /**
  99882. * Returns true if enough samples have been taken to completely fill the sliding window
  99883. * @return true if sample-set saturated
  99884. */
  99885. isSaturated(): boolean;
  99886. /**
  99887. * Resets the rolling average (equivalent to 0 samples taken so far)
  99888. */
  99889. reset(): void;
  99890. /**
  99891. * Wraps a value around the sample range boundaries
  99892. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  99893. * @return Wrapped position in sample range
  99894. */
  99895. protected _wrapPosition(i: number): number;
  99896. }
  99897. }
  99898. declare module BABYLON {
  99899. /**
  99900. * This class is used to track a performance counter which is number based.
  99901. * The user has access to many properties which give statistics of different nature.
  99902. *
  99903. * The implementer can track two kinds of Performance Counter: time and count.
  99904. * 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.
  99905. * 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.
  99906. */
  99907. export class PerfCounter {
  99908. /**
  99909. * Gets or sets a global boolean to turn on and off all the counters
  99910. */
  99911. static Enabled: boolean;
  99912. /**
  99913. * Returns the smallest value ever
  99914. */
  99915. readonly min: number;
  99916. /**
  99917. * Returns the biggest value ever
  99918. */
  99919. readonly max: number;
  99920. /**
  99921. * Returns the average value since the performance counter is running
  99922. */
  99923. readonly average: number;
  99924. /**
  99925. * Returns the average value of the last second the counter was monitored
  99926. */
  99927. readonly lastSecAverage: number;
  99928. /**
  99929. * Returns the current value
  99930. */
  99931. readonly current: number;
  99932. /**
  99933. * Gets the accumulated total
  99934. */
  99935. readonly total: number;
  99936. /**
  99937. * Gets the total value count
  99938. */
  99939. readonly count: number;
  99940. /**
  99941. * Creates a new counter
  99942. */
  99943. constructor();
  99944. /**
  99945. * Call this method to start monitoring a new frame.
  99946. * 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.
  99947. */
  99948. fetchNewFrame(): void;
  99949. /**
  99950. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  99951. * @param newCount the count value to add to the monitored count
  99952. * @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.
  99953. */
  99954. addCount(newCount: number, fetchResult: boolean): void;
  99955. /**
  99956. * Start monitoring this performance counter
  99957. */
  99958. beginMonitoring(): void;
  99959. /**
  99960. * Compute the time lapsed since the previous beginMonitoring() call.
  99961. * @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
  99962. */
  99963. endMonitoring(newFrame?: boolean): void;
  99964. private _fetchResult;
  99965. private _startMonitoringTime;
  99966. private _min;
  99967. private _max;
  99968. private _average;
  99969. private _current;
  99970. private _totalValueCount;
  99971. private _totalAccumulated;
  99972. private _lastSecAverage;
  99973. private _lastSecAccumulated;
  99974. private _lastSecTime;
  99975. private _lastSecValueCount;
  99976. }
  99977. }
  99978. declare module BABYLON {
  99979. /**
  99980. * Defines the interface used by display changed events
  99981. */
  99982. export interface IDisplayChangedEventArgs {
  99983. /** Gets the vrDisplay object (if any) */
  99984. vrDisplay: Nullable<any>;
  99985. /** Gets a boolean indicating if webVR is supported */
  99986. vrSupported: boolean;
  99987. }
  99988. /**
  99989. * Defines the interface used by objects containing a viewport (like a camera)
  99990. */
  99991. interface IViewportOwnerLike {
  99992. /**
  99993. * Gets or sets the viewport
  99994. */
  99995. viewport: IViewportLike;
  99996. }
  99997. /**
  99998. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  99999. */
  100000. export class Engine extends ThinEngine {
  100001. /** Defines that alpha blending is disabled */
  100002. static readonly ALPHA_DISABLE: number;
  100003. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  100004. static readonly ALPHA_ADD: number;
  100005. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  100006. static readonly ALPHA_COMBINE: number;
  100007. /** Defines that alpha blending to DEST - SRC * DEST */
  100008. static readonly ALPHA_SUBTRACT: number;
  100009. /** Defines that alpha blending to SRC * DEST */
  100010. static readonly ALPHA_MULTIPLY: number;
  100011. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  100012. static readonly ALPHA_MAXIMIZED: number;
  100013. /** Defines that alpha blending to SRC + DEST */
  100014. static readonly ALPHA_ONEONE: number;
  100015. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  100016. static readonly ALPHA_PREMULTIPLIED: number;
  100017. /**
  100018. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  100019. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  100020. */
  100021. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  100022. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  100023. static readonly ALPHA_INTERPOLATE: number;
  100024. /**
  100025. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  100026. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  100027. */
  100028. static readonly ALPHA_SCREENMODE: number;
  100029. /** Defines that the ressource is not delayed*/
  100030. static readonly DELAYLOADSTATE_NONE: number;
  100031. /** Defines that the ressource was successfully delay loaded */
  100032. static readonly DELAYLOADSTATE_LOADED: number;
  100033. /** Defines that the ressource is currently delay loading */
  100034. static readonly DELAYLOADSTATE_LOADING: number;
  100035. /** Defines that the ressource is delayed and has not started loading */
  100036. static readonly DELAYLOADSTATE_NOTLOADED: number;
  100037. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  100038. static readonly NEVER: number;
  100039. /** 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 */
  100040. static readonly ALWAYS: number;
  100041. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  100042. static readonly LESS: number;
  100043. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  100044. static readonly EQUAL: number;
  100045. /** 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 */
  100046. static readonly LEQUAL: number;
  100047. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  100048. static readonly GREATER: number;
  100049. /** 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 */
  100050. static readonly GEQUAL: number;
  100051. /** 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 */
  100052. static readonly NOTEQUAL: number;
  100053. /** Passed to stencilOperation to specify that stencil value must be kept */
  100054. static readonly KEEP: number;
  100055. /** Passed to stencilOperation to specify that stencil value must be replaced */
  100056. static readonly REPLACE: number;
  100057. /** Passed to stencilOperation to specify that stencil value must be incremented */
  100058. static readonly INCR: number;
  100059. /** Passed to stencilOperation to specify that stencil value must be decremented */
  100060. static readonly DECR: number;
  100061. /** Passed to stencilOperation to specify that stencil value must be inverted */
  100062. static readonly INVERT: number;
  100063. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  100064. static readonly INCR_WRAP: number;
  100065. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  100066. static readonly DECR_WRAP: number;
  100067. /** Texture is not repeating outside of 0..1 UVs */
  100068. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  100069. /** Texture is repeating outside of 0..1 UVs */
  100070. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  100071. /** Texture is repeating and mirrored */
  100072. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  100073. /** ALPHA */
  100074. static readonly TEXTUREFORMAT_ALPHA: number;
  100075. /** LUMINANCE */
  100076. static readonly TEXTUREFORMAT_LUMINANCE: number;
  100077. /** LUMINANCE_ALPHA */
  100078. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  100079. /** RGB */
  100080. static readonly TEXTUREFORMAT_RGB: number;
  100081. /** RGBA */
  100082. static readonly TEXTUREFORMAT_RGBA: number;
  100083. /** RED */
  100084. static readonly TEXTUREFORMAT_RED: number;
  100085. /** RED (2nd reference) */
  100086. static readonly TEXTUREFORMAT_R: number;
  100087. /** RG */
  100088. static readonly TEXTUREFORMAT_RG: number;
  100089. /** RED_INTEGER */
  100090. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  100091. /** RED_INTEGER (2nd reference) */
  100092. static readonly TEXTUREFORMAT_R_INTEGER: number;
  100093. /** RG_INTEGER */
  100094. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  100095. /** RGB_INTEGER */
  100096. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  100097. /** RGBA_INTEGER */
  100098. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  100099. /** UNSIGNED_BYTE */
  100100. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  100101. /** UNSIGNED_BYTE (2nd reference) */
  100102. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  100103. /** FLOAT */
  100104. static readonly TEXTURETYPE_FLOAT: number;
  100105. /** HALF_FLOAT */
  100106. static readonly TEXTURETYPE_HALF_FLOAT: number;
  100107. /** BYTE */
  100108. static readonly TEXTURETYPE_BYTE: number;
  100109. /** SHORT */
  100110. static readonly TEXTURETYPE_SHORT: number;
  100111. /** UNSIGNED_SHORT */
  100112. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  100113. /** INT */
  100114. static readonly TEXTURETYPE_INT: number;
  100115. /** UNSIGNED_INT */
  100116. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  100117. /** UNSIGNED_SHORT_4_4_4_4 */
  100118. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  100119. /** UNSIGNED_SHORT_5_5_5_1 */
  100120. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  100121. /** UNSIGNED_SHORT_5_6_5 */
  100122. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  100123. /** UNSIGNED_INT_2_10_10_10_REV */
  100124. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  100125. /** UNSIGNED_INT_24_8 */
  100126. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  100127. /** UNSIGNED_INT_10F_11F_11F_REV */
  100128. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  100129. /** UNSIGNED_INT_5_9_9_9_REV */
  100130. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  100131. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  100132. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  100133. /** nearest is mag = nearest and min = nearest and mip = linear */
  100134. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  100135. /** Bilinear is mag = linear and min = linear and mip = nearest */
  100136. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  100137. /** Trilinear is mag = linear and min = linear and mip = linear */
  100138. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  100139. /** nearest is mag = nearest and min = nearest and mip = linear */
  100140. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  100141. /** Bilinear is mag = linear and min = linear and mip = nearest */
  100142. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  100143. /** Trilinear is mag = linear and min = linear and mip = linear */
  100144. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  100145. /** mag = nearest and min = nearest and mip = nearest */
  100146. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  100147. /** mag = nearest and min = linear and mip = nearest */
  100148. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  100149. /** mag = nearest and min = linear and mip = linear */
  100150. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  100151. /** mag = nearest and min = linear and mip = none */
  100152. static readonly TEXTURE_NEAREST_LINEAR: number;
  100153. /** mag = nearest and min = nearest and mip = none */
  100154. static readonly TEXTURE_NEAREST_NEAREST: number;
  100155. /** mag = linear and min = nearest and mip = nearest */
  100156. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  100157. /** mag = linear and min = nearest and mip = linear */
  100158. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  100159. /** mag = linear and min = linear and mip = none */
  100160. static readonly TEXTURE_LINEAR_LINEAR: number;
  100161. /** mag = linear and min = nearest and mip = none */
  100162. static readonly TEXTURE_LINEAR_NEAREST: number;
  100163. /** Explicit coordinates mode */
  100164. static readonly TEXTURE_EXPLICIT_MODE: number;
  100165. /** Spherical coordinates mode */
  100166. static readonly TEXTURE_SPHERICAL_MODE: number;
  100167. /** Planar coordinates mode */
  100168. static readonly TEXTURE_PLANAR_MODE: number;
  100169. /** Cubic coordinates mode */
  100170. static readonly TEXTURE_CUBIC_MODE: number;
  100171. /** Projection coordinates mode */
  100172. static readonly TEXTURE_PROJECTION_MODE: number;
  100173. /** Skybox coordinates mode */
  100174. static readonly TEXTURE_SKYBOX_MODE: number;
  100175. /** Inverse Cubic coordinates mode */
  100176. static readonly TEXTURE_INVCUBIC_MODE: number;
  100177. /** Equirectangular coordinates mode */
  100178. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  100179. /** Equirectangular Fixed coordinates mode */
  100180. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  100181. /** Equirectangular Fixed Mirrored coordinates mode */
  100182. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  100183. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  100184. static readonly SCALEMODE_FLOOR: number;
  100185. /** Defines that texture rescaling will look for the nearest power of 2 size */
  100186. static readonly SCALEMODE_NEAREST: number;
  100187. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  100188. static readonly SCALEMODE_CEILING: number;
  100189. /**
  100190. * Returns the current npm package of the sdk
  100191. */
  100192. static readonly NpmPackage: string;
  100193. /**
  100194. * Returns the current version of the framework
  100195. */
  100196. static readonly Version: string;
  100197. /** Gets the list of created engines */
  100198. static readonly Instances: Engine[];
  100199. /**
  100200. * Gets the latest created engine
  100201. */
  100202. static readonly LastCreatedEngine: Nullable<Engine>;
  100203. /**
  100204. * Gets the latest created scene
  100205. */
  100206. static readonly LastCreatedScene: Nullable<Scene>;
  100207. /**
  100208. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  100209. * @param flag defines which part of the materials must be marked as dirty
  100210. * @param predicate defines a predicate used to filter which materials should be affected
  100211. */
  100212. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100213. /**
  100214. * Method called to create the default loading screen.
  100215. * This can be overriden in your own app.
  100216. * @param canvas The rendering canvas element
  100217. * @returns The loading screen
  100218. */
  100219. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  100220. /**
  100221. * Method called to create the default rescale post process on each engine.
  100222. */
  100223. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  100224. /**
  100225. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  100226. **/
  100227. enableOfflineSupport: boolean;
  100228. /**
  100229. * 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)
  100230. **/
  100231. disableManifestCheck: boolean;
  100232. /**
  100233. * Gets the list of created scenes
  100234. */
  100235. scenes: Scene[];
  100236. /**
  100237. * Event raised when a new scene is created
  100238. */
  100239. onNewSceneAddedObservable: Observable<Scene>;
  100240. /**
  100241. * Gets the list of created postprocesses
  100242. */
  100243. postProcesses: PostProcess[];
  100244. /**
  100245. * Gets a boolean indicating if the pointer is currently locked
  100246. */
  100247. isPointerLock: boolean;
  100248. /**
  100249. * Observable event triggered each time the rendering canvas is resized
  100250. */
  100251. onResizeObservable: Observable<Engine>;
  100252. /**
  100253. * Observable event triggered each time the canvas loses focus
  100254. */
  100255. onCanvasBlurObservable: Observable<Engine>;
  100256. /**
  100257. * Observable event triggered each time the canvas gains focus
  100258. */
  100259. onCanvasFocusObservable: Observable<Engine>;
  100260. /**
  100261. * Observable event triggered each time the canvas receives pointerout event
  100262. */
  100263. onCanvasPointerOutObservable: Observable<PointerEvent>;
  100264. /**
  100265. * Observable raised when the engine begins a new frame
  100266. */
  100267. onBeginFrameObservable: Observable<Engine>;
  100268. /**
  100269. * If set, will be used to request the next animation frame for the render loop
  100270. */
  100271. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  100272. /**
  100273. * Observable raised when the engine ends the current frame
  100274. */
  100275. onEndFrameObservable: Observable<Engine>;
  100276. /**
  100277. * Observable raised when the engine is about to compile a shader
  100278. */
  100279. onBeforeShaderCompilationObservable: Observable<Engine>;
  100280. /**
  100281. * Observable raised when the engine has jsut compiled a shader
  100282. */
  100283. onAfterShaderCompilationObservable: Observable<Engine>;
  100284. /**
  100285. * Gets the audio engine
  100286. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100287. * @ignorenaming
  100288. */
  100289. static audioEngine: IAudioEngine;
  100290. /**
  100291. * Default AudioEngine factory responsible of creating the Audio Engine.
  100292. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  100293. */
  100294. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  100295. /**
  100296. * Default offline support factory responsible of creating a tool used to store data locally.
  100297. * By default, this will create a Database object if the workload has been embedded.
  100298. */
  100299. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  100300. private _loadingScreen;
  100301. private _pointerLockRequested;
  100302. private _dummyFramebuffer;
  100303. private _rescalePostProcess;
  100304. /** @hidden */
  100305. protected _alphaMode: number;
  100306. /** @hidden */
  100307. protected _alphaEquation: number;
  100308. private _deterministicLockstep;
  100309. private _lockstepMaxSteps;
  100310. private _timeStep;
  100311. protected readonly _supportsHardwareTextureRescaling: boolean;
  100312. private _fps;
  100313. private _deltaTime;
  100314. /** @hidden */
  100315. _drawCalls: PerfCounter;
  100316. /**
  100317. * Turn this value on if you want to pause FPS computation when in background
  100318. */
  100319. disablePerformanceMonitorInBackground: boolean;
  100320. private _performanceMonitor;
  100321. /**
  100322. * Gets the performance monitor attached to this engine
  100323. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  100324. */
  100325. readonly performanceMonitor: PerformanceMonitor;
  100326. private _onFocus;
  100327. private _onBlur;
  100328. private _onCanvasPointerOut;
  100329. private _onCanvasBlur;
  100330. private _onCanvasFocus;
  100331. private _onFullscreenChange;
  100332. private _onPointerLockChange;
  100333. /**
  100334. * Gets the HTML element used to attach event listeners
  100335. * @returns a HTML element
  100336. */
  100337. getInputElement(): Nullable<HTMLElement>;
  100338. /**
  100339. * Creates a new engine
  100340. * @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
  100341. * @param antialias defines enable antialiasing (default: false)
  100342. * @param options defines further options to be sent to the getContext() function
  100343. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  100344. */
  100345. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  100346. /**
  100347. * Gets current aspect ratio
  100348. * @param viewportOwner defines the camera to use to get the aspect ratio
  100349. * @param useScreen defines if screen size must be used (or the current render target if any)
  100350. * @returns a number defining the aspect ratio
  100351. */
  100352. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  100353. /**
  100354. * Gets current screen aspect ratio
  100355. * @returns a number defining the aspect ratio
  100356. */
  100357. getScreenAspectRatio(): number;
  100358. /**
  100359. * Gets the client rect of the HTML canvas attached with the current webGL context
  100360. * @returns a client rectanglee
  100361. */
  100362. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  100363. /**
  100364. * Gets the client rect of the HTML element used for events
  100365. * @returns a client rectanglee
  100366. */
  100367. getInputElementClientRect(): Nullable<ClientRect>;
  100368. /**
  100369. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  100370. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100371. * @returns true if engine is in deterministic lock step mode
  100372. */
  100373. isDeterministicLockStep(): boolean;
  100374. /**
  100375. * Gets the max steps when engine is running in deterministic lock step
  100376. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100377. * @returns the max steps
  100378. */
  100379. getLockstepMaxSteps(): number;
  100380. /**
  100381. * Returns the time in ms between steps when using deterministic lock step.
  100382. * @returns time step in (ms)
  100383. */
  100384. getTimeStep(): number;
  100385. /**
  100386. * Force the mipmap generation for the given render target texture
  100387. * @param texture defines the render target texture to use
  100388. */
  100389. generateMipMapsForCubemap(texture: InternalTexture): void;
  100390. /** States */
  100391. /**
  100392. * Set various states to the webGL context
  100393. * @param culling defines backface culling state
  100394. * @param zOffset defines the value to apply to zOffset (0 by default)
  100395. * @param force defines if states must be applied even if cache is up to date
  100396. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  100397. */
  100398. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  100399. /**
  100400. * Set the z offset to apply to current rendering
  100401. * @param value defines the offset to apply
  100402. */
  100403. setZOffset(value: number): void;
  100404. /**
  100405. * Gets the current value of the zOffset
  100406. * @returns the current zOffset state
  100407. */
  100408. getZOffset(): number;
  100409. /**
  100410. * Enable or disable depth buffering
  100411. * @param enable defines the state to set
  100412. */
  100413. setDepthBuffer(enable: boolean): void;
  100414. /**
  100415. * Gets a boolean indicating if depth writing is enabled
  100416. * @returns the current depth writing state
  100417. */
  100418. getDepthWrite(): boolean;
  100419. /**
  100420. * Enable or disable depth writing
  100421. * @param enable defines the state to set
  100422. */
  100423. setDepthWrite(enable: boolean): void;
  100424. /**
  100425. * Enable or disable color writing
  100426. * @param enable defines the state to set
  100427. */
  100428. setColorWrite(enable: boolean): void;
  100429. /**
  100430. * Gets a boolean indicating if color writing is enabled
  100431. * @returns the current color writing state
  100432. */
  100433. getColorWrite(): boolean;
  100434. /**
  100435. * Sets alpha constants used by some alpha blending modes
  100436. * @param r defines the red component
  100437. * @param g defines the green component
  100438. * @param b defines the blue component
  100439. * @param a defines the alpha component
  100440. */
  100441. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  100442. /**
  100443. * Sets the current alpha mode
  100444. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  100445. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  100446. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100447. */
  100448. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  100449. /**
  100450. * Gets the current alpha mode
  100451. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100452. * @returns the current alpha mode
  100453. */
  100454. getAlphaMode(): number;
  100455. /**
  100456. * Sets the current alpha equation
  100457. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  100458. */
  100459. setAlphaEquation(equation: number): void;
  100460. /**
  100461. * Gets the current alpha equation.
  100462. * @returns the current alpha equation
  100463. */
  100464. getAlphaEquation(): number;
  100465. /**
  100466. * Gets a boolean indicating if stencil buffer is enabled
  100467. * @returns the current stencil buffer state
  100468. */
  100469. getStencilBuffer(): boolean;
  100470. /**
  100471. * Enable or disable the stencil buffer
  100472. * @param enable defines if the stencil buffer must be enabled or disabled
  100473. */
  100474. setStencilBuffer(enable: boolean): void;
  100475. /**
  100476. * Gets the current stencil mask
  100477. * @returns a number defining the new stencil mask to use
  100478. */
  100479. getStencilMask(): number;
  100480. /**
  100481. * Sets the current stencil mask
  100482. * @param mask defines the new stencil mask to use
  100483. */
  100484. setStencilMask(mask: number): void;
  100485. /**
  100486. * Gets the current stencil function
  100487. * @returns a number defining the stencil function to use
  100488. */
  100489. getStencilFunction(): number;
  100490. /**
  100491. * Gets the current stencil reference value
  100492. * @returns a number defining the stencil reference value to use
  100493. */
  100494. getStencilFunctionReference(): number;
  100495. /**
  100496. * Gets the current stencil mask
  100497. * @returns a number defining the stencil mask to use
  100498. */
  100499. getStencilFunctionMask(): number;
  100500. /**
  100501. * Sets the current stencil function
  100502. * @param stencilFunc defines the new stencil function to use
  100503. */
  100504. setStencilFunction(stencilFunc: number): void;
  100505. /**
  100506. * Sets the current stencil reference
  100507. * @param reference defines the new stencil reference to use
  100508. */
  100509. setStencilFunctionReference(reference: number): void;
  100510. /**
  100511. * Sets the current stencil mask
  100512. * @param mask defines the new stencil mask to use
  100513. */
  100514. setStencilFunctionMask(mask: number): void;
  100515. /**
  100516. * Gets the current stencil operation when stencil fails
  100517. * @returns a number defining stencil operation to use when stencil fails
  100518. */
  100519. getStencilOperationFail(): number;
  100520. /**
  100521. * Gets the current stencil operation when depth fails
  100522. * @returns a number defining stencil operation to use when depth fails
  100523. */
  100524. getStencilOperationDepthFail(): number;
  100525. /**
  100526. * Gets the current stencil operation when stencil passes
  100527. * @returns a number defining stencil operation to use when stencil passes
  100528. */
  100529. getStencilOperationPass(): number;
  100530. /**
  100531. * Sets the stencil operation to use when stencil fails
  100532. * @param operation defines the stencil operation to use when stencil fails
  100533. */
  100534. setStencilOperationFail(operation: number): void;
  100535. /**
  100536. * Sets the stencil operation to use when depth fails
  100537. * @param operation defines the stencil operation to use when depth fails
  100538. */
  100539. setStencilOperationDepthFail(operation: number): void;
  100540. /**
  100541. * Sets the stencil operation to use when stencil passes
  100542. * @param operation defines the stencil operation to use when stencil passes
  100543. */
  100544. setStencilOperationPass(operation: number): void;
  100545. /**
  100546. * Sets a boolean indicating if the dithering state is enabled or disabled
  100547. * @param value defines the dithering state
  100548. */
  100549. setDitheringState(value: boolean): void;
  100550. /**
  100551. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  100552. * @param value defines the rasterizer state
  100553. */
  100554. setRasterizerState(value: boolean): void;
  100555. /**
  100556. * Gets the current depth function
  100557. * @returns a number defining the depth function
  100558. */
  100559. getDepthFunction(): Nullable<number>;
  100560. /**
  100561. * Sets the current depth function
  100562. * @param depthFunc defines the function to use
  100563. */
  100564. setDepthFunction(depthFunc: number): void;
  100565. /**
  100566. * Sets the current depth function to GREATER
  100567. */
  100568. setDepthFunctionToGreater(): void;
  100569. /**
  100570. * Sets the current depth function to GEQUAL
  100571. */
  100572. setDepthFunctionToGreaterOrEqual(): void;
  100573. /**
  100574. * Sets the current depth function to LESS
  100575. */
  100576. setDepthFunctionToLess(): void;
  100577. /**
  100578. * Sets the current depth function to LEQUAL
  100579. */
  100580. setDepthFunctionToLessOrEqual(): void;
  100581. private _cachedStencilBuffer;
  100582. private _cachedStencilFunction;
  100583. private _cachedStencilMask;
  100584. private _cachedStencilOperationPass;
  100585. private _cachedStencilOperationFail;
  100586. private _cachedStencilOperationDepthFail;
  100587. private _cachedStencilReference;
  100588. /**
  100589. * Caches the the state of the stencil buffer
  100590. */
  100591. cacheStencilState(): void;
  100592. /**
  100593. * Restores the state of the stencil buffer
  100594. */
  100595. restoreStencilState(): void;
  100596. /**
  100597. * Directly set the WebGL Viewport
  100598. * @param x defines the x coordinate of the viewport (in screen space)
  100599. * @param y defines the y coordinate of the viewport (in screen space)
  100600. * @param width defines the width of the viewport (in screen space)
  100601. * @param height defines the height of the viewport (in screen space)
  100602. * @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
  100603. */
  100604. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  100605. /**
  100606. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  100607. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100608. * @param y defines the y-coordinate of the corner of the clear rectangle
  100609. * @param width defines the width of the clear rectangle
  100610. * @param height defines the height of the clear rectangle
  100611. * @param clearColor defines the clear color
  100612. */
  100613. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  100614. /**
  100615. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  100616. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100617. * @param y defines the y-coordinate of the corner of the clear rectangle
  100618. * @param width defines the width of the clear rectangle
  100619. * @param height defines the height of the clear rectangle
  100620. */
  100621. enableScissor(x: number, y: number, width: number, height: number): void;
  100622. /**
  100623. * Disable previously set scissor test rectangle
  100624. */
  100625. disableScissor(): void;
  100626. protected _reportDrawCall(): void;
  100627. /**
  100628. * Initializes a webVR display and starts listening to display change events
  100629. * The onVRDisplayChangedObservable will be notified upon these changes
  100630. * @returns The onVRDisplayChangedObservable
  100631. */
  100632. initWebVR(): Observable<IDisplayChangedEventArgs>;
  100633. /** @hidden */
  100634. _prepareVRComponent(): void;
  100635. /** @hidden */
  100636. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  100637. /** @hidden */
  100638. _submitVRFrame(): void;
  100639. /**
  100640. * Call this function to leave webVR mode
  100641. * Will do nothing if webVR is not supported or if there is no webVR device
  100642. * @see http://doc.babylonjs.com/how_to/webvr_camera
  100643. */
  100644. disableVR(): void;
  100645. /**
  100646. * Gets a boolean indicating that the system is in VR mode and is presenting
  100647. * @returns true if VR mode is engaged
  100648. */
  100649. isVRPresenting(): boolean;
  100650. /** @hidden */
  100651. _requestVRFrame(): void;
  100652. /** @hidden */
  100653. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100654. /**
  100655. * Gets the source code of the vertex shader associated with a specific webGL program
  100656. * @param program defines the program to use
  100657. * @returns a string containing the source code of the vertex shader associated with the program
  100658. */
  100659. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  100660. /**
  100661. * Gets the source code of the fragment shader associated with a specific webGL program
  100662. * @param program defines the program to use
  100663. * @returns a string containing the source code of the fragment shader associated with the program
  100664. */
  100665. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  100666. /**
  100667. * Reads pixels from the current frame buffer. Please note that this function can be slow
  100668. * @param x defines the x coordinate of the rectangle where pixels must be read
  100669. * @param y defines the y coordinate of the rectangle where pixels must be read
  100670. * @param width defines the width of the rectangle where pixels must be read
  100671. * @param height defines the height of the rectangle where pixels must be read
  100672. * @returns a Uint8Array containing RGBA colors
  100673. */
  100674. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  100675. /**
  100676. * Sets a depth stencil texture from a render target to the according uniform.
  100677. * @param channel The texture channel
  100678. * @param uniform The uniform to set
  100679. * @param texture The render target texture containing the depth stencil texture to apply
  100680. */
  100681. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  100682. /**
  100683. * Sets a texture to the webGL context from a postprocess
  100684. * @param channel defines the channel to use
  100685. * @param postProcess defines the source postprocess
  100686. */
  100687. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  100688. /**
  100689. * Binds the output of the passed in post process to the texture channel specified
  100690. * @param channel The channel the texture should be bound to
  100691. * @param postProcess The post process which's output should be bound
  100692. */
  100693. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  100694. /** @hidden */
  100695. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  100696. protected _rebuildBuffers(): void;
  100697. /** @hidden */
  100698. _renderFrame(): void;
  100699. _renderLoop(): void;
  100700. /** @hidden */
  100701. _renderViews(): boolean;
  100702. /**
  100703. * Toggle full screen mode
  100704. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100705. */
  100706. switchFullscreen(requestPointerLock: boolean): void;
  100707. /**
  100708. * Enters full screen mode
  100709. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100710. */
  100711. enterFullscreen(requestPointerLock: boolean): void;
  100712. /**
  100713. * Exits full screen mode
  100714. */
  100715. exitFullscreen(): void;
  100716. /**
  100717. * Enters Pointerlock mode
  100718. */
  100719. enterPointerlock(): void;
  100720. /**
  100721. * Exits Pointerlock mode
  100722. */
  100723. exitPointerlock(): void;
  100724. /**
  100725. * Begin a new frame
  100726. */
  100727. beginFrame(): void;
  100728. /**
  100729. * Enf the current frame
  100730. */
  100731. endFrame(): void;
  100732. resize(): void;
  100733. /**
  100734. * Set the compressed texture format to use, based on the formats you have, and the formats
  100735. * supported by the hardware / browser.
  100736. *
  100737. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  100738. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  100739. * to API arguments needed to compressed textures. This puts the burden on the container
  100740. * generator to house the arcane code for determining these for current & future formats.
  100741. *
  100742. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100743. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100744. *
  100745. * Note: The result of this call is not taken into account when a texture is base64.
  100746. *
  100747. * @param formatsAvailable defines the list of those format families you have created
  100748. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  100749. *
  100750. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  100751. * @returns The extension selected.
  100752. */
  100753. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  100754. /**
  100755. * Force a specific size of the canvas
  100756. * @param width defines the new canvas' width
  100757. * @param height defines the new canvas' height
  100758. */
  100759. setSize(width: number, height: number): void;
  100760. /**
  100761. * Updates a dynamic vertex buffer.
  100762. * @param vertexBuffer the vertex buffer to update
  100763. * @param data the data used to update the vertex buffer
  100764. * @param byteOffset the byte offset of the data
  100765. * @param byteLength the byte length of the data
  100766. */
  100767. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  100768. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  100769. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100770. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100771. _releaseTexture(texture: InternalTexture): void;
  100772. /**
  100773. * @hidden
  100774. * Rescales a texture
  100775. * @param source input texutre
  100776. * @param destination destination texture
  100777. * @param scene scene to use to render the resize
  100778. * @param internalFormat format to use when resizing
  100779. * @param onComplete callback to be called when resize has completed
  100780. */
  100781. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  100782. /**
  100783. * Gets the current framerate
  100784. * @returns a number representing the framerate
  100785. */
  100786. getFps(): number;
  100787. /**
  100788. * Gets the time spent between current and previous frame
  100789. * @returns a number representing the delta time in ms
  100790. */
  100791. getDeltaTime(): number;
  100792. private _measureFps;
  100793. /** @hidden */
  100794. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  100795. /**
  100796. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  100797. * @param renderTarget The render target to set the frame buffer for
  100798. */
  100799. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  100800. /**
  100801. * Update a dynamic index buffer
  100802. * @param indexBuffer defines the target index buffer
  100803. * @param indices defines the data to update
  100804. * @param offset defines the offset in the target index buffer where update should start
  100805. */
  100806. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  100807. /**
  100808. * Updates the sample count of a render target texture
  100809. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  100810. * @param texture defines the texture to update
  100811. * @param samples defines the sample count to set
  100812. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  100813. */
  100814. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  100815. /**
  100816. * Updates a depth texture Comparison Mode and Function.
  100817. * If the comparison Function is equal to 0, the mode will be set to none.
  100818. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  100819. * @param texture The texture to set the comparison function for
  100820. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  100821. */
  100822. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  100823. /**
  100824. * Creates a webGL buffer to use with instanciation
  100825. * @param capacity defines the size of the buffer
  100826. * @returns the webGL buffer
  100827. */
  100828. createInstancesBuffer(capacity: number): DataBuffer;
  100829. /**
  100830. * Delete a webGL buffer used with instanciation
  100831. * @param buffer defines the webGL buffer to delete
  100832. */
  100833. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  100834. /** @hidden */
  100835. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  100836. dispose(): void;
  100837. private _disableTouchAction;
  100838. /**
  100839. * Display the loading screen
  100840. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100841. */
  100842. displayLoadingUI(): void;
  100843. /**
  100844. * Hide the loading screen
  100845. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100846. */
  100847. hideLoadingUI(): void;
  100848. /**
  100849. * Gets the current loading screen object
  100850. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100851. */
  100852. /**
  100853. * Sets the current loading screen object
  100854. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100855. */
  100856. loadingScreen: ILoadingScreen;
  100857. /**
  100858. * Sets the current loading screen text
  100859. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100860. */
  100861. loadingUIText: string;
  100862. /**
  100863. * Sets the current loading screen background color
  100864. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100865. */
  100866. loadingUIBackgroundColor: string;
  100867. /** Pointerlock and fullscreen */
  100868. /**
  100869. * Ask the browser to promote the current element to pointerlock mode
  100870. * @param element defines the DOM element to promote
  100871. */
  100872. static _RequestPointerlock(element: HTMLElement): void;
  100873. /**
  100874. * Asks the browser to exit pointerlock mode
  100875. */
  100876. static _ExitPointerlock(): void;
  100877. /**
  100878. * Ask the browser to promote the current element to fullscreen rendering mode
  100879. * @param element defines the DOM element to promote
  100880. */
  100881. static _RequestFullscreen(element: HTMLElement): void;
  100882. /**
  100883. * Asks the browser to exit fullscreen mode
  100884. */
  100885. static _ExitFullscreen(): void;
  100886. }
  100887. }
  100888. declare module BABYLON {
  100889. /**
  100890. * The engine store class is responsible to hold all the instances of Engine and Scene created
  100891. * during the life time of the application.
  100892. */
  100893. export class EngineStore {
  100894. /** Gets the list of created engines */
  100895. static Instances: Engine[];
  100896. /** @hidden */
  100897. static _LastCreatedScene: Nullable<Scene>;
  100898. /**
  100899. * Gets the latest created engine
  100900. */
  100901. static readonly LastCreatedEngine: Nullable<Engine>;
  100902. /**
  100903. * Gets the latest created scene
  100904. */
  100905. static readonly LastCreatedScene: Nullable<Scene>;
  100906. /**
  100907. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100908. * @ignorenaming
  100909. */
  100910. static UseFallbackTexture: boolean;
  100911. /**
  100912. * Texture content used if a texture cannot loaded
  100913. * @ignorenaming
  100914. */
  100915. static FallbackTexture: string;
  100916. }
  100917. }
  100918. declare module BABYLON {
  100919. /**
  100920. * Helper class that provides a small promise polyfill
  100921. */
  100922. export class PromisePolyfill {
  100923. /**
  100924. * Static function used to check if the polyfill is required
  100925. * If this is the case then the function will inject the polyfill to window.Promise
  100926. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  100927. */
  100928. static Apply(force?: boolean): void;
  100929. }
  100930. }
  100931. declare module BABYLON {
  100932. /**
  100933. * Interface for screenshot methods with describe argument called `size` as object with options
  100934. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  100935. */
  100936. export interface IScreenshotSize {
  100937. /**
  100938. * number in pixels for canvas height
  100939. */
  100940. height?: number;
  100941. /**
  100942. * multiplier allowing render at a higher or lower resolution
  100943. * If value is defined then height and width will be ignored and taken from camera
  100944. */
  100945. precision?: number;
  100946. /**
  100947. * number in pixels for canvas width
  100948. */
  100949. width?: number;
  100950. }
  100951. }
  100952. declare module BABYLON {
  100953. interface IColor4Like {
  100954. r: float;
  100955. g: float;
  100956. b: float;
  100957. a: float;
  100958. }
  100959. /**
  100960. * Class containing a set of static utilities functions
  100961. */
  100962. export class Tools {
  100963. /**
  100964. * Gets or sets the base URL to use to load assets
  100965. */
  100966. static BaseUrl: string;
  100967. /**
  100968. * Enable/Disable Custom HTTP Request Headers globally.
  100969. * default = false
  100970. * @see CustomRequestHeaders
  100971. */
  100972. static UseCustomRequestHeaders: boolean;
  100973. /**
  100974. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  100975. * i.e. when loading files, where the server/service expects an Authorization header
  100976. */
  100977. static CustomRequestHeaders: {
  100978. [key: string]: string;
  100979. };
  100980. /**
  100981. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  100982. */
  100983. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  100984. /**
  100985. * Default behaviour for cors in the application.
  100986. * It can be a string if the expected behavior is identical in the entire app.
  100987. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  100988. */
  100989. static CorsBehavior: string | ((url: string | string[]) => string);
  100990. /**
  100991. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100992. * @ignorenaming
  100993. */
  100994. static UseFallbackTexture: boolean;
  100995. /**
  100996. * Use this object to register external classes like custom textures or material
  100997. * to allow the laoders to instantiate them
  100998. */
  100999. static RegisteredExternalClasses: {
  101000. [key: string]: Object;
  101001. };
  101002. /**
  101003. * Texture content used if a texture cannot loaded
  101004. * @ignorenaming
  101005. */
  101006. static fallbackTexture: string;
  101007. /**
  101008. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  101009. * @param u defines the coordinate on X axis
  101010. * @param v defines the coordinate on Y axis
  101011. * @param width defines the width of the source data
  101012. * @param height defines the height of the source data
  101013. * @param pixels defines the source byte array
  101014. * @param color defines the output color
  101015. */
  101016. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  101017. /**
  101018. * Interpolates between a and b via alpha
  101019. * @param a The lower value (returned when alpha = 0)
  101020. * @param b The upper value (returned when alpha = 1)
  101021. * @param alpha The interpolation-factor
  101022. * @return The mixed value
  101023. */
  101024. static Mix(a: number, b: number, alpha: number): number;
  101025. /**
  101026. * Tries to instantiate a new object from a given class name
  101027. * @param className defines the class name to instantiate
  101028. * @returns the new object or null if the system was not able to do the instantiation
  101029. */
  101030. static Instantiate(className: string): any;
  101031. /**
  101032. * Provides a slice function that will work even on IE
  101033. * @param data defines the array to slice
  101034. * @param start defines the start of the data (optional)
  101035. * @param end defines the end of the data (optional)
  101036. * @returns the new sliced array
  101037. */
  101038. static Slice<T>(data: T, start?: number, end?: number): T;
  101039. /**
  101040. * Polyfill for setImmediate
  101041. * @param action defines the action to execute after the current execution block
  101042. */
  101043. static SetImmediate(action: () => void): void;
  101044. /**
  101045. * Function indicating if a number is an exponent of 2
  101046. * @param value defines the value to test
  101047. * @returns true if the value is an exponent of 2
  101048. */
  101049. static IsExponentOfTwo(value: number): boolean;
  101050. private static _tmpFloatArray;
  101051. /**
  101052. * Returns the nearest 32-bit single precision float representation of a Number
  101053. * @param value A Number. If the parameter is of a different type, it will get converted
  101054. * to a number or to NaN if it cannot be converted
  101055. * @returns number
  101056. */
  101057. static FloatRound(value: number): number;
  101058. /**
  101059. * Extracts the filename from a path
  101060. * @param path defines the path to use
  101061. * @returns the filename
  101062. */
  101063. static GetFilename(path: string): string;
  101064. /**
  101065. * Extracts the "folder" part of a path (everything before the filename).
  101066. * @param uri The URI to extract the info from
  101067. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  101068. * @returns The "folder" part of the path
  101069. */
  101070. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  101071. /**
  101072. * Extracts text content from a DOM element hierarchy
  101073. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  101074. */
  101075. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  101076. /**
  101077. * Convert an angle in radians to degrees
  101078. * @param angle defines the angle to convert
  101079. * @returns the angle in degrees
  101080. */
  101081. static ToDegrees(angle: number): number;
  101082. /**
  101083. * Convert an angle in degrees to radians
  101084. * @param angle defines the angle to convert
  101085. * @returns the angle in radians
  101086. */
  101087. static ToRadians(angle: number): number;
  101088. /**
  101089. * Returns an array if obj is not an array
  101090. * @param obj defines the object to evaluate as an array
  101091. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  101092. * @returns either obj directly if obj is an array or a new array containing obj
  101093. */
  101094. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  101095. /**
  101096. * Gets the pointer prefix to use
  101097. * @returns "pointer" if touch is enabled. Else returns "mouse"
  101098. */
  101099. static GetPointerPrefix(): string;
  101100. /**
  101101. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  101102. * @param url define the url we are trying
  101103. * @param element define the dom element where to configure the cors policy
  101104. */
  101105. static SetCorsBehavior(url: string | string[], element: {
  101106. crossOrigin: string | null;
  101107. }): void;
  101108. /**
  101109. * Removes unwanted characters from an url
  101110. * @param url defines the url to clean
  101111. * @returns the cleaned url
  101112. */
  101113. static CleanUrl(url: string): string;
  101114. /**
  101115. * Gets or sets a function used to pre-process url before using them to load assets
  101116. */
  101117. static PreprocessUrl: (url: string) => string;
  101118. /**
  101119. * Loads an image as an HTMLImageElement.
  101120. * @param input url string, ArrayBuffer, or Blob to load
  101121. * @param onLoad callback called when the image successfully loads
  101122. * @param onError callback called when the image fails to load
  101123. * @param offlineProvider offline provider for caching
  101124. * @param mimeType optional mime type
  101125. * @returns the HTMLImageElement of the loaded image
  101126. */
  101127. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  101128. /**
  101129. * Loads a file from a url
  101130. * @param url url string, ArrayBuffer, or Blob to load
  101131. * @param onSuccess callback called when the file successfully loads
  101132. * @param onProgress callback called while file is loading (if the server supports this mode)
  101133. * @param offlineProvider defines the offline provider for caching
  101134. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  101135. * @param onError callback called when the file fails to load
  101136. * @returns a file request object
  101137. */
  101138. 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;
  101139. /**
  101140. * Loads a file from a url
  101141. * @param url the file url to load
  101142. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  101143. */
  101144. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  101145. /**
  101146. * Load a script (identified by an url). When the url returns, the
  101147. * content of this file is added into a new script element, attached to the DOM (body element)
  101148. * @param scriptUrl defines the url of the script to laod
  101149. * @param onSuccess defines the callback called when the script is loaded
  101150. * @param onError defines the callback to call if an error occurs
  101151. * @param scriptId defines the id of the script element
  101152. */
  101153. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  101154. /**
  101155. * Load an asynchronous script (identified by an url). When the url returns, the
  101156. * content of this file is added into a new script element, attached to the DOM (body element)
  101157. * @param scriptUrl defines the url of the script to laod
  101158. * @param scriptId defines the id of the script element
  101159. * @returns a promise request object
  101160. */
  101161. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  101162. /**
  101163. * Loads a file from a blob
  101164. * @param fileToLoad defines the blob to use
  101165. * @param callback defines the callback to call when data is loaded
  101166. * @param progressCallback defines the callback to call during loading process
  101167. * @returns a file request object
  101168. */
  101169. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  101170. /**
  101171. * Reads a file from a File object
  101172. * @param file defines the file to load
  101173. * @param onSuccess defines the callback to call when data is loaded
  101174. * @param onProgress defines the callback to call during loading process
  101175. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  101176. * @param onError defines the callback to call when an error occurs
  101177. * @returns a file request object
  101178. */
  101179. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  101180. /**
  101181. * Creates a data url from a given string content
  101182. * @param content defines the content to convert
  101183. * @returns the new data url link
  101184. */
  101185. static FileAsURL(content: string): string;
  101186. /**
  101187. * Format the given number to a specific decimal format
  101188. * @param value defines the number to format
  101189. * @param decimals defines the number of decimals to use
  101190. * @returns the formatted string
  101191. */
  101192. static Format(value: number, decimals?: number): string;
  101193. /**
  101194. * Tries to copy an object by duplicating every property
  101195. * @param source defines the source object
  101196. * @param destination defines the target object
  101197. * @param doNotCopyList defines a list of properties to avoid
  101198. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  101199. */
  101200. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  101201. /**
  101202. * Gets a boolean indicating if the given object has no own property
  101203. * @param obj defines the object to test
  101204. * @returns true if object has no own property
  101205. */
  101206. static IsEmpty(obj: any): boolean;
  101207. /**
  101208. * Function used to register events at window level
  101209. * @param windowElement defines the Window object to use
  101210. * @param events defines the events to register
  101211. */
  101212. static RegisterTopRootEvents(windowElement: Window, events: {
  101213. name: string;
  101214. handler: Nullable<(e: FocusEvent) => any>;
  101215. }[]): void;
  101216. /**
  101217. * Function used to unregister events from window level
  101218. * @param windowElement defines the Window object to use
  101219. * @param events defines the events to unregister
  101220. */
  101221. static UnregisterTopRootEvents(windowElement: Window, events: {
  101222. name: string;
  101223. handler: Nullable<(e: FocusEvent) => any>;
  101224. }[]): void;
  101225. /**
  101226. * @ignore
  101227. */
  101228. static _ScreenshotCanvas: HTMLCanvasElement;
  101229. /**
  101230. * Dumps the current bound framebuffer
  101231. * @param width defines the rendering width
  101232. * @param height defines the rendering height
  101233. * @param engine defines the hosting engine
  101234. * @param successCallback defines the callback triggered once the data are available
  101235. * @param mimeType defines the mime type of the result
  101236. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  101237. */
  101238. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  101239. /**
  101240. * Converts the canvas data to blob.
  101241. * This acts as a polyfill for browsers not supporting the to blob function.
  101242. * @param canvas Defines the canvas to extract the data from
  101243. * @param successCallback Defines the callback triggered once the data are available
  101244. * @param mimeType Defines the mime type of the result
  101245. */
  101246. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  101247. /**
  101248. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  101249. * @param successCallback defines the callback triggered once the data are available
  101250. * @param mimeType defines the mime type of the result
  101251. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  101252. */
  101253. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  101254. /**
  101255. * Downloads a blob in the browser
  101256. * @param blob defines the blob to download
  101257. * @param fileName defines the name of the downloaded file
  101258. */
  101259. static Download(blob: Blob, fileName: string): void;
  101260. /**
  101261. * Captures a screenshot of the current rendering
  101262. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101263. * @param engine defines the rendering engine
  101264. * @param camera defines the source camera
  101265. * @param size This parameter can be set to a single number or to an object with the
  101266. * following (optional) properties: precision, width, height. If a single number is passed,
  101267. * it will be used for both width and height. If an object is passed, the screenshot size
  101268. * will be derived from the parameters. The precision property is a multiplier allowing
  101269. * rendering at a higher or lower resolution
  101270. * @param successCallback defines the callback receives a single parameter which contains the
  101271. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  101272. * src parameter of an <img> to display it
  101273. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  101274. * Check your browser for supported MIME types
  101275. */
  101276. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  101277. /**
  101278. * Captures a screenshot of the current rendering
  101279. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101280. * @param engine defines the rendering engine
  101281. * @param camera defines the source camera
  101282. * @param size This parameter can be set to a single number or to an object with the
  101283. * following (optional) properties: precision, width, height. If a single number is passed,
  101284. * it will be used for both width and height. If an object is passed, the screenshot size
  101285. * will be derived from the parameters. The precision property is a multiplier allowing
  101286. * rendering at a higher or lower resolution
  101287. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  101288. * Check your browser for supported MIME types
  101289. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  101290. * to the src parameter of an <img> to display it
  101291. */
  101292. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  101293. /**
  101294. * Generates an image screenshot from the specified camera.
  101295. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101296. * @param engine The engine to use for rendering
  101297. * @param camera The camera to use for rendering
  101298. * @param size This parameter can be set to a single number or to an object with the
  101299. * following (optional) properties: precision, width, height. If a single number is passed,
  101300. * it will be used for both width and height. If an object is passed, the screenshot size
  101301. * will be derived from the parameters. The precision property is a multiplier allowing
  101302. * rendering at a higher or lower resolution
  101303. * @param successCallback The callback receives a single parameter which contains the
  101304. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  101305. * src parameter of an <img> to display it
  101306. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101307. * Check your browser for supported MIME types
  101308. * @param samples Texture samples (default: 1)
  101309. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101310. * @param fileName A name for for the downloaded file.
  101311. */
  101312. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  101313. /**
  101314. * Generates an image screenshot from the specified camera.
  101315. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101316. * @param engine The engine to use for rendering
  101317. * @param camera The camera to use for rendering
  101318. * @param size This parameter can be set to a single number or to an object with the
  101319. * following (optional) properties: precision, width, height. If a single number is passed,
  101320. * it will be used for both width and height. If an object is passed, the screenshot size
  101321. * will be derived from the parameters. The precision property is a multiplier allowing
  101322. * rendering at a higher or lower resolution
  101323. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101324. * Check your browser for supported MIME types
  101325. * @param samples Texture samples (default: 1)
  101326. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101327. * @param fileName A name for for the downloaded file.
  101328. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  101329. * to the src parameter of an <img> to display it
  101330. */
  101331. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  101332. /**
  101333. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  101334. * Be aware Math.random() could cause collisions, but:
  101335. * "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"
  101336. * @returns a pseudo random id
  101337. */
  101338. static RandomId(): string;
  101339. /**
  101340. * Test if the given uri is a base64 string
  101341. * @param uri The uri to test
  101342. * @return True if the uri is a base64 string or false otherwise
  101343. */
  101344. static IsBase64(uri: string): boolean;
  101345. /**
  101346. * Decode the given base64 uri.
  101347. * @param uri The uri to decode
  101348. * @return The decoded base64 data.
  101349. */
  101350. static DecodeBase64(uri: string): ArrayBuffer;
  101351. /**
  101352. * Gets the absolute url.
  101353. * @param url the input url
  101354. * @return the absolute url
  101355. */
  101356. static GetAbsoluteUrl(url: string): string;
  101357. /**
  101358. * No log
  101359. */
  101360. static readonly NoneLogLevel: number;
  101361. /**
  101362. * Only message logs
  101363. */
  101364. static readonly MessageLogLevel: number;
  101365. /**
  101366. * Only warning logs
  101367. */
  101368. static readonly WarningLogLevel: number;
  101369. /**
  101370. * Only error logs
  101371. */
  101372. static readonly ErrorLogLevel: number;
  101373. /**
  101374. * All logs
  101375. */
  101376. static readonly AllLogLevel: number;
  101377. /**
  101378. * Gets a value indicating the number of loading errors
  101379. * @ignorenaming
  101380. */
  101381. static readonly errorsCount: number;
  101382. /**
  101383. * Callback called when a new log is added
  101384. */
  101385. static OnNewCacheEntry: (entry: string) => void;
  101386. /**
  101387. * Log a message to the console
  101388. * @param message defines the message to log
  101389. */
  101390. static Log(message: string): void;
  101391. /**
  101392. * Write a warning message to the console
  101393. * @param message defines the message to log
  101394. */
  101395. static Warn(message: string): void;
  101396. /**
  101397. * Write an error message to the console
  101398. * @param message defines the message to log
  101399. */
  101400. static Error(message: string): void;
  101401. /**
  101402. * Gets current log cache (list of logs)
  101403. */
  101404. static readonly LogCache: string;
  101405. /**
  101406. * Clears the log cache
  101407. */
  101408. static ClearLogCache(): void;
  101409. /**
  101410. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  101411. */
  101412. static LogLevels: number;
  101413. /**
  101414. * Checks if the window object exists
  101415. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  101416. */
  101417. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  101418. /**
  101419. * No performance log
  101420. */
  101421. static readonly PerformanceNoneLogLevel: number;
  101422. /**
  101423. * Use user marks to log performance
  101424. */
  101425. static readonly PerformanceUserMarkLogLevel: number;
  101426. /**
  101427. * Log performance to the console
  101428. */
  101429. static readonly PerformanceConsoleLogLevel: number;
  101430. private static _performance;
  101431. /**
  101432. * Sets the current performance log level
  101433. */
  101434. static PerformanceLogLevel: number;
  101435. private static _StartPerformanceCounterDisabled;
  101436. private static _EndPerformanceCounterDisabled;
  101437. private static _StartUserMark;
  101438. private static _EndUserMark;
  101439. private static _StartPerformanceConsole;
  101440. private static _EndPerformanceConsole;
  101441. /**
  101442. * Starts a performance counter
  101443. */
  101444. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101445. /**
  101446. * Ends a specific performance coutner
  101447. */
  101448. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101449. /**
  101450. * Gets either window.performance.now() if supported or Date.now() else
  101451. */
  101452. static readonly Now: number;
  101453. /**
  101454. * This method will return the name of the class used to create the instance of the given object.
  101455. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  101456. * @param object the object to get the class name from
  101457. * @param isType defines if the object is actually a type
  101458. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  101459. */
  101460. static GetClassName(object: any, isType?: boolean): string;
  101461. /**
  101462. * Gets the first element of an array satisfying a given predicate
  101463. * @param array defines the array to browse
  101464. * @param predicate defines the predicate to use
  101465. * @returns null if not found or the element
  101466. */
  101467. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  101468. /**
  101469. * This method will return the name of the full name of the class, including its owning module (if any).
  101470. * 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).
  101471. * @param object the object to get the class name from
  101472. * @param isType defines if the object is actually a type
  101473. * @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.
  101474. * @ignorenaming
  101475. */
  101476. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  101477. /**
  101478. * Returns a promise that resolves after the given amount of time.
  101479. * @param delay Number of milliseconds to delay
  101480. * @returns Promise that resolves after the given amount of time
  101481. */
  101482. static DelayAsync(delay: number): Promise<void>;
  101483. }
  101484. /**
  101485. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  101486. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  101487. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  101488. * @param name The name of the class, case should be preserved
  101489. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  101490. */
  101491. export function className(name: string, module?: string): (target: Object) => void;
  101492. /**
  101493. * An implementation of a loop for asynchronous functions.
  101494. */
  101495. export class AsyncLoop {
  101496. /**
  101497. * Defines the number of iterations for the loop
  101498. */
  101499. iterations: number;
  101500. /**
  101501. * Defines the current index of the loop.
  101502. */
  101503. index: number;
  101504. private _done;
  101505. private _fn;
  101506. private _successCallback;
  101507. /**
  101508. * Constructor.
  101509. * @param iterations the number of iterations.
  101510. * @param func the function to run each iteration
  101511. * @param successCallback the callback that will be called upon succesful execution
  101512. * @param offset starting offset.
  101513. */
  101514. constructor(
  101515. /**
  101516. * Defines the number of iterations for the loop
  101517. */
  101518. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  101519. /**
  101520. * Execute the next iteration. Must be called after the last iteration was finished.
  101521. */
  101522. executeNext(): void;
  101523. /**
  101524. * Break the loop and run the success callback.
  101525. */
  101526. breakLoop(): void;
  101527. /**
  101528. * Create and run an async loop.
  101529. * @param iterations the number of iterations.
  101530. * @param fn the function to run each iteration
  101531. * @param successCallback the callback that will be called upon succesful execution
  101532. * @param offset starting offset.
  101533. * @returns the created async loop object
  101534. */
  101535. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  101536. /**
  101537. * A for-loop that will run a given number of iterations synchronous and the rest async.
  101538. * @param iterations total number of iterations
  101539. * @param syncedIterations number of synchronous iterations in each async iteration.
  101540. * @param fn the function to call each iteration.
  101541. * @param callback a success call back that will be called when iterating stops.
  101542. * @param breakFunction a break condition (optional)
  101543. * @param timeout timeout settings for the setTimeout function. default - 0.
  101544. * @returns the created async loop object
  101545. */
  101546. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  101547. }
  101548. }
  101549. declare module BABYLON {
  101550. /**
  101551. * This class implement a typical dictionary using a string as key and the generic type T as value.
  101552. * The underlying implementation relies on an associative array to ensure the best performances.
  101553. * The value can be anything including 'null' but except 'undefined'
  101554. */
  101555. export class StringDictionary<T> {
  101556. /**
  101557. * This will clear this dictionary and copy the content from the 'source' one.
  101558. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  101559. * @param source the dictionary to take the content from and copy to this dictionary
  101560. */
  101561. copyFrom(source: StringDictionary<T>): void;
  101562. /**
  101563. * Get a value based from its key
  101564. * @param key the given key to get the matching value from
  101565. * @return the value if found, otherwise undefined is returned
  101566. */
  101567. get(key: string): T | undefined;
  101568. /**
  101569. * Get a value from its key or add it if it doesn't exist.
  101570. * This method will ensure you that a given key/data will be present in the dictionary.
  101571. * @param key the given key to get the matching value from
  101572. * @param factory the factory that will create the value if the key is not present in the dictionary.
  101573. * The factory will only be invoked if there's no data for the given key.
  101574. * @return the value corresponding to the key.
  101575. */
  101576. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  101577. /**
  101578. * Get a value from its key if present in the dictionary otherwise add it
  101579. * @param key the key to get the value from
  101580. * @param val if there's no such key/value pair in the dictionary add it with this value
  101581. * @return the value corresponding to the key
  101582. */
  101583. getOrAdd(key: string, val: T): T;
  101584. /**
  101585. * Check if there's a given key in the dictionary
  101586. * @param key the key to check for
  101587. * @return true if the key is present, false otherwise
  101588. */
  101589. contains(key: string): boolean;
  101590. /**
  101591. * Add a new key and its corresponding value
  101592. * @param key the key to add
  101593. * @param value the value corresponding to the key
  101594. * @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
  101595. */
  101596. add(key: string, value: T): boolean;
  101597. /**
  101598. * Update a specific value associated to a key
  101599. * @param key defines the key to use
  101600. * @param value defines the value to store
  101601. * @returns true if the value was updated (or false if the key was not found)
  101602. */
  101603. set(key: string, value: T): boolean;
  101604. /**
  101605. * Get the element of the given key and remove it from the dictionary
  101606. * @param key defines the key to search
  101607. * @returns the value associated with the key or null if not found
  101608. */
  101609. getAndRemove(key: string): Nullable<T>;
  101610. /**
  101611. * Remove a key/value from the dictionary.
  101612. * @param key the key to remove
  101613. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  101614. */
  101615. remove(key: string): boolean;
  101616. /**
  101617. * Clear the whole content of the dictionary
  101618. */
  101619. clear(): void;
  101620. /**
  101621. * Gets the current count
  101622. */
  101623. readonly count: number;
  101624. /**
  101625. * Execute a callback on each key/val of the dictionary.
  101626. * Note that you can remove any element in this dictionary in the callback implementation
  101627. * @param callback the callback to execute on a given key/value pair
  101628. */
  101629. forEach(callback: (key: string, val: T) => void): void;
  101630. /**
  101631. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  101632. * If the callback returns null or undefined the method will iterate to the next key/value pair
  101633. * Note that you can remove any element in this dictionary in the callback implementation
  101634. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  101635. * @returns the first item
  101636. */
  101637. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  101638. private _count;
  101639. private _data;
  101640. }
  101641. }
  101642. declare module BABYLON {
  101643. /** @hidden */
  101644. export interface ICollisionCoordinator {
  101645. createCollider(): Collider;
  101646. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101647. init(scene: Scene): void;
  101648. }
  101649. /** @hidden */
  101650. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  101651. private _scene;
  101652. private _scaledPosition;
  101653. private _scaledVelocity;
  101654. private _finalPosition;
  101655. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101656. createCollider(): Collider;
  101657. init(scene: Scene): void;
  101658. private _collideWithWorld;
  101659. }
  101660. }
  101661. declare module BABYLON {
  101662. /**
  101663. * Class used to manage all inputs for the scene.
  101664. */
  101665. export class InputManager {
  101666. /** The distance in pixel that you have to move to prevent some events */
  101667. static DragMovementThreshold: number;
  101668. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  101669. static LongPressDelay: number;
  101670. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  101671. static DoubleClickDelay: number;
  101672. /** If you need to check double click without raising a single click at first click, enable this flag */
  101673. static ExclusiveDoubleClickMode: boolean;
  101674. private _wheelEventName;
  101675. private _onPointerMove;
  101676. private _onPointerDown;
  101677. private _onPointerUp;
  101678. private _initClickEvent;
  101679. private _initActionManager;
  101680. private _delayedSimpleClick;
  101681. private _delayedSimpleClickTimeout;
  101682. private _previousDelayedSimpleClickTimeout;
  101683. private _meshPickProceed;
  101684. private _previousButtonPressed;
  101685. private _currentPickResult;
  101686. private _previousPickResult;
  101687. private _totalPointersPressed;
  101688. private _doubleClickOccured;
  101689. private _pointerOverMesh;
  101690. private _pickedDownMesh;
  101691. private _pickedUpMesh;
  101692. private _pointerX;
  101693. private _pointerY;
  101694. private _unTranslatedPointerX;
  101695. private _unTranslatedPointerY;
  101696. private _startingPointerPosition;
  101697. private _previousStartingPointerPosition;
  101698. private _startingPointerTime;
  101699. private _previousStartingPointerTime;
  101700. private _pointerCaptures;
  101701. private _onKeyDown;
  101702. private _onKeyUp;
  101703. private _onCanvasFocusObserver;
  101704. private _onCanvasBlurObserver;
  101705. private _scene;
  101706. /**
  101707. * Creates a new InputManager
  101708. * @param scene defines the hosting scene
  101709. */
  101710. constructor(scene: Scene);
  101711. /**
  101712. * Gets the mesh that is currently under the pointer
  101713. */
  101714. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101715. /**
  101716. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  101717. */
  101718. readonly unTranslatedPointer: Vector2;
  101719. /**
  101720. * Gets or sets the current on-screen X position of the pointer
  101721. */
  101722. pointerX: number;
  101723. /**
  101724. * Gets or sets the current on-screen Y position of the pointer
  101725. */
  101726. pointerY: number;
  101727. private _updatePointerPosition;
  101728. private _processPointerMove;
  101729. private _setRayOnPointerInfo;
  101730. private _checkPrePointerObservable;
  101731. /**
  101732. * Use this method to simulate a pointer move on a mesh
  101733. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101734. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101735. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101736. */
  101737. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101738. /**
  101739. * Use this method to simulate a pointer down on a mesh
  101740. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101741. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101742. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101743. */
  101744. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101745. private _processPointerDown;
  101746. /** @hidden */
  101747. _isPointerSwiping(): boolean;
  101748. /**
  101749. * Use this method to simulate a pointer up on a mesh
  101750. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101751. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101752. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101753. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101754. */
  101755. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  101756. private _processPointerUp;
  101757. /**
  101758. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101759. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101760. * @returns true if the pointer was captured
  101761. */
  101762. isPointerCaptured(pointerId?: number): boolean;
  101763. /**
  101764. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101765. * @param attachUp defines if you want to attach events to pointerup
  101766. * @param attachDown defines if you want to attach events to pointerdown
  101767. * @param attachMove defines if you want to attach events to pointermove
  101768. */
  101769. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101770. /**
  101771. * Detaches all event handlers
  101772. */
  101773. detachControl(): void;
  101774. /**
  101775. * Force the value of meshUnderPointer
  101776. * @param mesh defines the mesh to use
  101777. */
  101778. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  101779. /**
  101780. * Gets the mesh under the pointer
  101781. * @returns a Mesh or null if no mesh is under the pointer
  101782. */
  101783. getPointerOverMesh(): Nullable<AbstractMesh>;
  101784. }
  101785. }
  101786. declare module BABYLON {
  101787. /**
  101788. * Helper class used to generate session unique ID
  101789. */
  101790. export class UniqueIdGenerator {
  101791. private static _UniqueIdCounter;
  101792. /**
  101793. * Gets an unique (relatively to the current scene) Id
  101794. */
  101795. static readonly UniqueId: number;
  101796. }
  101797. }
  101798. declare module BABYLON {
  101799. /**
  101800. * This class defines the direct association between an animation and a target
  101801. */
  101802. export class TargetedAnimation {
  101803. /**
  101804. * Animation to perform
  101805. */
  101806. animation: Animation;
  101807. /**
  101808. * Target to animate
  101809. */
  101810. target: any;
  101811. /**
  101812. * Serialize the object
  101813. * @returns the JSON object representing the current entity
  101814. */
  101815. serialize(): any;
  101816. }
  101817. /**
  101818. * Use this class to create coordinated animations on multiple targets
  101819. */
  101820. export class AnimationGroup implements IDisposable {
  101821. /** The name of the animation group */
  101822. name: string;
  101823. private _scene;
  101824. private _targetedAnimations;
  101825. private _animatables;
  101826. private _from;
  101827. private _to;
  101828. private _isStarted;
  101829. private _isPaused;
  101830. private _speedRatio;
  101831. private _loopAnimation;
  101832. /**
  101833. * Gets or sets the unique id of the node
  101834. */
  101835. uniqueId: number;
  101836. /**
  101837. * This observable will notify when one animation have ended
  101838. */
  101839. onAnimationEndObservable: Observable<TargetedAnimation>;
  101840. /**
  101841. * Observer raised when one animation loops
  101842. */
  101843. onAnimationLoopObservable: Observable<TargetedAnimation>;
  101844. /**
  101845. * Observer raised when all animations have looped
  101846. */
  101847. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  101848. /**
  101849. * This observable will notify when all animations have ended.
  101850. */
  101851. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  101852. /**
  101853. * This observable will notify when all animations have paused.
  101854. */
  101855. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  101856. /**
  101857. * This observable will notify when all animations are playing.
  101858. */
  101859. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  101860. /**
  101861. * Gets the first frame
  101862. */
  101863. readonly from: number;
  101864. /**
  101865. * Gets the last frame
  101866. */
  101867. readonly to: number;
  101868. /**
  101869. * Define if the animations are started
  101870. */
  101871. readonly isStarted: boolean;
  101872. /**
  101873. * Gets a value indicating that the current group is playing
  101874. */
  101875. readonly isPlaying: boolean;
  101876. /**
  101877. * Gets or sets the speed ratio to use for all animations
  101878. */
  101879. /**
  101880. * Gets or sets the speed ratio to use for all animations
  101881. */
  101882. speedRatio: number;
  101883. /**
  101884. * Gets or sets if all animations should loop or not
  101885. */
  101886. loopAnimation: boolean;
  101887. /**
  101888. * Gets the targeted animations for this animation group
  101889. */
  101890. readonly targetedAnimations: Array<TargetedAnimation>;
  101891. /**
  101892. * returning the list of animatables controlled by this animation group.
  101893. */
  101894. readonly animatables: Array<Animatable>;
  101895. /**
  101896. * Instantiates a new Animation Group.
  101897. * This helps managing several animations at once.
  101898. * @see http://doc.babylonjs.com/how_to/group
  101899. * @param name Defines the name of the group
  101900. * @param scene Defines the scene the group belongs to
  101901. */
  101902. constructor(
  101903. /** The name of the animation group */
  101904. name: string, scene?: Nullable<Scene>);
  101905. /**
  101906. * Add an animation (with its target) in the group
  101907. * @param animation defines the animation we want to add
  101908. * @param target defines the target of the animation
  101909. * @returns the TargetedAnimation object
  101910. */
  101911. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  101912. /**
  101913. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  101914. * It can add constant keys at begin or end
  101915. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  101916. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  101917. * @returns the animation group
  101918. */
  101919. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  101920. private _animationLoopCount;
  101921. private _animationLoopFlags;
  101922. private _processLoop;
  101923. /**
  101924. * Start all animations on given targets
  101925. * @param loop defines if animations must loop
  101926. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  101927. * @param from defines the from key (optional)
  101928. * @param to defines the to key (optional)
  101929. * @returns the current animation group
  101930. */
  101931. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  101932. /**
  101933. * Pause all animations
  101934. * @returns the animation group
  101935. */
  101936. pause(): AnimationGroup;
  101937. /**
  101938. * Play all animations to initial state
  101939. * This function will start() the animations if they were not started or will restart() them if they were paused
  101940. * @param loop defines if animations must loop
  101941. * @returns the animation group
  101942. */
  101943. play(loop?: boolean): AnimationGroup;
  101944. /**
  101945. * Reset all animations to initial state
  101946. * @returns the animation group
  101947. */
  101948. reset(): AnimationGroup;
  101949. /**
  101950. * Restart animations from key 0
  101951. * @returns the animation group
  101952. */
  101953. restart(): AnimationGroup;
  101954. /**
  101955. * Stop all animations
  101956. * @returns the animation group
  101957. */
  101958. stop(): AnimationGroup;
  101959. /**
  101960. * Set animation weight for all animatables
  101961. * @param weight defines the weight to use
  101962. * @return the animationGroup
  101963. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101964. */
  101965. setWeightForAllAnimatables(weight: number): AnimationGroup;
  101966. /**
  101967. * Synchronize and normalize all animatables with a source animatable
  101968. * @param root defines the root animatable to synchronize with
  101969. * @return the animationGroup
  101970. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101971. */
  101972. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  101973. /**
  101974. * Goes to a specific frame in this animation group
  101975. * @param frame the frame number to go to
  101976. * @return the animationGroup
  101977. */
  101978. goToFrame(frame: number): AnimationGroup;
  101979. /**
  101980. * Dispose all associated resources
  101981. */
  101982. dispose(): void;
  101983. private _checkAnimationGroupEnded;
  101984. /**
  101985. * Clone the current animation group and returns a copy
  101986. * @param newName defines the name of the new group
  101987. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  101988. * @returns the new aniamtion group
  101989. */
  101990. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  101991. /**
  101992. * Serializes the animationGroup to an object
  101993. * @returns Serialized object
  101994. */
  101995. serialize(): any;
  101996. /**
  101997. * Returns a new AnimationGroup object parsed from the source provided.
  101998. * @param parsedAnimationGroup defines the source
  101999. * @param scene defines the scene that will receive the animationGroup
  102000. * @returns a new AnimationGroup
  102001. */
  102002. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  102003. /**
  102004. * Returns the string "AnimationGroup"
  102005. * @returns "AnimationGroup"
  102006. */
  102007. getClassName(): string;
  102008. /**
  102009. * Creates a detailled string about the object
  102010. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  102011. * @returns a string representing the object
  102012. */
  102013. toString(fullDetails?: boolean): string;
  102014. }
  102015. }
  102016. declare module BABYLON {
  102017. /**
  102018. * Define an interface for all classes that will hold resources
  102019. */
  102020. export interface IDisposable {
  102021. /**
  102022. * Releases all held resources
  102023. */
  102024. dispose(): void;
  102025. }
  102026. /** Interface defining initialization parameters for Scene class */
  102027. export interface SceneOptions {
  102028. /**
  102029. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  102030. * It will improve performance when the number of geometries becomes important.
  102031. */
  102032. useGeometryUniqueIdsMap?: boolean;
  102033. /**
  102034. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  102035. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  102036. */
  102037. useMaterialMeshMap?: boolean;
  102038. /**
  102039. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  102040. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  102041. */
  102042. useClonedMeshhMap?: boolean;
  102043. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  102044. virtual?: boolean;
  102045. }
  102046. /**
  102047. * Represents a scene to be rendered by the engine.
  102048. * @see http://doc.babylonjs.com/features/scene
  102049. */
  102050. export class Scene extends AbstractScene implements IAnimatable {
  102051. /** The fog is deactivated */
  102052. static readonly FOGMODE_NONE: number;
  102053. /** The fog density is following an exponential function */
  102054. static readonly FOGMODE_EXP: number;
  102055. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  102056. static readonly FOGMODE_EXP2: number;
  102057. /** The fog density is following a linear function. */
  102058. static readonly FOGMODE_LINEAR: number;
  102059. /**
  102060. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  102061. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102062. */
  102063. static MinDeltaTime: number;
  102064. /**
  102065. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  102066. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102067. */
  102068. static MaxDeltaTime: number;
  102069. /**
  102070. * Factory used to create the default material.
  102071. * @param name The name of the material to create
  102072. * @param scene The scene to create the material for
  102073. * @returns The default material
  102074. */
  102075. static DefaultMaterialFactory(scene: Scene): Material;
  102076. /**
  102077. * Factory used to create the a collision coordinator.
  102078. * @returns The collision coordinator
  102079. */
  102080. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  102081. /** @hidden */
  102082. _inputManager: InputManager;
  102083. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  102084. cameraToUseForPointers: Nullable<Camera>;
  102085. /** @hidden */
  102086. readonly _isScene: boolean;
  102087. /**
  102088. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  102089. */
  102090. autoClear: boolean;
  102091. /**
  102092. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  102093. */
  102094. autoClearDepthAndStencil: boolean;
  102095. /**
  102096. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  102097. */
  102098. clearColor: Color4;
  102099. /**
  102100. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  102101. */
  102102. ambientColor: Color3;
  102103. /**
  102104. * This is use to store the default BRDF lookup for PBR materials in your scene.
  102105. * It should only be one of the following (if not the default embedded one):
  102106. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  102107. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  102108. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  102109. * The material properties need to be setup according to the type of texture in use.
  102110. */
  102111. environmentBRDFTexture: BaseTexture;
  102112. /** @hidden */
  102113. protected _environmentTexture: Nullable<BaseTexture>;
  102114. /**
  102115. * Texture used in all pbr material as the reflection texture.
  102116. * As in the majority of the scene they are the same (exception for multi room and so on),
  102117. * this is easier to reference from here than from all the materials.
  102118. */
  102119. /**
  102120. * Texture used in all pbr material as the reflection texture.
  102121. * As in the majority of the scene they are the same (exception for multi room and so on),
  102122. * this is easier to set here than in all the materials.
  102123. */
  102124. environmentTexture: Nullable<BaseTexture>;
  102125. /** @hidden */
  102126. protected _environmentIntensity: number;
  102127. /**
  102128. * Intensity of the environment in all pbr material.
  102129. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  102130. * As in the majority of the scene they are the same (exception for multi room and so on),
  102131. * this is easier to reference from here than from all the materials.
  102132. */
  102133. /**
  102134. * Intensity of the environment in all pbr material.
  102135. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  102136. * As in the majority of the scene they are the same (exception for multi room and so on),
  102137. * this is easier to set here than in all the materials.
  102138. */
  102139. environmentIntensity: number;
  102140. /** @hidden */
  102141. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  102142. /**
  102143. * Default image processing configuration used either in the rendering
  102144. * Forward main pass or through the imageProcessingPostProcess if present.
  102145. * As in the majority of the scene they are the same (exception for multi camera),
  102146. * this is easier to reference from here than from all the materials and post process.
  102147. *
  102148. * No setter as we it is a shared configuration, you can set the values instead.
  102149. */
  102150. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  102151. private _forceWireframe;
  102152. /**
  102153. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  102154. */
  102155. forceWireframe: boolean;
  102156. private _forcePointsCloud;
  102157. /**
  102158. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  102159. */
  102160. forcePointsCloud: boolean;
  102161. /**
  102162. * Gets or sets the active clipplane 1
  102163. */
  102164. clipPlane: Nullable<Plane>;
  102165. /**
  102166. * Gets or sets the active clipplane 2
  102167. */
  102168. clipPlane2: Nullable<Plane>;
  102169. /**
  102170. * Gets or sets the active clipplane 3
  102171. */
  102172. clipPlane3: Nullable<Plane>;
  102173. /**
  102174. * Gets or sets the active clipplane 4
  102175. */
  102176. clipPlane4: Nullable<Plane>;
  102177. /**
  102178. * Gets or sets a boolean indicating if animations are enabled
  102179. */
  102180. animationsEnabled: boolean;
  102181. private _animationPropertiesOverride;
  102182. /**
  102183. * Gets or sets the animation properties override
  102184. */
  102185. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  102186. /**
  102187. * Gets or sets a boolean indicating if a constant deltatime has to be used
  102188. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  102189. */
  102190. useConstantAnimationDeltaTime: boolean;
  102191. /**
  102192. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  102193. * Please note that it requires to run a ray cast through the scene on every frame
  102194. */
  102195. constantlyUpdateMeshUnderPointer: boolean;
  102196. /**
  102197. * Defines the HTML cursor to use when hovering over interactive elements
  102198. */
  102199. hoverCursor: string;
  102200. /**
  102201. * Defines the HTML default cursor to use (empty by default)
  102202. */
  102203. defaultCursor: string;
  102204. /**
  102205. * Defines wether cursors are handled by the scene.
  102206. */
  102207. doNotHandleCursors: boolean;
  102208. /**
  102209. * This is used to call preventDefault() on pointer down
  102210. * in order to block unwanted artifacts like system double clicks
  102211. */
  102212. preventDefaultOnPointerDown: boolean;
  102213. /**
  102214. * This is used to call preventDefault() on pointer up
  102215. * in order to block unwanted artifacts like system double clicks
  102216. */
  102217. preventDefaultOnPointerUp: boolean;
  102218. /**
  102219. * Gets or sets user defined metadata
  102220. */
  102221. metadata: any;
  102222. /**
  102223. * For internal use only. Please do not use.
  102224. */
  102225. reservedDataStore: any;
  102226. /**
  102227. * Gets the name of the plugin used to load this scene (null by default)
  102228. */
  102229. loadingPluginName: string;
  102230. /**
  102231. * Use this array to add regular expressions used to disable offline support for specific urls
  102232. */
  102233. disableOfflineSupportExceptionRules: RegExp[];
  102234. /**
  102235. * An event triggered when the scene is disposed.
  102236. */
  102237. onDisposeObservable: Observable<Scene>;
  102238. private _onDisposeObserver;
  102239. /** Sets a function to be executed when this scene is disposed. */
  102240. onDispose: () => void;
  102241. /**
  102242. * An event triggered before rendering the scene (right after animations and physics)
  102243. */
  102244. onBeforeRenderObservable: Observable<Scene>;
  102245. private _onBeforeRenderObserver;
  102246. /** Sets a function to be executed before rendering this scene */
  102247. beforeRender: Nullable<() => void>;
  102248. /**
  102249. * An event triggered after rendering the scene
  102250. */
  102251. onAfterRenderObservable: Observable<Scene>;
  102252. /**
  102253. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  102254. */
  102255. onAfterRenderCameraObservable: Observable<Camera>;
  102256. private _onAfterRenderObserver;
  102257. /** Sets a function to be executed after rendering this scene */
  102258. afterRender: Nullable<() => void>;
  102259. /**
  102260. * An event triggered before animating the scene
  102261. */
  102262. onBeforeAnimationsObservable: Observable<Scene>;
  102263. /**
  102264. * An event triggered after animations processing
  102265. */
  102266. onAfterAnimationsObservable: Observable<Scene>;
  102267. /**
  102268. * An event triggered before draw calls are ready to be sent
  102269. */
  102270. onBeforeDrawPhaseObservable: Observable<Scene>;
  102271. /**
  102272. * An event triggered after draw calls have been sent
  102273. */
  102274. onAfterDrawPhaseObservable: Observable<Scene>;
  102275. /**
  102276. * An event triggered when the scene is ready
  102277. */
  102278. onReadyObservable: Observable<Scene>;
  102279. /**
  102280. * An event triggered before rendering a camera
  102281. */
  102282. onBeforeCameraRenderObservable: Observable<Camera>;
  102283. private _onBeforeCameraRenderObserver;
  102284. /** Sets a function to be executed before rendering a camera*/
  102285. beforeCameraRender: () => void;
  102286. /**
  102287. * An event triggered after rendering a camera
  102288. */
  102289. onAfterCameraRenderObservable: Observable<Camera>;
  102290. private _onAfterCameraRenderObserver;
  102291. /** Sets a function to be executed after rendering a camera*/
  102292. afterCameraRender: () => void;
  102293. /**
  102294. * An event triggered when active meshes evaluation is about to start
  102295. */
  102296. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  102297. /**
  102298. * An event triggered when active meshes evaluation is done
  102299. */
  102300. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  102301. /**
  102302. * An event triggered when particles rendering is about to start
  102303. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102304. */
  102305. onBeforeParticlesRenderingObservable: Observable<Scene>;
  102306. /**
  102307. * An event triggered when particles rendering is done
  102308. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102309. */
  102310. onAfterParticlesRenderingObservable: Observable<Scene>;
  102311. /**
  102312. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  102313. */
  102314. onDataLoadedObservable: Observable<Scene>;
  102315. /**
  102316. * An event triggered when a camera is created
  102317. */
  102318. onNewCameraAddedObservable: Observable<Camera>;
  102319. /**
  102320. * An event triggered when a camera is removed
  102321. */
  102322. onCameraRemovedObservable: Observable<Camera>;
  102323. /**
  102324. * An event triggered when a light is created
  102325. */
  102326. onNewLightAddedObservable: Observable<Light>;
  102327. /**
  102328. * An event triggered when a light is removed
  102329. */
  102330. onLightRemovedObservable: Observable<Light>;
  102331. /**
  102332. * An event triggered when a geometry is created
  102333. */
  102334. onNewGeometryAddedObservable: Observable<Geometry>;
  102335. /**
  102336. * An event triggered when a geometry is removed
  102337. */
  102338. onGeometryRemovedObservable: Observable<Geometry>;
  102339. /**
  102340. * An event triggered when a transform node is created
  102341. */
  102342. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  102343. /**
  102344. * An event triggered when a transform node is removed
  102345. */
  102346. onTransformNodeRemovedObservable: Observable<TransformNode>;
  102347. /**
  102348. * An event triggered when a mesh is created
  102349. */
  102350. onNewMeshAddedObservable: Observable<AbstractMesh>;
  102351. /**
  102352. * An event triggered when a mesh is removed
  102353. */
  102354. onMeshRemovedObservable: Observable<AbstractMesh>;
  102355. /**
  102356. * An event triggered when a skeleton is created
  102357. */
  102358. onNewSkeletonAddedObservable: Observable<Skeleton>;
  102359. /**
  102360. * An event triggered when a skeleton is removed
  102361. */
  102362. onSkeletonRemovedObservable: Observable<Skeleton>;
  102363. /**
  102364. * An event triggered when a material is created
  102365. */
  102366. onNewMaterialAddedObservable: Observable<Material>;
  102367. /**
  102368. * An event triggered when a material is removed
  102369. */
  102370. onMaterialRemovedObservable: Observable<Material>;
  102371. /**
  102372. * An event triggered when a texture is created
  102373. */
  102374. onNewTextureAddedObservable: Observable<BaseTexture>;
  102375. /**
  102376. * An event triggered when a texture is removed
  102377. */
  102378. onTextureRemovedObservable: Observable<BaseTexture>;
  102379. /**
  102380. * An event triggered when render targets are about to be rendered
  102381. * Can happen multiple times per frame.
  102382. */
  102383. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  102384. /**
  102385. * An event triggered when render targets were rendered.
  102386. * Can happen multiple times per frame.
  102387. */
  102388. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  102389. /**
  102390. * An event triggered before calculating deterministic simulation step
  102391. */
  102392. onBeforeStepObservable: Observable<Scene>;
  102393. /**
  102394. * An event triggered after calculating deterministic simulation step
  102395. */
  102396. onAfterStepObservable: Observable<Scene>;
  102397. /**
  102398. * An event triggered when the activeCamera property is updated
  102399. */
  102400. onActiveCameraChanged: Observable<Scene>;
  102401. /**
  102402. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  102403. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102404. * 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)
  102405. */
  102406. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102407. /**
  102408. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  102409. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102410. * 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)
  102411. */
  102412. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102413. /**
  102414. * This Observable will when a mesh has been imported into the scene.
  102415. */
  102416. onMeshImportedObservable: Observable<AbstractMesh>;
  102417. /**
  102418. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  102419. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  102420. */
  102421. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  102422. /** @hidden */
  102423. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  102424. /**
  102425. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  102426. */
  102427. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  102428. /**
  102429. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  102430. */
  102431. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  102432. /**
  102433. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  102434. */
  102435. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  102436. /** Callback called when a pointer move is detected */
  102437. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102438. /** Callback called when a pointer down is detected */
  102439. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102440. /** Callback called when a pointer up is detected */
  102441. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  102442. /** Callback called when a pointer pick is detected */
  102443. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  102444. /**
  102445. * 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).
  102446. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  102447. */
  102448. onPrePointerObservable: Observable<PointerInfoPre>;
  102449. /**
  102450. * Observable event triggered each time an input event is received from the rendering canvas
  102451. */
  102452. onPointerObservable: Observable<PointerInfo>;
  102453. /**
  102454. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  102455. */
  102456. readonly unTranslatedPointer: Vector2;
  102457. /**
  102458. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  102459. */
  102460. static DragMovementThreshold: number;
  102461. /**
  102462. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  102463. */
  102464. static LongPressDelay: number;
  102465. /**
  102466. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  102467. */
  102468. static DoubleClickDelay: number;
  102469. /** If you need to check double click without raising a single click at first click, enable this flag */
  102470. static ExclusiveDoubleClickMode: boolean;
  102471. /** @hidden */
  102472. _mirroredCameraPosition: Nullable<Vector3>;
  102473. /**
  102474. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  102475. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  102476. */
  102477. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  102478. /**
  102479. * Observable event triggered each time an keyboard event is received from the hosting window
  102480. */
  102481. onKeyboardObservable: Observable<KeyboardInfo>;
  102482. private _useRightHandedSystem;
  102483. /**
  102484. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  102485. */
  102486. useRightHandedSystem: boolean;
  102487. private _timeAccumulator;
  102488. private _currentStepId;
  102489. private _currentInternalStep;
  102490. /**
  102491. * Sets the step Id used by deterministic lock step
  102492. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102493. * @param newStepId defines the step Id
  102494. */
  102495. setStepId(newStepId: number): void;
  102496. /**
  102497. * Gets the step Id used by deterministic lock step
  102498. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102499. * @returns the step Id
  102500. */
  102501. getStepId(): number;
  102502. /**
  102503. * Gets the internal step used by deterministic lock step
  102504. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102505. * @returns the internal step
  102506. */
  102507. getInternalStep(): number;
  102508. private _fogEnabled;
  102509. /**
  102510. * Gets or sets a boolean indicating if fog is enabled on this scene
  102511. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102512. * (Default is true)
  102513. */
  102514. fogEnabled: boolean;
  102515. private _fogMode;
  102516. /**
  102517. * Gets or sets the fog mode to use
  102518. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102519. * | mode | value |
  102520. * | --- | --- |
  102521. * | FOGMODE_NONE | 0 |
  102522. * | FOGMODE_EXP | 1 |
  102523. * | FOGMODE_EXP2 | 2 |
  102524. * | FOGMODE_LINEAR | 3 |
  102525. */
  102526. fogMode: number;
  102527. /**
  102528. * Gets or sets the fog color to use
  102529. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102530. * (Default is Color3(0.2, 0.2, 0.3))
  102531. */
  102532. fogColor: Color3;
  102533. /**
  102534. * Gets or sets the fog density to use
  102535. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102536. * (Default is 0.1)
  102537. */
  102538. fogDensity: number;
  102539. /**
  102540. * Gets or sets the fog start distance to use
  102541. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102542. * (Default is 0)
  102543. */
  102544. fogStart: number;
  102545. /**
  102546. * Gets or sets the fog end distance to use
  102547. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102548. * (Default is 1000)
  102549. */
  102550. fogEnd: number;
  102551. private _shadowsEnabled;
  102552. /**
  102553. * Gets or sets a boolean indicating if shadows are enabled on this scene
  102554. */
  102555. shadowsEnabled: boolean;
  102556. private _lightsEnabled;
  102557. /**
  102558. * Gets or sets a boolean indicating if lights are enabled on this scene
  102559. */
  102560. lightsEnabled: boolean;
  102561. /** All of the active cameras added to this scene. */
  102562. activeCameras: Camera[];
  102563. /** @hidden */
  102564. _activeCamera: Nullable<Camera>;
  102565. /** Gets or sets the current active camera */
  102566. activeCamera: Nullable<Camera>;
  102567. private _defaultMaterial;
  102568. /** The default material used on meshes when no material is affected */
  102569. /** The default material used on meshes when no material is affected */
  102570. defaultMaterial: Material;
  102571. private _texturesEnabled;
  102572. /**
  102573. * Gets or sets a boolean indicating if textures are enabled on this scene
  102574. */
  102575. texturesEnabled: boolean;
  102576. /**
  102577. * Gets or sets a boolean indicating if particles are enabled on this scene
  102578. */
  102579. particlesEnabled: boolean;
  102580. /**
  102581. * Gets or sets a boolean indicating if sprites are enabled on this scene
  102582. */
  102583. spritesEnabled: boolean;
  102584. private _skeletonsEnabled;
  102585. /**
  102586. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  102587. */
  102588. skeletonsEnabled: boolean;
  102589. /**
  102590. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  102591. */
  102592. lensFlaresEnabled: boolean;
  102593. /**
  102594. * Gets or sets a boolean indicating if collisions are enabled on this scene
  102595. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102596. */
  102597. collisionsEnabled: boolean;
  102598. private _collisionCoordinator;
  102599. /** @hidden */
  102600. readonly collisionCoordinator: ICollisionCoordinator;
  102601. /**
  102602. * Defines the gravity applied to this scene (used only for collisions)
  102603. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102604. */
  102605. gravity: Vector3;
  102606. /**
  102607. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  102608. */
  102609. postProcessesEnabled: boolean;
  102610. /**
  102611. * The list of postprocesses added to the scene
  102612. */
  102613. postProcesses: PostProcess[];
  102614. /**
  102615. * Gets the current postprocess manager
  102616. */
  102617. postProcessManager: PostProcessManager;
  102618. /**
  102619. * Gets or sets a boolean indicating if render targets are enabled on this scene
  102620. */
  102621. renderTargetsEnabled: boolean;
  102622. /**
  102623. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  102624. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  102625. */
  102626. dumpNextRenderTargets: boolean;
  102627. /**
  102628. * The list of user defined render targets added to the scene
  102629. */
  102630. customRenderTargets: RenderTargetTexture[];
  102631. /**
  102632. * Defines if texture loading must be delayed
  102633. * If true, textures will only be loaded when they need to be rendered
  102634. */
  102635. useDelayedTextureLoading: boolean;
  102636. /**
  102637. * Gets the list of meshes imported to the scene through SceneLoader
  102638. */
  102639. importedMeshesFiles: String[];
  102640. /**
  102641. * Gets or sets a boolean indicating if probes are enabled on this scene
  102642. */
  102643. probesEnabled: boolean;
  102644. /**
  102645. * Gets or sets the current offline provider to use to store scene data
  102646. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  102647. */
  102648. offlineProvider: IOfflineProvider;
  102649. /**
  102650. * Gets or sets the action manager associated with the scene
  102651. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  102652. */
  102653. actionManager: AbstractActionManager;
  102654. private _meshesForIntersections;
  102655. /**
  102656. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  102657. */
  102658. proceduralTexturesEnabled: boolean;
  102659. private _engine;
  102660. private _totalVertices;
  102661. /** @hidden */
  102662. _activeIndices: PerfCounter;
  102663. /** @hidden */
  102664. _activeParticles: PerfCounter;
  102665. /** @hidden */
  102666. _activeBones: PerfCounter;
  102667. private _animationRatio;
  102668. /** @hidden */
  102669. _animationTimeLast: number;
  102670. /** @hidden */
  102671. _animationTime: number;
  102672. /**
  102673. * Gets or sets a general scale for animation speed
  102674. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  102675. */
  102676. animationTimeScale: number;
  102677. /** @hidden */
  102678. _cachedMaterial: Nullable<Material>;
  102679. /** @hidden */
  102680. _cachedEffect: Nullable<Effect>;
  102681. /** @hidden */
  102682. _cachedVisibility: Nullable<number>;
  102683. private _renderId;
  102684. private _frameId;
  102685. private _executeWhenReadyTimeoutId;
  102686. private _intermediateRendering;
  102687. private _viewUpdateFlag;
  102688. private _projectionUpdateFlag;
  102689. /** @hidden */
  102690. _toBeDisposed: Nullable<IDisposable>[];
  102691. private _activeRequests;
  102692. /** @hidden */
  102693. _pendingData: any[];
  102694. private _isDisposed;
  102695. /**
  102696. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  102697. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  102698. */
  102699. dispatchAllSubMeshesOfActiveMeshes: boolean;
  102700. private _activeMeshes;
  102701. private _processedMaterials;
  102702. private _renderTargets;
  102703. /** @hidden */
  102704. _activeParticleSystems: SmartArray<IParticleSystem>;
  102705. private _activeSkeletons;
  102706. private _softwareSkinnedMeshes;
  102707. private _renderingManager;
  102708. /** @hidden */
  102709. _activeAnimatables: Animatable[];
  102710. private _transformMatrix;
  102711. private _sceneUbo;
  102712. /** @hidden */
  102713. _viewMatrix: Matrix;
  102714. private _projectionMatrix;
  102715. /** @hidden */
  102716. _forcedViewPosition: Nullable<Vector3>;
  102717. /** @hidden */
  102718. _frustumPlanes: Plane[];
  102719. /**
  102720. * Gets the list of frustum planes (built from the active camera)
  102721. */
  102722. readonly frustumPlanes: Plane[];
  102723. /**
  102724. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  102725. * This is useful if there are more lights that the maximum simulteanous authorized
  102726. */
  102727. requireLightSorting: boolean;
  102728. /** @hidden */
  102729. readonly useMaterialMeshMap: boolean;
  102730. /** @hidden */
  102731. readonly useClonedMeshhMap: boolean;
  102732. private _externalData;
  102733. private _uid;
  102734. /**
  102735. * @hidden
  102736. * Backing store of defined scene components.
  102737. */
  102738. _components: ISceneComponent[];
  102739. /**
  102740. * @hidden
  102741. * Backing store of defined scene components.
  102742. */
  102743. _serializableComponents: ISceneSerializableComponent[];
  102744. /**
  102745. * List of components to register on the next registration step.
  102746. */
  102747. private _transientComponents;
  102748. /**
  102749. * Registers the transient components if needed.
  102750. */
  102751. private _registerTransientComponents;
  102752. /**
  102753. * @hidden
  102754. * Add a component to the scene.
  102755. * Note that the ccomponent could be registered on th next frame if this is called after
  102756. * the register component stage.
  102757. * @param component Defines the component to add to the scene
  102758. */
  102759. _addComponent(component: ISceneComponent): void;
  102760. /**
  102761. * @hidden
  102762. * Gets a component from the scene.
  102763. * @param name defines the name of the component to retrieve
  102764. * @returns the component or null if not present
  102765. */
  102766. _getComponent(name: string): Nullable<ISceneComponent>;
  102767. /**
  102768. * @hidden
  102769. * Defines the actions happening before camera updates.
  102770. */
  102771. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  102772. /**
  102773. * @hidden
  102774. * Defines the actions happening before clear the canvas.
  102775. */
  102776. _beforeClearStage: Stage<SimpleStageAction>;
  102777. /**
  102778. * @hidden
  102779. * Defines the actions when collecting render targets for the frame.
  102780. */
  102781. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102782. /**
  102783. * @hidden
  102784. * Defines the actions happening for one camera in the frame.
  102785. */
  102786. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102787. /**
  102788. * @hidden
  102789. * Defines the actions happening during the per mesh ready checks.
  102790. */
  102791. _isReadyForMeshStage: Stage<MeshStageAction>;
  102792. /**
  102793. * @hidden
  102794. * Defines the actions happening before evaluate active mesh checks.
  102795. */
  102796. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  102797. /**
  102798. * @hidden
  102799. * Defines the actions happening during the evaluate sub mesh checks.
  102800. */
  102801. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  102802. /**
  102803. * @hidden
  102804. * Defines the actions happening during the active mesh stage.
  102805. */
  102806. _activeMeshStage: Stage<ActiveMeshStageAction>;
  102807. /**
  102808. * @hidden
  102809. * Defines the actions happening during the per camera render target step.
  102810. */
  102811. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  102812. /**
  102813. * @hidden
  102814. * Defines the actions happening just before the active camera is drawing.
  102815. */
  102816. _beforeCameraDrawStage: Stage<CameraStageAction>;
  102817. /**
  102818. * @hidden
  102819. * Defines the actions happening just before a render target is drawing.
  102820. */
  102821. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102822. /**
  102823. * @hidden
  102824. * Defines the actions happening just before a rendering group is drawing.
  102825. */
  102826. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102827. /**
  102828. * @hidden
  102829. * Defines the actions happening just before a mesh is drawing.
  102830. */
  102831. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102832. /**
  102833. * @hidden
  102834. * Defines the actions happening just after a mesh has been drawn.
  102835. */
  102836. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102837. /**
  102838. * @hidden
  102839. * Defines the actions happening just after a rendering group has been drawn.
  102840. */
  102841. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102842. /**
  102843. * @hidden
  102844. * Defines the actions happening just after the active camera has been drawn.
  102845. */
  102846. _afterCameraDrawStage: Stage<CameraStageAction>;
  102847. /**
  102848. * @hidden
  102849. * Defines the actions happening just after a render target has been drawn.
  102850. */
  102851. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102852. /**
  102853. * @hidden
  102854. * Defines the actions happening just after rendering all cameras and computing intersections.
  102855. */
  102856. _afterRenderStage: Stage<SimpleStageAction>;
  102857. /**
  102858. * @hidden
  102859. * Defines the actions happening when a pointer move event happens.
  102860. */
  102861. _pointerMoveStage: Stage<PointerMoveStageAction>;
  102862. /**
  102863. * @hidden
  102864. * Defines the actions happening when a pointer down event happens.
  102865. */
  102866. _pointerDownStage: Stage<PointerUpDownStageAction>;
  102867. /**
  102868. * @hidden
  102869. * Defines the actions happening when a pointer up event happens.
  102870. */
  102871. _pointerUpStage: Stage<PointerUpDownStageAction>;
  102872. /**
  102873. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  102874. */
  102875. private geometriesByUniqueId;
  102876. /**
  102877. * Creates a new Scene
  102878. * @param engine defines the engine to use to render this scene
  102879. * @param options defines the scene options
  102880. */
  102881. constructor(engine: Engine, options?: SceneOptions);
  102882. /**
  102883. * Gets a string idenfifying the name of the class
  102884. * @returns "Scene" string
  102885. */
  102886. getClassName(): string;
  102887. private _defaultMeshCandidates;
  102888. /**
  102889. * @hidden
  102890. */
  102891. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  102892. private _defaultSubMeshCandidates;
  102893. /**
  102894. * @hidden
  102895. */
  102896. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  102897. /**
  102898. * Sets the default candidate providers for the scene.
  102899. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  102900. * and getCollidingSubMeshCandidates to their default function
  102901. */
  102902. setDefaultCandidateProviders(): void;
  102903. /**
  102904. * Gets the mesh that is currently under the pointer
  102905. */
  102906. readonly meshUnderPointer: Nullable<AbstractMesh>;
  102907. /**
  102908. * Gets or sets the current on-screen X position of the pointer
  102909. */
  102910. pointerX: number;
  102911. /**
  102912. * Gets or sets the current on-screen Y position of the pointer
  102913. */
  102914. pointerY: number;
  102915. /**
  102916. * Gets the cached material (ie. the latest rendered one)
  102917. * @returns the cached material
  102918. */
  102919. getCachedMaterial(): Nullable<Material>;
  102920. /**
  102921. * Gets the cached effect (ie. the latest rendered one)
  102922. * @returns the cached effect
  102923. */
  102924. getCachedEffect(): Nullable<Effect>;
  102925. /**
  102926. * Gets the cached visibility state (ie. the latest rendered one)
  102927. * @returns the cached visibility state
  102928. */
  102929. getCachedVisibility(): Nullable<number>;
  102930. /**
  102931. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  102932. * @param material defines the current material
  102933. * @param effect defines the current effect
  102934. * @param visibility defines the current visibility state
  102935. * @returns true if one parameter is not cached
  102936. */
  102937. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  102938. /**
  102939. * Gets the engine associated with the scene
  102940. * @returns an Engine
  102941. */
  102942. getEngine(): Engine;
  102943. /**
  102944. * Gets the total number of vertices rendered per frame
  102945. * @returns the total number of vertices rendered per frame
  102946. */
  102947. getTotalVertices(): number;
  102948. /**
  102949. * Gets the performance counter for total vertices
  102950. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102951. */
  102952. readonly totalVerticesPerfCounter: PerfCounter;
  102953. /**
  102954. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  102955. * @returns the total number of active indices rendered per frame
  102956. */
  102957. getActiveIndices(): number;
  102958. /**
  102959. * Gets the performance counter for active indices
  102960. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102961. */
  102962. readonly totalActiveIndicesPerfCounter: PerfCounter;
  102963. /**
  102964. * Gets the total number of active particles rendered per frame
  102965. * @returns the total number of active particles rendered per frame
  102966. */
  102967. getActiveParticles(): number;
  102968. /**
  102969. * Gets the performance counter for active particles
  102970. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102971. */
  102972. readonly activeParticlesPerfCounter: PerfCounter;
  102973. /**
  102974. * Gets the total number of active bones rendered per frame
  102975. * @returns the total number of active bones rendered per frame
  102976. */
  102977. getActiveBones(): number;
  102978. /**
  102979. * Gets the performance counter for active bones
  102980. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102981. */
  102982. readonly activeBonesPerfCounter: PerfCounter;
  102983. /**
  102984. * Gets the array of active meshes
  102985. * @returns an array of AbstractMesh
  102986. */
  102987. getActiveMeshes(): SmartArray<AbstractMesh>;
  102988. /**
  102989. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  102990. * @returns a number
  102991. */
  102992. getAnimationRatio(): number;
  102993. /**
  102994. * Gets an unique Id for the current render phase
  102995. * @returns a number
  102996. */
  102997. getRenderId(): number;
  102998. /**
  102999. * Gets an unique Id for the current frame
  103000. * @returns a number
  103001. */
  103002. getFrameId(): number;
  103003. /** Call this function if you want to manually increment the render Id*/
  103004. incrementRenderId(): void;
  103005. private _createUbo;
  103006. /**
  103007. * Use this method to simulate a pointer move on a mesh
  103008. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  103009. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  103010. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  103011. * @returns the current scene
  103012. */
  103013. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  103014. /**
  103015. * Use this method to simulate a pointer down on a mesh
  103016. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  103017. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  103018. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  103019. * @returns the current scene
  103020. */
  103021. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  103022. /**
  103023. * Use this method to simulate a pointer up on a mesh
  103024. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  103025. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  103026. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  103027. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  103028. * @returns the current scene
  103029. */
  103030. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  103031. /**
  103032. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  103033. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  103034. * @returns true if the pointer was captured
  103035. */
  103036. isPointerCaptured(pointerId?: number): boolean;
  103037. /**
  103038. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  103039. * @param attachUp defines if you want to attach events to pointerup
  103040. * @param attachDown defines if you want to attach events to pointerdown
  103041. * @param attachMove defines if you want to attach events to pointermove
  103042. */
  103043. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  103044. /** Detaches all event handlers*/
  103045. detachControl(): void;
  103046. /**
  103047. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  103048. * Delay loaded resources are not taking in account
  103049. * @return true if all required resources are ready
  103050. */
  103051. isReady(): boolean;
  103052. /** Resets all cached information relative to material (including effect and visibility) */
  103053. resetCachedMaterial(): void;
  103054. /**
  103055. * Registers a function to be called before every frame render
  103056. * @param func defines the function to register
  103057. */
  103058. registerBeforeRender(func: () => void): void;
  103059. /**
  103060. * Unregisters a function called before every frame render
  103061. * @param func defines the function to unregister
  103062. */
  103063. unregisterBeforeRender(func: () => void): void;
  103064. /**
  103065. * Registers a function to be called after every frame render
  103066. * @param func defines the function to register
  103067. */
  103068. registerAfterRender(func: () => void): void;
  103069. /**
  103070. * Unregisters a function called after every frame render
  103071. * @param func defines the function to unregister
  103072. */
  103073. unregisterAfterRender(func: () => void): void;
  103074. private _executeOnceBeforeRender;
  103075. /**
  103076. * The provided function will run before render once and will be disposed afterwards.
  103077. * A timeout delay can be provided so that the function will be executed in N ms.
  103078. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  103079. * @param func The function to be executed.
  103080. * @param timeout optional delay in ms
  103081. */
  103082. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  103083. /** @hidden */
  103084. _addPendingData(data: any): void;
  103085. /** @hidden */
  103086. _removePendingData(data: any): void;
  103087. /**
  103088. * Returns the number of items waiting to be loaded
  103089. * @returns the number of items waiting to be loaded
  103090. */
  103091. getWaitingItemsCount(): number;
  103092. /**
  103093. * Returns a boolean indicating if the scene is still loading data
  103094. */
  103095. readonly isLoading: boolean;
  103096. /**
  103097. * Registers a function to be executed when the scene is ready
  103098. * @param {Function} func - the function to be executed
  103099. */
  103100. executeWhenReady(func: () => void): void;
  103101. /**
  103102. * Returns a promise that resolves when the scene is ready
  103103. * @returns A promise that resolves when the scene is ready
  103104. */
  103105. whenReadyAsync(): Promise<void>;
  103106. /** @hidden */
  103107. _checkIsReady(): void;
  103108. /**
  103109. * Gets all animatable attached to the scene
  103110. */
  103111. readonly animatables: Animatable[];
  103112. /**
  103113. * Resets the last animation time frame.
  103114. * Useful to override when animations start running when loading a scene for the first time.
  103115. */
  103116. resetLastAnimationTimeFrame(): void;
  103117. /**
  103118. * Gets the current view matrix
  103119. * @returns a Matrix
  103120. */
  103121. getViewMatrix(): Matrix;
  103122. /**
  103123. * Gets the current projection matrix
  103124. * @returns a Matrix
  103125. */
  103126. getProjectionMatrix(): Matrix;
  103127. /**
  103128. * Gets the current transform matrix
  103129. * @returns a Matrix made of View * Projection
  103130. */
  103131. getTransformMatrix(): Matrix;
  103132. /**
  103133. * Sets the current transform matrix
  103134. * @param viewL defines the View matrix to use
  103135. * @param projectionL defines the Projection matrix to use
  103136. * @param viewR defines the right View matrix to use (if provided)
  103137. * @param projectionR defines the right Projection matrix to use (if provided)
  103138. */
  103139. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  103140. /**
  103141. * Gets the uniform buffer used to store scene data
  103142. * @returns a UniformBuffer
  103143. */
  103144. getSceneUniformBuffer(): UniformBuffer;
  103145. /**
  103146. * Gets an unique (relatively to the current scene) Id
  103147. * @returns an unique number for the scene
  103148. */
  103149. getUniqueId(): number;
  103150. /**
  103151. * Add a mesh to the list of scene's meshes
  103152. * @param newMesh defines the mesh to add
  103153. * @param recursive if all child meshes should also be added to the scene
  103154. */
  103155. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  103156. /**
  103157. * Remove a mesh for the list of scene's meshes
  103158. * @param toRemove defines the mesh to remove
  103159. * @param recursive if all child meshes should also be removed from the scene
  103160. * @returns the index where the mesh was in the mesh list
  103161. */
  103162. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  103163. /**
  103164. * Add a transform node to the list of scene's transform nodes
  103165. * @param newTransformNode defines the transform node to add
  103166. */
  103167. addTransformNode(newTransformNode: TransformNode): void;
  103168. /**
  103169. * Remove a transform node for the list of scene's transform nodes
  103170. * @param toRemove defines the transform node to remove
  103171. * @returns the index where the transform node was in the transform node list
  103172. */
  103173. removeTransformNode(toRemove: TransformNode): number;
  103174. /**
  103175. * Remove a skeleton for the list of scene's skeletons
  103176. * @param toRemove defines the skeleton to remove
  103177. * @returns the index where the skeleton was in the skeleton list
  103178. */
  103179. removeSkeleton(toRemove: Skeleton): number;
  103180. /**
  103181. * Remove a morph target for the list of scene's morph targets
  103182. * @param toRemove defines the morph target to remove
  103183. * @returns the index where the morph target was in the morph target list
  103184. */
  103185. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  103186. /**
  103187. * Remove a light for the list of scene's lights
  103188. * @param toRemove defines the light to remove
  103189. * @returns the index where the light was in the light list
  103190. */
  103191. removeLight(toRemove: Light): number;
  103192. /**
  103193. * Remove a camera for the list of scene's cameras
  103194. * @param toRemove defines the camera to remove
  103195. * @returns the index where the camera was in the camera list
  103196. */
  103197. removeCamera(toRemove: Camera): number;
  103198. /**
  103199. * Remove a particle system for the list of scene's particle systems
  103200. * @param toRemove defines the particle system to remove
  103201. * @returns the index where the particle system was in the particle system list
  103202. */
  103203. removeParticleSystem(toRemove: IParticleSystem): number;
  103204. /**
  103205. * Remove a animation for the list of scene's animations
  103206. * @param toRemove defines the animation to remove
  103207. * @returns the index where the animation was in the animation list
  103208. */
  103209. removeAnimation(toRemove: Animation): number;
  103210. /**
  103211. * Will stop the animation of the given target
  103212. * @param target - the target
  103213. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  103214. * @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)
  103215. */
  103216. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  103217. /**
  103218. * Removes the given animation group from this scene.
  103219. * @param toRemove The animation group to remove
  103220. * @returns The index of the removed animation group
  103221. */
  103222. removeAnimationGroup(toRemove: AnimationGroup): number;
  103223. /**
  103224. * Removes the given multi-material from this scene.
  103225. * @param toRemove The multi-material to remove
  103226. * @returns The index of the removed multi-material
  103227. */
  103228. removeMultiMaterial(toRemove: MultiMaterial): number;
  103229. /**
  103230. * Removes the given material from this scene.
  103231. * @param toRemove The material to remove
  103232. * @returns The index of the removed material
  103233. */
  103234. removeMaterial(toRemove: Material): number;
  103235. /**
  103236. * Removes the given action manager from this scene.
  103237. * @param toRemove The action manager to remove
  103238. * @returns The index of the removed action manager
  103239. */
  103240. removeActionManager(toRemove: AbstractActionManager): number;
  103241. /**
  103242. * Removes the given texture from this scene.
  103243. * @param toRemove The texture to remove
  103244. * @returns The index of the removed texture
  103245. */
  103246. removeTexture(toRemove: BaseTexture): number;
  103247. /**
  103248. * Adds the given light to this scene
  103249. * @param newLight The light to add
  103250. */
  103251. addLight(newLight: Light): void;
  103252. /**
  103253. * Sorts the list list based on light priorities
  103254. */
  103255. sortLightsByPriority(): void;
  103256. /**
  103257. * Adds the given camera to this scene
  103258. * @param newCamera The camera to add
  103259. */
  103260. addCamera(newCamera: Camera): void;
  103261. /**
  103262. * Adds the given skeleton to this scene
  103263. * @param newSkeleton The skeleton to add
  103264. */
  103265. addSkeleton(newSkeleton: Skeleton): void;
  103266. /**
  103267. * Adds the given particle system to this scene
  103268. * @param newParticleSystem The particle system to add
  103269. */
  103270. addParticleSystem(newParticleSystem: IParticleSystem): void;
  103271. /**
  103272. * Adds the given animation to this scene
  103273. * @param newAnimation The animation to add
  103274. */
  103275. addAnimation(newAnimation: Animation): void;
  103276. /**
  103277. * Adds the given animation group to this scene.
  103278. * @param newAnimationGroup The animation group to add
  103279. */
  103280. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  103281. /**
  103282. * Adds the given multi-material to this scene
  103283. * @param newMultiMaterial The multi-material to add
  103284. */
  103285. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  103286. /**
  103287. * Adds the given material to this scene
  103288. * @param newMaterial The material to add
  103289. */
  103290. addMaterial(newMaterial: Material): void;
  103291. /**
  103292. * Adds the given morph target to this scene
  103293. * @param newMorphTargetManager The morph target to add
  103294. */
  103295. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  103296. /**
  103297. * Adds the given geometry to this scene
  103298. * @param newGeometry The geometry to add
  103299. */
  103300. addGeometry(newGeometry: Geometry): void;
  103301. /**
  103302. * Adds the given action manager to this scene
  103303. * @param newActionManager The action manager to add
  103304. */
  103305. addActionManager(newActionManager: AbstractActionManager): void;
  103306. /**
  103307. * Adds the given texture to this scene.
  103308. * @param newTexture The texture to add
  103309. */
  103310. addTexture(newTexture: BaseTexture): void;
  103311. /**
  103312. * Switch active camera
  103313. * @param newCamera defines the new active camera
  103314. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  103315. */
  103316. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  103317. /**
  103318. * sets the active camera of the scene using its ID
  103319. * @param id defines the camera's ID
  103320. * @return the new active camera or null if none found.
  103321. */
  103322. setActiveCameraByID(id: string): Nullable<Camera>;
  103323. /**
  103324. * sets the active camera of the scene using its name
  103325. * @param name defines the camera's name
  103326. * @returns the new active camera or null if none found.
  103327. */
  103328. setActiveCameraByName(name: string): Nullable<Camera>;
  103329. /**
  103330. * get an animation group using its name
  103331. * @param name defines the material's name
  103332. * @return the animation group or null if none found.
  103333. */
  103334. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  103335. /**
  103336. * Get a material using its unique id
  103337. * @param uniqueId defines the material's unique id
  103338. * @return the material or null if none found.
  103339. */
  103340. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  103341. /**
  103342. * get a material using its id
  103343. * @param id defines the material's ID
  103344. * @return the material or null if none found.
  103345. */
  103346. getMaterialByID(id: string): Nullable<Material>;
  103347. /**
  103348. * Gets a the last added material using a given id
  103349. * @param id defines the material's ID
  103350. * @return the last material with the given id or null if none found.
  103351. */
  103352. getLastMaterialByID(id: string): Nullable<Material>;
  103353. /**
  103354. * Gets a material using its name
  103355. * @param name defines the material's name
  103356. * @return the material or null if none found.
  103357. */
  103358. getMaterialByName(name: string): Nullable<Material>;
  103359. /**
  103360. * Get a texture using its unique id
  103361. * @param uniqueId defines the texture's unique id
  103362. * @return the texture or null if none found.
  103363. */
  103364. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  103365. /**
  103366. * Gets a camera using its id
  103367. * @param id defines the id to look for
  103368. * @returns the camera or null if not found
  103369. */
  103370. getCameraByID(id: string): Nullable<Camera>;
  103371. /**
  103372. * Gets a camera using its unique id
  103373. * @param uniqueId defines the unique id to look for
  103374. * @returns the camera or null if not found
  103375. */
  103376. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  103377. /**
  103378. * Gets a camera using its name
  103379. * @param name defines the camera's name
  103380. * @return the camera or null if none found.
  103381. */
  103382. getCameraByName(name: string): Nullable<Camera>;
  103383. /**
  103384. * Gets a bone using its id
  103385. * @param id defines the bone's id
  103386. * @return the bone or null if not found
  103387. */
  103388. getBoneByID(id: string): Nullable<Bone>;
  103389. /**
  103390. * Gets a bone using its id
  103391. * @param name defines the bone's name
  103392. * @return the bone or null if not found
  103393. */
  103394. getBoneByName(name: string): Nullable<Bone>;
  103395. /**
  103396. * Gets a light node using its name
  103397. * @param name defines the the light's name
  103398. * @return the light or null if none found.
  103399. */
  103400. getLightByName(name: string): Nullable<Light>;
  103401. /**
  103402. * Gets a light node using its id
  103403. * @param id defines the light's id
  103404. * @return the light or null if none found.
  103405. */
  103406. getLightByID(id: string): Nullable<Light>;
  103407. /**
  103408. * Gets a light node using its scene-generated unique ID
  103409. * @param uniqueId defines the light's unique id
  103410. * @return the light or null if none found.
  103411. */
  103412. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  103413. /**
  103414. * Gets a particle system by id
  103415. * @param id defines the particle system id
  103416. * @return the corresponding system or null if none found
  103417. */
  103418. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  103419. /**
  103420. * Gets a geometry using its ID
  103421. * @param id defines the geometry's id
  103422. * @return the geometry or null if none found.
  103423. */
  103424. getGeometryByID(id: string): Nullable<Geometry>;
  103425. private _getGeometryByUniqueID;
  103426. /**
  103427. * Add a new geometry to this scene
  103428. * @param geometry defines the geometry to be added to the scene.
  103429. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  103430. * @return a boolean defining if the geometry was added or not
  103431. */
  103432. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  103433. /**
  103434. * Removes an existing geometry
  103435. * @param geometry defines the geometry to be removed from the scene
  103436. * @return a boolean defining if the geometry was removed or not
  103437. */
  103438. removeGeometry(geometry: Geometry): boolean;
  103439. /**
  103440. * Gets the list of geometries attached to the scene
  103441. * @returns an array of Geometry
  103442. */
  103443. getGeometries(): Geometry[];
  103444. /**
  103445. * Gets the first added mesh found of a given ID
  103446. * @param id defines the id to search for
  103447. * @return the mesh found or null if not found at all
  103448. */
  103449. getMeshByID(id: string): Nullable<AbstractMesh>;
  103450. /**
  103451. * Gets a list of meshes using their id
  103452. * @param id defines the id to search for
  103453. * @returns a list of meshes
  103454. */
  103455. getMeshesByID(id: string): Array<AbstractMesh>;
  103456. /**
  103457. * Gets the first added transform node found of a given ID
  103458. * @param id defines the id to search for
  103459. * @return the found transform node or null if not found at all.
  103460. */
  103461. getTransformNodeByID(id: string): Nullable<TransformNode>;
  103462. /**
  103463. * Gets a transform node with its auto-generated unique id
  103464. * @param uniqueId efines the unique id to search for
  103465. * @return the found transform node or null if not found at all.
  103466. */
  103467. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  103468. /**
  103469. * Gets a list of transform nodes using their id
  103470. * @param id defines the id to search for
  103471. * @returns a list of transform nodes
  103472. */
  103473. getTransformNodesByID(id: string): Array<TransformNode>;
  103474. /**
  103475. * Gets a mesh with its auto-generated unique id
  103476. * @param uniqueId defines the unique id to search for
  103477. * @return the found mesh or null if not found at all.
  103478. */
  103479. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  103480. /**
  103481. * Gets a the last added mesh using a given id
  103482. * @param id defines the id to search for
  103483. * @return the found mesh or null if not found at all.
  103484. */
  103485. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  103486. /**
  103487. * Gets a the last added node (Mesh, Camera, Light) using a given id
  103488. * @param id defines the id to search for
  103489. * @return the found node or null if not found at all
  103490. */
  103491. getLastEntryByID(id: string): Nullable<Node>;
  103492. /**
  103493. * Gets a node (Mesh, Camera, Light) using a given id
  103494. * @param id defines the id to search for
  103495. * @return the found node or null if not found at all
  103496. */
  103497. getNodeByID(id: string): Nullable<Node>;
  103498. /**
  103499. * Gets a node (Mesh, Camera, Light) using a given name
  103500. * @param name defines the name to search for
  103501. * @return the found node or null if not found at all.
  103502. */
  103503. getNodeByName(name: string): Nullable<Node>;
  103504. /**
  103505. * Gets a mesh using a given name
  103506. * @param name defines the name to search for
  103507. * @return the found mesh or null if not found at all.
  103508. */
  103509. getMeshByName(name: string): Nullable<AbstractMesh>;
  103510. /**
  103511. * Gets a transform node using a given name
  103512. * @param name defines the name to search for
  103513. * @return the found transform node or null if not found at all.
  103514. */
  103515. getTransformNodeByName(name: string): Nullable<TransformNode>;
  103516. /**
  103517. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  103518. * @param id defines the id to search for
  103519. * @return the found skeleton or null if not found at all.
  103520. */
  103521. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  103522. /**
  103523. * Gets a skeleton using a given auto generated unique id
  103524. * @param uniqueId defines the unique id to search for
  103525. * @return the found skeleton or null if not found at all.
  103526. */
  103527. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  103528. /**
  103529. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  103530. * @param id defines the id to search for
  103531. * @return the found skeleton or null if not found at all.
  103532. */
  103533. getSkeletonById(id: string): Nullable<Skeleton>;
  103534. /**
  103535. * Gets a skeleton using a given name
  103536. * @param name defines the name to search for
  103537. * @return the found skeleton or null if not found at all.
  103538. */
  103539. getSkeletonByName(name: string): Nullable<Skeleton>;
  103540. /**
  103541. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  103542. * @param id defines the id to search for
  103543. * @return the found morph target manager or null if not found at all.
  103544. */
  103545. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  103546. /**
  103547. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  103548. * @param id defines the id to search for
  103549. * @return the found morph target or null if not found at all.
  103550. */
  103551. getMorphTargetById(id: string): Nullable<MorphTarget>;
  103552. /**
  103553. * Gets a boolean indicating if the given mesh is active
  103554. * @param mesh defines the mesh to look for
  103555. * @returns true if the mesh is in the active list
  103556. */
  103557. isActiveMesh(mesh: AbstractMesh): boolean;
  103558. /**
  103559. * Return a unique id as a string which can serve as an identifier for the scene
  103560. */
  103561. readonly uid: string;
  103562. /**
  103563. * Add an externaly attached data from its key.
  103564. * This method call will fail and return false, if such key already exists.
  103565. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  103566. * @param key the unique key that identifies the data
  103567. * @param data the data object to associate to the key for this Engine instance
  103568. * @return true if no such key were already present and the data was added successfully, false otherwise
  103569. */
  103570. addExternalData<T>(key: string, data: T): boolean;
  103571. /**
  103572. * Get an externaly attached data from its key
  103573. * @param key the unique key that identifies the data
  103574. * @return the associated data, if present (can be null), or undefined if not present
  103575. */
  103576. getExternalData<T>(key: string): Nullable<T>;
  103577. /**
  103578. * Get an externaly attached data from its key, create it using a factory if it's not already present
  103579. * @param key the unique key that identifies the data
  103580. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  103581. * @return the associated data, can be null if the factory returned null.
  103582. */
  103583. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  103584. /**
  103585. * Remove an externaly attached data from the Engine instance
  103586. * @param key the unique key that identifies the data
  103587. * @return true if the data was successfully removed, false if it doesn't exist
  103588. */
  103589. removeExternalData(key: string): boolean;
  103590. private _evaluateSubMesh;
  103591. /**
  103592. * Clear the processed materials smart array preventing retention point in material dispose.
  103593. */
  103594. freeProcessedMaterials(): void;
  103595. private _preventFreeActiveMeshesAndRenderingGroups;
  103596. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  103597. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  103598. * when disposing several meshes in a row or a hierarchy of meshes.
  103599. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  103600. */
  103601. blockfreeActiveMeshesAndRenderingGroups: boolean;
  103602. /**
  103603. * Clear the active meshes smart array preventing retention point in mesh dispose.
  103604. */
  103605. freeActiveMeshes(): void;
  103606. /**
  103607. * Clear the info related to rendering groups preventing retention points during dispose.
  103608. */
  103609. freeRenderingGroups(): void;
  103610. /** @hidden */
  103611. _isInIntermediateRendering(): boolean;
  103612. /**
  103613. * Lambda returning the list of potentially active meshes.
  103614. */
  103615. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  103616. /**
  103617. * Lambda returning the list of potentially active sub meshes.
  103618. */
  103619. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  103620. /**
  103621. * Lambda returning the list of potentially intersecting sub meshes.
  103622. */
  103623. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  103624. /**
  103625. * Lambda returning the list of potentially colliding sub meshes.
  103626. */
  103627. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  103628. private _activeMeshesFrozen;
  103629. private _skipEvaluateActiveMeshesCompletely;
  103630. /**
  103631. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  103632. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  103633. * @returns the current scene
  103634. */
  103635. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  103636. /**
  103637. * Use this function to restart evaluating active meshes on every frame
  103638. * @returns the current scene
  103639. */
  103640. unfreezeActiveMeshes(): Scene;
  103641. private _evaluateActiveMeshes;
  103642. private _activeMesh;
  103643. /**
  103644. * Update the transform matrix to update from the current active camera
  103645. * @param force defines a boolean used to force the update even if cache is up to date
  103646. */
  103647. updateTransformMatrix(force?: boolean): void;
  103648. private _bindFrameBuffer;
  103649. /** @hidden */
  103650. _allowPostProcessClearColor: boolean;
  103651. /** @hidden */
  103652. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  103653. private _processSubCameras;
  103654. private _checkIntersections;
  103655. /** @hidden */
  103656. _advancePhysicsEngineStep(step: number): void;
  103657. /**
  103658. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  103659. */
  103660. getDeterministicFrameTime: () => number;
  103661. /** @hidden */
  103662. _animate(): void;
  103663. /** Execute all animations (for a frame) */
  103664. animate(): void;
  103665. /**
  103666. * Render the scene
  103667. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  103668. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  103669. */
  103670. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  103671. /**
  103672. * Freeze all materials
  103673. * A frozen material will not be updatable but should be faster to render
  103674. */
  103675. freezeMaterials(): void;
  103676. /**
  103677. * Unfreeze all materials
  103678. * A frozen material will not be updatable but should be faster to render
  103679. */
  103680. unfreezeMaterials(): void;
  103681. /**
  103682. * Releases all held ressources
  103683. */
  103684. dispose(): void;
  103685. /**
  103686. * Gets if the scene is already disposed
  103687. */
  103688. readonly isDisposed: boolean;
  103689. /**
  103690. * Call this function to reduce memory footprint of the scene.
  103691. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  103692. */
  103693. clearCachedVertexData(): void;
  103694. /**
  103695. * This function will remove the local cached buffer data from texture.
  103696. * It will save memory but will prevent the texture from being rebuilt
  103697. */
  103698. cleanCachedTextureBuffer(): void;
  103699. /**
  103700. * Get the world extend vectors with an optional filter
  103701. *
  103702. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  103703. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  103704. */
  103705. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  103706. min: Vector3;
  103707. max: Vector3;
  103708. };
  103709. /**
  103710. * Creates a ray that can be used to pick in the scene
  103711. * @param x defines the x coordinate of the origin (on-screen)
  103712. * @param y defines the y coordinate of the origin (on-screen)
  103713. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103714. * @param camera defines the camera to use for the picking
  103715. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103716. * @returns a Ray
  103717. */
  103718. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  103719. /**
  103720. * Creates a ray that can be used to pick in the scene
  103721. * @param x defines the x coordinate of the origin (on-screen)
  103722. * @param y defines the y coordinate of the origin (on-screen)
  103723. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103724. * @param result defines the ray where to store the picking ray
  103725. * @param camera defines the camera to use for the picking
  103726. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103727. * @returns the current scene
  103728. */
  103729. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  103730. /**
  103731. * Creates a ray that can be used to pick in the scene
  103732. * @param x defines the x coordinate of the origin (on-screen)
  103733. * @param y defines the y coordinate of the origin (on-screen)
  103734. * @param camera defines the camera to use for the picking
  103735. * @returns a Ray
  103736. */
  103737. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  103738. /**
  103739. * Creates a ray that can be used to pick in the scene
  103740. * @param x defines the x coordinate of the origin (on-screen)
  103741. * @param y defines the y coordinate of the origin (on-screen)
  103742. * @param result defines the ray where to store the picking ray
  103743. * @param camera defines the camera to use for the picking
  103744. * @returns the current scene
  103745. */
  103746. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  103747. /** Launch a ray to try to pick a mesh in the scene
  103748. * @param x position on screen
  103749. * @param y position on screen
  103750. * @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
  103751. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  103752. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103753. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103754. * @returns a PickingInfo
  103755. */
  103756. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103757. /** Use the given ray to pick a mesh in the scene
  103758. * @param ray The ray to use to pick meshes
  103759. * @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
  103760. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  103761. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103762. * @returns a PickingInfo
  103763. */
  103764. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103765. /**
  103766. * Launch a ray to try to pick a mesh in the scene
  103767. * @param x X position on screen
  103768. * @param y Y position on screen
  103769. * @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
  103770. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103771. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103772. * @returns an array of PickingInfo
  103773. */
  103774. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103775. /**
  103776. * Launch a ray to try to pick a mesh in the scene
  103777. * @param ray Ray to use
  103778. * @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
  103779. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103780. * @returns an array of PickingInfo
  103781. */
  103782. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103783. /**
  103784. * Force the value of meshUnderPointer
  103785. * @param mesh defines the mesh to use
  103786. */
  103787. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  103788. /**
  103789. * Gets the mesh under the pointer
  103790. * @returns a Mesh or null if no mesh is under the pointer
  103791. */
  103792. getPointerOverMesh(): Nullable<AbstractMesh>;
  103793. /** @hidden */
  103794. _rebuildGeometries(): void;
  103795. /** @hidden */
  103796. _rebuildTextures(): void;
  103797. private _getByTags;
  103798. /**
  103799. * Get a list of meshes by tags
  103800. * @param tagsQuery defines the tags query to use
  103801. * @param forEach defines a predicate used to filter results
  103802. * @returns an array of Mesh
  103803. */
  103804. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  103805. /**
  103806. * Get a list of cameras by tags
  103807. * @param tagsQuery defines the tags query to use
  103808. * @param forEach defines a predicate used to filter results
  103809. * @returns an array of Camera
  103810. */
  103811. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  103812. /**
  103813. * Get a list of lights by tags
  103814. * @param tagsQuery defines the tags query to use
  103815. * @param forEach defines a predicate used to filter results
  103816. * @returns an array of Light
  103817. */
  103818. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  103819. /**
  103820. * Get a list of materials by tags
  103821. * @param tagsQuery defines the tags query to use
  103822. * @param forEach defines a predicate used to filter results
  103823. * @returns an array of Material
  103824. */
  103825. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  103826. /**
  103827. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  103828. * This allowed control for front to back rendering or reversly depending of the special needs.
  103829. *
  103830. * @param renderingGroupId The rendering group id corresponding to its index
  103831. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  103832. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  103833. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  103834. */
  103835. 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;
  103836. /**
  103837. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  103838. *
  103839. * @param renderingGroupId The rendering group id corresponding to its index
  103840. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  103841. * @param depth Automatically clears depth between groups if true and autoClear is true.
  103842. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  103843. */
  103844. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  103845. /**
  103846. * Gets the current auto clear configuration for one rendering group of the rendering
  103847. * manager.
  103848. * @param index the rendering group index to get the information for
  103849. * @returns The auto clear setup for the requested rendering group
  103850. */
  103851. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  103852. private _blockMaterialDirtyMechanism;
  103853. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  103854. blockMaterialDirtyMechanism: boolean;
  103855. /**
  103856. * Will flag all materials as dirty to trigger new shader compilation
  103857. * @param flag defines the flag used to specify which material part must be marked as dirty
  103858. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  103859. */
  103860. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  103861. /** @hidden */
  103862. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  103863. /** @hidden */
  103864. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103865. /** @hidden */
  103866. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  103867. /** @hidden */
  103868. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  103869. /** @hidden */
  103870. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  103871. /** @hidden */
  103872. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103873. }
  103874. }
  103875. declare module BABYLON {
  103876. /**
  103877. * Set of assets to keep when moving a scene into an asset container.
  103878. */
  103879. export class KeepAssets extends AbstractScene {
  103880. }
  103881. /**
  103882. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  103883. */
  103884. export class InstantiatedEntries {
  103885. /**
  103886. * List of new root nodes (eg. nodes with no parent)
  103887. */
  103888. rootNodes: TransformNode[];
  103889. /**
  103890. * List of new skeletons
  103891. */
  103892. skeletons: Skeleton[];
  103893. /**
  103894. * List of new animation groups
  103895. */
  103896. animationGroups: AnimationGroup[];
  103897. }
  103898. /**
  103899. * Container with a set of assets that can be added or removed from a scene.
  103900. */
  103901. export class AssetContainer extends AbstractScene {
  103902. /**
  103903. * The scene the AssetContainer belongs to.
  103904. */
  103905. scene: Scene;
  103906. /**
  103907. * Instantiates an AssetContainer.
  103908. * @param scene The scene the AssetContainer belongs to.
  103909. */
  103910. constructor(scene: Scene);
  103911. /**
  103912. * Instantiate or clone all meshes and add the new ones to the scene.
  103913. * Skeletons and animation groups will all be cloned
  103914. * @param nameFunction defines an optional function used to get new names for clones
  103915. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  103916. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  103917. */
  103918. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  103919. /**
  103920. * Adds all the assets from the container to the scene.
  103921. */
  103922. addAllToScene(): void;
  103923. /**
  103924. * Removes all the assets in the container from the scene
  103925. */
  103926. removeAllFromScene(): void;
  103927. /**
  103928. * Disposes all the assets in the container
  103929. */
  103930. dispose(): void;
  103931. private _moveAssets;
  103932. /**
  103933. * Removes all the assets contained in the scene and adds them to the container.
  103934. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  103935. */
  103936. moveAllFromScene(keepAssets?: KeepAssets): void;
  103937. /**
  103938. * 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.
  103939. * @returns the root mesh
  103940. */
  103941. createRootMesh(): Mesh;
  103942. }
  103943. }
  103944. declare module BABYLON {
  103945. /**
  103946. * Defines how the parser contract is defined.
  103947. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  103948. */
  103949. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  103950. /**
  103951. * Defines how the individual parser contract is defined.
  103952. * These parser can parse an individual asset
  103953. */
  103954. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  103955. /**
  103956. * Base class of the scene acting as a container for the different elements composing a scene.
  103957. * This class is dynamically extended by the different components of the scene increasing
  103958. * flexibility and reducing coupling
  103959. */
  103960. export abstract class AbstractScene {
  103961. /**
  103962. * Stores the list of available parsers in the application.
  103963. */
  103964. private static _BabylonFileParsers;
  103965. /**
  103966. * Stores the list of available individual parsers in the application.
  103967. */
  103968. private static _IndividualBabylonFileParsers;
  103969. /**
  103970. * Adds a parser in the list of available ones
  103971. * @param name Defines the name of the parser
  103972. * @param parser Defines the parser to add
  103973. */
  103974. static AddParser(name: string, parser: BabylonFileParser): void;
  103975. /**
  103976. * Gets a general parser from the list of avaialble ones
  103977. * @param name Defines the name of the parser
  103978. * @returns the requested parser or null
  103979. */
  103980. static GetParser(name: string): Nullable<BabylonFileParser>;
  103981. /**
  103982. * Adds n individual parser in the list of available ones
  103983. * @param name Defines the name of the parser
  103984. * @param parser Defines the parser to add
  103985. */
  103986. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  103987. /**
  103988. * Gets an individual parser from the list of avaialble ones
  103989. * @param name Defines the name of the parser
  103990. * @returns the requested parser or null
  103991. */
  103992. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  103993. /**
  103994. * Parser json data and populate both a scene and its associated container object
  103995. * @param jsonData Defines the data to parse
  103996. * @param scene Defines the scene to parse the data for
  103997. * @param container Defines the container attached to the parsing sequence
  103998. * @param rootUrl Defines the root url of the data
  103999. */
  104000. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  104001. /**
  104002. * Gets the list of root nodes (ie. nodes with no parent)
  104003. */
  104004. rootNodes: Node[];
  104005. /** All of the cameras added to this scene
  104006. * @see http://doc.babylonjs.com/babylon101/cameras
  104007. */
  104008. cameras: Camera[];
  104009. /**
  104010. * All of the lights added to this scene
  104011. * @see http://doc.babylonjs.com/babylon101/lights
  104012. */
  104013. lights: Light[];
  104014. /**
  104015. * All of the (abstract) meshes added to this scene
  104016. */
  104017. meshes: AbstractMesh[];
  104018. /**
  104019. * The list of skeletons added to the scene
  104020. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  104021. */
  104022. skeletons: Skeleton[];
  104023. /**
  104024. * All of the particle systems added to this scene
  104025. * @see http://doc.babylonjs.com/babylon101/particles
  104026. */
  104027. particleSystems: IParticleSystem[];
  104028. /**
  104029. * Gets a list of Animations associated with the scene
  104030. */
  104031. animations: Animation[];
  104032. /**
  104033. * All of the animation groups added to this scene
  104034. * @see http://doc.babylonjs.com/how_to/group
  104035. */
  104036. animationGroups: AnimationGroup[];
  104037. /**
  104038. * All of the multi-materials added to this scene
  104039. * @see http://doc.babylonjs.com/how_to/multi_materials
  104040. */
  104041. multiMaterials: MultiMaterial[];
  104042. /**
  104043. * All of the materials added to this scene
  104044. * In the context of a Scene, it is not supposed to be modified manually.
  104045. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  104046. * Note also that the order of the Material within the array is not significant and might change.
  104047. * @see http://doc.babylonjs.com/babylon101/materials
  104048. */
  104049. materials: Material[];
  104050. /**
  104051. * The list of morph target managers added to the scene
  104052. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  104053. */
  104054. morphTargetManagers: MorphTargetManager[];
  104055. /**
  104056. * The list of geometries used in the scene.
  104057. */
  104058. geometries: Geometry[];
  104059. /**
  104060. * All of the tranform nodes added to this scene
  104061. * In the context of a Scene, it is not supposed to be modified manually.
  104062. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  104063. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  104064. * @see http://doc.babylonjs.com/how_to/transformnode
  104065. */
  104066. transformNodes: TransformNode[];
  104067. /**
  104068. * ActionManagers available on the scene.
  104069. */
  104070. actionManagers: AbstractActionManager[];
  104071. /**
  104072. * Textures to keep.
  104073. */
  104074. textures: BaseTexture[];
  104075. /**
  104076. * Environment texture for the scene
  104077. */
  104078. environmentTexture: Nullable<BaseTexture>;
  104079. }
  104080. }
  104081. declare module BABYLON {
  104082. /**
  104083. * Interface used to define options for Sound class
  104084. */
  104085. export interface ISoundOptions {
  104086. /**
  104087. * Does the sound autoplay once loaded.
  104088. */
  104089. autoplay?: boolean;
  104090. /**
  104091. * Does the sound loop after it finishes playing once.
  104092. */
  104093. loop?: boolean;
  104094. /**
  104095. * Sound's volume
  104096. */
  104097. volume?: number;
  104098. /**
  104099. * Is it a spatial sound?
  104100. */
  104101. spatialSound?: boolean;
  104102. /**
  104103. * Maximum distance to hear that sound
  104104. */
  104105. maxDistance?: number;
  104106. /**
  104107. * Uses user defined attenuation function
  104108. */
  104109. useCustomAttenuation?: boolean;
  104110. /**
  104111. * Define the roll off factor of spatial sounds.
  104112. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104113. */
  104114. rolloffFactor?: number;
  104115. /**
  104116. * Define the reference distance the sound should be heard perfectly.
  104117. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104118. */
  104119. refDistance?: number;
  104120. /**
  104121. * Define the distance attenuation model the sound will follow.
  104122. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104123. */
  104124. distanceModel?: string;
  104125. /**
  104126. * Defines the playback speed (1 by default)
  104127. */
  104128. playbackRate?: number;
  104129. /**
  104130. * Defines if the sound is from a streaming source
  104131. */
  104132. streaming?: boolean;
  104133. /**
  104134. * Defines an optional length (in seconds) inside the sound file
  104135. */
  104136. length?: number;
  104137. /**
  104138. * Defines an optional offset (in seconds) inside the sound file
  104139. */
  104140. offset?: number;
  104141. /**
  104142. * If true, URLs will not be required to state the audio file codec to use.
  104143. */
  104144. skipCodecCheck?: boolean;
  104145. }
  104146. /**
  104147. * Defines a sound that can be played in the application.
  104148. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  104149. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104150. */
  104151. export class Sound {
  104152. /**
  104153. * The name of the sound in the scene.
  104154. */
  104155. name: string;
  104156. /**
  104157. * Does the sound autoplay once loaded.
  104158. */
  104159. autoplay: boolean;
  104160. /**
  104161. * Does the sound loop after it finishes playing once.
  104162. */
  104163. loop: boolean;
  104164. /**
  104165. * Does the sound use a custom attenuation curve to simulate the falloff
  104166. * happening when the source gets further away from the camera.
  104167. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  104168. */
  104169. useCustomAttenuation: boolean;
  104170. /**
  104171. * The sound track id this sound belongs to.
  104172. */
  104173. soundTrackId: number;
  104174. /**
  104175. * Is this sound currently played.
  104176. */
  104177. isPlaying: boolean;
  104178. /**
  104179. * Is this sound currently paused.
  104180. */
  104181. isPaused: boolean;
  104182. /**
  104183. * Does this sound enables spatial sound.
  104184. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104185. */
  104186. spatialSound: boolean;
  104187. /**
  104188. * Define the reference distance the sound should be heard perfectly.
  104189. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104190. */
  104191. refDistance: number;
  104192. /**
  104193. * Define the roll off factor of spatial sounds.
  104194. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104195. */
  104196. rolloffFactor: number;
  104197. /**
  104198. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  104199. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104200. */
  104201. maxDistance: number;
  104202. /**
  104203. * Define the distance attenuation model the sound will follow.
  104204. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104205. */
  104206. distanceModel: string;
  104207. /**
  104208. * @hidden
  104209. * Back Compat
  104210. **/
  104211. onended: () => any;
  104212. /**
  104213. * Observable event when the current playing sound finishes.
  104214. */
  104215. onEndedObservable: Observable<Sound>;
  104216. private _panningModel;
  104217. private _playbackRate;
  104218. private _streaming;
  104219. private _startTime;
  104220. private _startOffset;
  104221. private _position;
  104222. /** @hidden */
  104223. _positionInEmitterSpace: boolean;
  104224. private _localDirection;
  104225. private _volume;
  104226. private _isReadyToPlay;
  104227. private _isDirectional;
  104228. private _readyToPlayCallback;
  104229. private _audioBuffer;
  104230. private _soundSource;
  104231. private _streamingSource;
  104232. private _soundPanner;
  104233. private _soundGain;
  104234. private _inputAudioNode;
  104235. private _outputAudioNode;
  104236. private _coneInnerAngle;
  104237. private _coneOuterAngle;
  104238. private _coneOuterGain;
  104239. private _scene;
  104240. private _connectedTransformNode;
  104241. private _customAttenuationFunction;
  104242. private _registerFunc;
  104243. private _isOutputConnected;
  104244. private _htmlAudioElement;
  104245. private _urlType;
  104246. private _length?;
  104247. private _offset?;
  104248. /** @hidden */
  104249. static _SceneComponentInitialization: (scene: Scene) => void;
  104250. /**
  104251. * Create a sound and attach it to a scene
  104252. * @param name Name of your sound
  104253. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  104254. * @param scene defines the scene the sound belongs to
  104255. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  104256. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  104257. */
  104258. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  104259. /**
  104260. * Release the sound and its associated resources
  104261. */
  104262. dispose(): void;
  104263. /**
  104264. * Gets if the sounds is ready to be played or not.
  104265. * @returns true if ready, otherwise false
  104266. */
  104267. isReady(): boolean;
  104268. private _soundLoaded;
  104269. /**
  104270. * Sets the data of the sound from an audiobuffer
  104271. * @param audioBuffer The audioBuffer containing the data
  104272. */
  104273. setAudioBuffer(audioBuffer: AudioBuffer): void;
  104274. /**
  104275. * Updates the current sounds options such as maxdistance, loop...
  104276. * @param options A JSON object containing values named as the object properties
  104277. */
  104278. updateOptions(options: ISoundOptions): void;
  104279. private _createSpatialParameters;
  104280. private _updateSpatialParameters;
  104281. /**
  104282. * Switch the panning model to HRTF:
  104283. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104284. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104285. */
  104286. switchPanningModelToHRTF(): void;
  104287. /**
  104288. * Switch the panning model to Equal Power:
  104289. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104290. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104291. */
  104292. switchPanningModelToEqualPower(): void;
  104293. private _switchPanningModel;
  104294. /**
  104295. * Connect this sound to a sound track audio node like gain...
  104296. * @param soundTrackAudioNode the sound track audio node to connect to
  104297. */
  104298. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  104299. /**
  104300. * Transform this sound into a directional source
  104301. * @param coneInnerAngle Size of the inner cone in degree
  104302. * @param coneOuterAngle Size of the outer cone in degree
  104303. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  104304. */
  104305. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  104306. /**
  104307. * Gets or sets the inner angle for the directional cone.
  104308. */
  104309. /**
  104310. * Gets or sets the inner angle for the directional cone.
  104311. */
  104312. directionalConeInnerAngle: number;
  104313. /**
  104314. * Gets or sets the outer angle for the directional cone.
  104315. */
  104316. /**
  104317. * Gets or sets the outer angle for the directional cone.
  104318. */
  104319. directionalConeOuterAngle: number;
  104320. /**
  104321. * Sets the position of the emitter if spatial sound is enabled
  104322. * @param newPosition Defines the new posisiton
  104323. */
  104324. setPosition(newPosition: Vector3): void;
  104325. /**
  104326. * Sets the local direction of the emitter if spatial sound is enabled
  104327. * @param newLocalDirection Defines the new local direction
  104328. */
  104329. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  104330. private _updateDirection;
  104331. /** @hidden */
  104332. updateDistanceFromListener(): void;
  104333. /**
  104334. * Sets a new custom attenuation function for the sound.
  104335. * @param callback Defines the function used for the attenuation
  104336. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  104337. */
  104338. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  104339. /**
  104340. * Play the sound
  104341. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  104342. * @param offset (optional) Start the sound at a specific time in seconds
  104343. * @param length (optional) Sound duration (in seconds)
  104344. */
  104345. play(time?: number, offset?: number, length?: number): void;
  104346. private _onended;
  104347. /**
  104348. * Stop the sound
  104349. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  104350. */
  104351. stop(time?: number): void;
  104352. /**
  104353. * Put the sound in pause
  104354. */
  104355. pause(): void;
  104356. /**
  104357. * Sets a dedicated volume for this sounds
  104358. * @param newVolume Define the new volume of the sound
  104359. * @param time Define time for gradual change to new volume
  104360. */
  104361. setVolume(newVolume: number, time?: number): void;
  104362. /**
  104363. * Set the sound play back rate
  104364. * @param newPlaybackRate Define the playback rate the sound should be played at
  104365. */
  104366. setPlaybackRate(newPlaybackRate: number): void;
  104367. /**
  104368. * Gets the volume of the sound.
  104369. * @returns the volume of the sound
  104370. */
  104371. getVolume(): number;
  104372. /**
  104373. * Attach the sound to a dedicated mesh
  104374. * @param transformNode The transform node to connect the sound with
  104375. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104376. */
  104377. attachToMesh(transformNode: TransformNode): void;
  104378. /**
  104379. * Detach the sound from the previously attached mesh
  104380. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104381. */
  104382. detachFromMesh(): void;
  104383. private _onRegisterAfterWorldMatrixUpdate;
  104384. /**
  104385. * Clone the current sound in the scene.
  104386. * @returns the new sound clone
  104387. */
  104388. clone(): Nullable<Sound>;
  104389. /**
  104390. * Gets the current underlying audio buffer containing the data
  104391. * @returns the audio buffer
  104392. */
  104393. getAudioBuffer(): Nullable<AudioBuffer>;
  104394. /**
  104395. * Serializes the Sound in a JSON representation
  104396. * @returns the JSON representation of the sound
  104397. */
  104398. serialize(): any;
  104399. /**
  104400. * Parse a JSON representation of a sound to innstantiate in a given scene
  104401. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  104402. * @param scene Define the scene the new parsed sound should be created in
  104403. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  104404. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  104405. * @returns the newly parsed sound
  104406. */
  104407. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  104408. }
  104409. }
  104410. declare module BABYLON {
  104411. /**
  104412. * This defines an action helpful to play a defined sound on a triggered action.
  104413. */
  104414. export class PlaySoundAction extends Action {
  104415. private _sound;
  104416. /**
  104417. * Instantiate the action
  104418. * @param triggerOptions defines the trigger options
  104419. * @param sound defines the sound to play
  104420. * @param condition defines the trigger related conditions
  104421. */
  104422. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104423. /** @hidden */
  104424. _prepare(): void;
  104425. /**
  104426. * Execute the action and play the sound.
  104427. */
  104428. execute(): void;
  104429. /**
  104430. * Serializes the actions and its related information.
  104431. * @param parent defines the object to serialize in
  104432. * @returns the serialized object
  104433. */
  104434. serialize(parent: any): any;
  104435. }
  104436. /**
  104437. * This defines an action helpful to stop a defined sound on a triggered action.
  104438. */
  104439. export class StopSoundAction extends Action {
  104440. private _sound;
  104441. /**
  104442. * Instantiate the action
  104443. * @param triggerOptions defines the trigger options
  104444. * @param sound defines the sound to stop
  104445. * @param condition defines the trigger related conditions
  104446. */
  104447. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104448. /** @hidden */
  104449. _prepare(): void;
  104450. /**
  104451. * Execute the action and stop the sound.
  104452. */
  104453. execute(): void;
  104454. /**
  104455. * Serializes the actions and its related information.
  104456. * @param parent defines the object to serialize in
  104457. * @returns the serialized object
  104458. */
  104459. serialize(parent: any): any;
  104460. }
  104461. }
  104462. declare module BABYLON {
  104463. /**
  104464. * This defines an action responsible to change the value of a property
  104465. * by interpolating between its current value and the newly set one once triggered.
  104466. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  104467. */
  104468. export class InterpolateValueAction extends Action {
  104469. /**
  104470. * Defines the path of the property where the value should be interpolated
  104471. */
  104472. propertyPath: string;
  104473. /**
  104474. * Defines the target value at the end of the interpolation.
  104475. */
  104476. value: any;
  104477. /**
  104478. * Defines the time it will take for the property to interpolate to the value.
  104479. */
  104480. duration: number;
  104481. /**
  104482. * Defines if the other scene animations should be stopped when the action has been triggered
  104483. */
  104484. stopOtherAnimations?: boolean;
  104485. /**
  104486. * Defines a callback raised once the interpolation animation has been done.
  104487. */
  104488. onInterpolationDone?: () => void;
  104489. /**
  104490. * Observable triggered once the interpolation animation has been done.
  104491. */
  104492. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  104493. private _target;
  104494. private _effectiveTarget;
  104495. private _property;
  104496. /**
  104497. * Instantiate the action
  104498. * @param triggerOptions defines the trigger options
  104499. * @param target defines the object containing the value to interpolate
  104500. * @param propertyPath defines the path to the property in the target object
  104501. * @param value defines the target value at the end of the interpolation
  104502. * @param duration deines the time it will take for the property to interpolate to the value.
  104503. * @param condition defines the trigger related conditions
  104504. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  104505. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  104506. */
  104507. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  104508. /** @hidden */
  104509. _prepare(): void;
  104510. /**
  104511. * Execute the action starts the value interpolation.
  104512. */
  104513. execute(): void;
  104514. /**
  104515. * Serializes the actions and its related information.
  104516. * @param parent defines the object to serialize in
  104517. * @returns the serialized object
  104518. */
  104519. serialize(parent: any): any;
  104520. }
  104521. }
  104522. declare module BABYLON {
  104523. /**
  104524. * Options allowed during the creation of a sound track.
  104525. */
  104526. export interface ISoundTrackOptions {
  104527. /**
  104528. * The volume the sound track should take during creation
  104529. */
  104530. volume?: number;
  104531. /**
  104532. * Define if the sound track is the main sound track of the scene
  104533. */
  104534. mainTrack?: boolean;
  104535. }
  104536. /**
  104537. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  104538. * It will be also used in a future release to apply effects on a specific track.
  104539. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104540. */
  104541. export class SoundTrack {
  104542. /**
  104543. * The unique identifier of the sound track in the scene.
  104544. */
  104545. id: number;
  104546. /**
  104547. * The list of sounds included in the sound track.
  104548. */
  104549. soundCollection: Array<Sound>;
  104550. private _outputAudioNode;
  104551. private _scene;
  104552. private _connectedAnalyser;
  104553. private _options;
  104554. private _isInitialized;
  104555. /**
  104556. * Creates a new sound track.
  104557. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104558. * @param scene Define the scene the sound track belongs to
  104559. * @param options
  104560. */
  104561. constructor(scene: Scene, options?: ISoundTrackOptions);
  104562. private _initializeSoundTrackAudioGraph;
  104563. /**
  104564. * Release the sound track and its associated resources
  104565. */
  104566. dispose(): void;
  104567. /**
  104568. * Adds a sound to this sound track
  104569. * @param sound define the cound to add
  104570. * @ignoreNaming
  104571. */
  104572. AddSound(sound: Sound): void;
  104573. /**
  104574. * Removes a sound to this sound track
  104575. * @param sound define the cound to remove
  104576. * @ignoreNaming
  104577. */
  104578. RemoveSound(sound: Sound): void;
  104579. /**
  104580. * Set a global volume for the full sound track.
  104581. * @param newVolume Define the new volume of the sound track
  104582. */
  104583. setVolume(newVolume: number): void;
  104584. /**
  104585. * Switch the panning model to HRTF:
  104586. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104587. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104588. */
  104589. switchPanningModelToHRTF(): void;
  104590. /**
  104591. * Switch the panning model to Equal Power:
  104592. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104593. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104594. */
  104595. switchPanningModelToEqualPower(): void;
  104596. /**
  104597. * Connect the sound track to an audio analyser allowing some amazing
  104598. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  104599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  104600. * @param analyser The analyser to connect to the engine
  104601. */
  104602. connectToAnalyser(analyser: Analyser): void;
  104603. }
  104604. }
  104605. declare module BABYLON {
  104606. interface AbstractScene {
  104607. /**
  104608. * The list of sounds used in the scene.
  104609. */
  104610. sounds: Nullable<Array<Sound>>;
  104611. }
  104612. interface Scene {
  104613. /**
  104614. * @hidden
  104615. * Backing field
  104616. */
  104617. _mainSoundTrack: SoundTrack;
  104618. /**
  104619. * The main sound track played by the scene.
  104620. * It cotains your primary collection of sounds.
  104621. */
  104622. mainSoundTrack: SoundTrack;
  104623. /**
  104624. * The list of sound tracks added to the scene
  104625. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104626. */
  104627. soundTracks: Nullable<Array<SoundTrack>>;
  104628. /**
  104629. * Gets a sound using a given name
  104630. * @param name defines the name to search for
  104631. * @return the found sound or null if not found at all.
  104632. */
  104633. getSoundByName(name: string): Nullable<Sound>;
  104634. /**
  104635. * Gets or sets if audio support is enabled
  104636. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104637. */
  104638. audioEnabled: boolean;
  104639. /**
  104640. * Gets or sets if audio will be output to headphones
  104641. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104642. */
  104643. headphone: boolean;
  104644. /**
  104645. * Gets or sets custom audio listener position provider
  104646. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104647. */
  104648. audioListenerPositionProvider: Nullable<() => Vector3>;
  104649. /**
  104650. * Gets or sets a refresh rate when using 3D audio positioning
  104651. */
  104652. audioPositioningRefreshRate: number;
  104653. }
  104654. /**
  104655. * Defines the sound scene component responsible to manage any sounds
  104656. * in a given scene.
  104657. */
  104658. export class AudioSceneComponent implements ISceneSerializableComponent {
  104659. /**
  104660. * The component name helpfull to identify the component in the list of scene components.
  104661. */
  104662. readonly name: string;
  104663. /**
  104664. * The scene the component belongs to.
  104665. */
  104666. scene: Scene;
  104667. private _audioEnabled;
  104668. /**
  104669. * Gets whether audio is enabled or not.
  104670. * Please use related enable/disable method to switch state.
  104671. */
  104672. readonly audioEnabled: boolean;
  104673. private _headphone;
  104674. /**
  104675. * Gets whether audio is outputing to headphone or not.
  104676. * Please use the according Switch methods to change output.
  104677. */
  104678. readonly headphone: boolean;
  104679. /**
  104680. * Gets or sets a refresh rate when using 3D audio positioning
  104681. */
  104682. audioPositioningRefreshRate: number;
  104683. private _audioListenerPositionProvider;
  104684. /**
  104685. * Gets the current audio listener position provider
  104686. */
  104687. /**
  104688. * Sets a custom listener position for all sounds in the scene
  104689. * By default, this is the position of the first active camera
  104690. */
  104691. audioListenerPositionProvider: Nullable<() => Vector3>;
  104692. /**
  104693. * Creates a new instance of the component for the given scene
  104694. * @param scene Defines the scene to register the component in
  104695. */
  104696. constructor(scene: Scene);
  104697. /**
  104698. * Registers the component in a given scene
  104699. */
  104700. register(): void;
  104701. /**
  104702. * Rebuilds the elements related to this component in case of
  104703. * context lost for instance.
  104704. */
  104705. rebuild(): void;
  104706. /**
  104707. * Serializes the component data to the specified json object
  104708. * @param serializationObject The object to serialize to
  104709. */
  104710. serialize(serializationObject: any): void;
  104711. /**
  104712. * Adds all the elements from the container to the scene
  104713. * @param container the container holding the elements
  104714. */
  104715. addFromContainer(container: AbstractScene): void;
  104716. /**
  104717. * Removes all the elements in the container from the scene
  104718. * @param container contains the elements to remove
  104719. * @param dispose if the removed element should be disposed (default: false)
  104720. */
  104721. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  104722. /**
  104723. * Disposes the component and the associated ressources.
  104724. */
  104725. dispose(): void;
  104726. /**
  104727. * Disables audio in the associated scene.
  104728. */
  104729. disableAudio(): void;
  104730. /**
  104731. * Enables audio in the associated scene.
  104732. */
  104733. enableAudio(): void;
  104734. /**
  104735. * Switch audio to headphone output.
  104736. */
  104737. switchAudioModeForHeadphones(): void;
  104738. /**
  104739. * Switch audio to normal speakers.
  104740. */
  104741. switchAudioModeForNormalSpeakers(): void;
  104742. private _cachedCameraDirection;
  104743. private _cachedCameraPosition;
  104744. private _lastCheck;
  104745. private _afterRender;
  104746. }
  104747. }
  104748. declare module BABYLON {
  104749. /**
  104750. * Wraps one or more Sound objects and selects one with random weight for playback.
  104751. */
  104752. export class WeightedSound {
  104753. /** When true a Sound will be selected and played when the current playing Sound completes. */
  104754. loop: boolean;
  104755. private _coneInnerAngle;
  104756. private _coneOuterAngle;
  104757. private _volume;
  104758. /** A Sound is currently playing. */
  104759. isPlaying: boolean;
  104760. /** A Sound is currently paused. */
  104761. isPaused: boolean;
  104762. private _sounds;
  104763. private _weights;
  104764. private _currentIndex?;
  104765. /**
  104766. * Creates a new WeightedSound from the list of sounds given.
  104767. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  104768. * @param sounds Array of Sounds that will be selected from.
  104769. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  104770. */
  104771. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  104772. /**
  104773. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  104774. */
  104775. /**
  104776. * The size of cone in degress for a directional sound in which there will be no attenuation.
  104777. */
  104778. directionalConeInnerAngle: number;
  104779. /**
  104780. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104781. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104782. */
  104783. /**
  104784. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104785. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104786. */
  104787. directionalConeOuterAngle: number;
  104788. /**
  104789. * Playback volume.
  104790. */
  104791. /**
  104792. * Playback volume.
  104793. */
  104794. volume: number;
  104795. private _onended;
  104796. /**
  104797. * Suspend playback
  104798. */
  104799. pause(): void;
  104800. /**
  104801. * Stop playback
  104802. */
  104803. stop(): void;
  104804. /**
  104805. * Start playback.
  104806. * @param startOffset Position the clip head at a specific time in seconds.
  104807. */
  104808. play(startOffset?: number): void;
  104809. }
  104810. }
  104811. declare module BABYLON {
  104812. /**
  104813. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  104814. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104815. */
  104816. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  104817. /**
  104818. * Gets the name of the behavior.
  104819. */
  104820. readonly name: string;
  104821. /**
  104822. * The easing function used by animations
  104823. */
  104824. static EasingFunction: BackEase;
  104825. /**
  104826. * The easing mode used by animations
  104827. */
  104828. static EasingMode: number;
  104829. /**
  104830. * The duration of the animation, in milliseconds
  104831. */
  104832. transitionDuration: number;
  104833. /**
  104834. * Length of the distance animated by the transition when lower radius is reached
  104835. */
  104836. lowerRadiusTransitionRange: number;
  104837. /**
  104838. * Length of the distance animated by the transition when upper radius is reached
  104839. */
  104840. upperRadiusTransitionRange: number;
  104841. private _autoTransitionRange;
  104842. /**
  104843. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104844. */
  104845. /**
  104846. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104847. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  104848. */
  104849. autoTransitionRange: boolean;
  104850. private _attachedCamera;
  104851. private _onAfterCheckInputsObserver;
  104852. private _onMeshTargetChangedObserver;
  104853. /**
  104854. * Initializes the behavior.
  104855. */
  104856. init(): void;
  104857. /**
  104858. * Attaches the behavior to its arc rotate camera.
  104859. * @param camera Defines the camera to attach the behavior to
  104860. */
  104861. attach(camera: ArcRotateCamera): void;
  104862. /**
  104863. * Detaches the behavior from its current arc rotate camera.
  104864. */
  104865. detach(): void;
  104866. private _radiusIsAnimating;
  104867. private _radiusBounceTransition;
  104868. private _animatables;
  104869. private _cachedWheelPrecision;
  104870. /**
  104871. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  104872. * @param radiusLimit The limit to check against.
  104873. * @return Bool to indicate if at limit.
  104874. */
  104875. private _isRadiusAtLimit;
  104876. /**
  104877. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  104878. * @param radiusDelta The delta by which to animate to. Can be negative.
  104879. */
  104880. private _applyBoundRadiusAnimation;
  104881. /**
  104882. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  104883. */
  104884. protected _clearAnimationLocks(): void;
  104885. /**
  104886. * Stops and removes all animations that have been applied to the camera
  104887. */
  104888. stopAllAnimations(): void;
  104889. }
  104890. }
  104891. declare module BABYLON {
  104892. /**
  104893. * 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.
  104894. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104895. */
  104896. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  104897. /**
  104898. * Gets the name of the behavior.
  104899. */
  104900. readonly name: string;
  104901. private _mode;
  104902. private _radiusScale;
  104903. private _positionScale;
  104904. private _defaultElevation;
  104905. private _elevationReturnTime;
  104906. private _elevationReturnWaitTime;
  104907. private _zoomStopsAnimation;
  104908. private _framingTime;
  104909. /**
  104910. * The easing function used by animations
  104911. */
  104912. static EasingFunction: ExponentialEase;
  104913. /**
  104914. * The easing mode used by animations
  104915. */
  104916. static EasingMode: number;
  104917. /**
  104918. * Sets the current mode used by the behavior
  104919. */
  104920. /**
  104921. * Gets current mode used by the behavior.
  104922. */
  104923. mode: number;
  104924. /**
  104925. * Sets the scale applied to the radius (1 by default)
  104926. */
  104927. /**
  104928. * Gets the scale applied to the radius
  104929. */
  104930. radiusScale: number;
  104931. /**
  104932. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104933. */
  104934. /**
  104935. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104936. */
  104937. positionScale: number;
  104938. /**
  104939. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104940. * behaviour is triggered, in radians.
  104941. */
  104942. /**
  104943. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104944. * behaviour is triggered, in radians.
  104945. */
  104946. defaultElevation: number;
  104947. /**
  104948. * Sets the time (in milliseconds) taken to return to the default beta position.
  104949. * Negative value indicates camera should not return to default.
  104950. */
  104951. /**
  104952. * Gets the time (in milliseconds) taken to return to the default beta position.
  104953. * Negative value indicates camera should not return to default.
  104954. */
  104955. elevationReturnTime: number;
  104956. /**
  104957. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104958. */
  104959. /**
  104960. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104961. */
  104962. elevationReturnWaitTime: number;
  104963. /**
  104964. * Sets the flag that indicates if user zooming should stop animation.
  104965. */
  104966. /**
  104967. * Gets the flag that indicates if user zooming should stop animation.
  104968. */
  104969. zoomStopsAnimation: boolean;
  104970. /**
  104971. * Sets the transition time when framing the mesh, in milliseconds
  104972. */
  104973. /**
  104974. * Gets the transition time when framing the mesh, in milliseconds
  104975. */
  104976. framingTime: number;
  104977. /**
  104978. * Define if the behavior should automatically change the configured
  104979. * camera limits and sensibilities.
  104980. */
  104981. autoCorrectCameraLimitsAndSensibility: boolean;
  104982. private _onPrePointerObservableObserver;
  104983. private _onAfterCheckInputsObserver;
  104984. private _onMeshTargetChangedObserver;
  104985. private _attachedCamera;
  104986. private _isPointerDown;
  104987. private _lastInteractionTime;
  104988. /**
  104989. * Initializes the behavior.
  104990. */
  104991. init(): void;
  104992. /**
  104993. * Attaches the behavior to its arc rotate camera.
  104994. * @param camera Defines the camera to attach the behavior to
  104995. */
  104996. attach(camera: ArcRotateCamera): void;
  104997. /**
  104998. * Detaches the behavior from its current arc rotate camera.
  104999. */
  105000. detach(): void;
  105001. private _animatables;
  105002. private _betaIsAnimating;
  105003. private _betaTransition;
  105004. private _radiusTransition;
  105005. private _vectorTransition;
  105006. /**
  105007. * Targets the given mesh and updates zoom level accordingly.
  105008. * @param mesh The mesh to target.
  105009. * @param radius Optional. If a cached radius position already exists, overrides default.
  105010. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  105011. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  105012. * @param onAnimationEnd Callback triggered at the end of the framing animation
  105013. */
  105014. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  105015. /**
  105016. * Targets the given mesh with its children and updates zoom level accordingly.
  105017. * @param mesh The mesh to target.
  105018. * @param radius Optional. If a cached radius position already exists, overrides default.
  105019. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  105020. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  105021. * @param onAnimationEnd Callback triggered at the end of the framing animation
  105022. */
  105023. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  105024. /**
  105025. * Targets the given meshes with their children and updates zoom level accordingly.
  105026. * @param meshes The mesh to target.
  105027. * @param radius Optional. If a cached radius position already exists, overrides default.
  105028. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  105029. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  105030. * @param onAnimationEnd Callback triggered at the end of the framing animation
  105031. */
  105032. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  105033. /**
  105034. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  105035. * @param minimumWorld Determines the smaller position of the bounding box extend
  105036. * @param maximumWorld Determines the bigger position of the bounding box extend
  105037. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  105038. * @param onAnimationEnd Callback triggered at the end of the framing animation
  105039. */
  105040. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  105041. /**
  105042. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  105043. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  105044. * frustum width.
  105045. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  105046. * to fully enclose the mesh in the viewing frustum.
  105047. */
  105048. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  105049. /**
  105050. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  105051. * is automatically returned to its default position (expected to be above ground plane).
  105052. */
  105053. private _maintainCameraAboveGround;
  105054. /**
  105055. * Returns the frustum slope based on the canvas ratio and camera FOV
  105056. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  105057. */
  105058. private _getFrustumSlope;
  105059. /**
  105060. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  105061. */
  105062. private _clearAnimationLocks;
  105063. /**
  105064. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105065. */
  105066. private _applyUserInteraction;
  105067. /**
  105068. * Stops and removes all animations that have been applied to the camera
  105069. */
  105070. stopAllAnimations(): void;
  105071. /**
  105072. * Gets a value indicating if the user is moving the camera
  105073. */
  105074. readonly isUserIsMoving: boolean;
  105075. /**
  105076. * The camera can move all the way towards the mesh.
  105077. */
  105078. static IgnoreBoundsSizeMode: number;
  105079. /**
  105080. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  105081. */
  105082. static FitFrustumSidesMode: number;
  105083. }
  105084. }
  105085. declare module BABYLON {
  105086. /**
  105087. * Base class for Camera Pointer Inputs.
  105088. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  105089. * for example usage.
  105090. */
  105091. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  105092. /**
  105093. * Defines the camera the input is attached to.
  105094. */
  105095. abstract camera: Camera;
  105096. /**
  105097. * Whether keyboard modifier keys are pressed at time of last mouse event.
  105098. */
  105099. protected _altKey: boolean;
  105100. protected _ctrlKey: boolean;
  105101. protected _metaKey: boolean;
  105102. protected _shiftKey: boolean;
  105103. /**
  105104. * Which mouse buttons were pressed at time of last mouse event.
  105105. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  105106. */
  105107. protected _buttonsPressed: number;
  105108. /**
  105109. * Defines the buttons associated with the input to handle camera move.
  105110. */
  105111. buttons: number[];
  105112. /**
  105113. * Attach the input controls to a specific dom element to get the input from.
  105114. * @param element Defines the element the controls should be listened from
  105115. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105116. */
  105117. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105118. /**
  105119. * Detach the current controls from the specified dom element.
  105120. * @param element Defines the element to stop listening the inputs from
  105121. */
  105122. detachControl(element: Nullable<HTMLElement>): void;
  105123. /**
  105124. * Gets the class name of the current input.
  105125. * @returns the class name
  105126. */
  105127. getClassName(): string;
  105128. /**
  105129. * Get the friendly name associated with the input class.
  105130. * @returns the input friendly name
  105131. */
  105132. getSimpleName(): string;
  105133. /**
  105134. * Called on pointer POINTERDOUBLETAP event.
  105135. * Override this method to provide functionality on POINTERDOUBLETAP event.
  105136. */
  105137. protected onDoubleTap(type: string): void;
  105138. /**
  105139. * Called on pointer POINTERMOVE event if only a single touch is active.
  105140. * Override this method to provide functionality.
  105141. */
  105142. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105143. /**
  105144. * Called on pointer POINTERMOVE event if multiple touches are active.
  105145. * Override this method to provide functionality.
  105146. */
  105147. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105148. /**
  105149. * Called on JS contextmenu event.
  105150. * Override this method to provide functionality.
  105151. */
  105152. protected onContextMenu(evt: PointerEvent): void;
  105153. /**
  105154. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  105155. * press.
  105156. * Override this method to provide functionality.
  105157. */
  105158. protected onButtonDown(evt: PointerEvent): void;
  105159. /**
  105160. * Called each time a new POINTERUP event occurs. Ie, for each button
  105161. * release.
  105162. * Override this method to provide functionality.
  105163. */
  105164. protected onButtonUp(evt: PointerEvent): void;
  105165. /**
  105166. * Called when window becomes inactive.
  105167. * Override this method to provide functionality.
  105168. */
  105169. protected onLostFocus(): void;
  105170. private _pointerInput;
  105171. private _observer;
  105172. private _onLostFocus;
  105173. private pointA;
  105174. private pointB;
  105175. }
  105176. }
  105177. declare module BABYLON {
  105178. /**
  105179. * Manage the pointers inputs to control an arc rotate camera.
  105180. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105181. */
  105182. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  105183. /**
  105184. * Defines the camera the input is attached to.
  105185. */
  105186. camera: ArcRotateCamera;
  105187. /**
  105188. * Gets the class name of the current input.
  105189. * @returns the class name
  105190. */
  105191. getClassName(): string;
  105192. /**
  105193. * Defines the buttons associated with the input to handle camera move.
  105194. */
  105195. buttons: number[];
  105196. /**
  105197. * Defines the pointer angular sensibility along the X axis or how fast is
  105198. * the camera rotating.
  105199. */
  105200. angularSensibilityX: number;
  105201. /**
  105202. * Defines the pointer angular sensibility along the Y axis or how fast is
  105203. * the camera rotating.
  105204. */
  105205. angularSensibilityY: number;
  105206. /**
  105207. * Defines the pointer pinch precision or how fast is the camera zooming.
  105208. */
  105209. pinchPrecision: number;
  105210. /**
  105211. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105212. * from 0.
  105213. * It defines the percentage of current camera.radius to use as delta when
  105214. * pinch zoom is used.
  105215. */
  105216. pinchDeltaPercentage: number;
  105217. /**
  105218. * Defines the pointer panning sensibility or how fast is the camera moving.
  105219. */
  105220. panningSensibility: number;
  105221. /**
  105222. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  105223. */
  105224. multiTouchPanning: boolean;
  105225. /**
  105226. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  105227. * zoom (pinch) through multitouch.
  105228. */
  105229. multiTouchPanAndZoom: boolean;
  105230. /**
  105231. * Revers pinch action direction.
  105232. */
  105233. pinchInwards: boolean;
  105234. private _isPanClick;
  105235. private _twoFingerActivityCount;
  105236. private _isPinching;
  105237. /**
  105238. * Called on pointer POINTERMOVE event if only a single touch is active.
  105239. */
  105240. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105241. /**
  105242. * Called on pointer POINTERDOUBLETAP event.
  105243. */
  105244. protected onDoubleTap(type: string): void;
  105245. /**
  105246. * Called on pointer POINTERMOVE event if multiple touches are active.
  105247. */
  105248. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105249. /**
  105250. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  105251. * press.
  105252. */
  105253. protected onButtonDown(evt: PointerEvent): void;
  105254. /**
  105255. * Called each time a new POINTERUP event occurs. Ie, for each button
  105256. * release.
  105257. */
  105258. protected onButtonUp(evt: PointerEvent): void;
  105259. /**
  105260. * Called when window becomes inactive.
  105261. */
  105262. protected onLostFocus(): void;
  105263. }
  105264. }
  105265. declare module BABYLON {
  105266. /**
  105267. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  105268. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105269. */
  105270. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  105271. /**
  105272. * Defines the camera the input is attached to.
  105273. */
  105274. camera: ArcRotateCamera;
  105275. /**
  105276. * Defines the list of key codes associated with the up action (increase alpha)
  105277. */
  105278. keysUp: number[];
  105279. /**
  105280. * Defines the list of key codes associated with the down action (decrease alpha)
  105281. */
  105282. keysDown: number[];
  105283. /**
  105284. * Defines the list of key codes associated with the left action (increase beta)
  105285. */
  105286. keysLeft: number[];
  105287. /**
  105288. * Defines the list of key codes associated with the right action (decrease beta)
  105289. */
  105290. keysRight: number[];
  105291. /**
  105292. * Defines the list of key codes associated with the reset action.
  105293. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  105294. */
  105295. keysReset: number[];
  105296. /**
  105297. * Defines the panning sensibility of the inputs.
  105298. * (How fast is the camera paning)
  105299. */
  105300. panningSensibility: number;
  105301. /**
  105302. * Defines the zooming sensibility of the inputs.
  105303. * (How fast is the camera zooming)
  105304. */
  105305. zoomingSensibility: number;
  105306. /**
  105307. * Defines wether maintaining the alt key down switch the movement mode from
  105308. * orientation to zoom.
  105309. */
  105310. useAltToZoom: boolean;
  105311. /**
  105312. * Rotation speed of the camera
  105313. */
  105314. angularSpeed: number;
  105315. private _keys;
  105316. private _ctrlPressed;
  105317. private _altPressed;
  105318. private _onCanvasBlurObserver;
  105319. private _onKeyboardObserver;
  105320. private _engine;
  105321. private _scene;
  105322. /**
  105323. * Attach the input controls to a specific dom element to get the input from.
  105324. * @param element Defines the element the controls should be listened from
  105325. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105326. */
  105327. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105328. /**
  105329. * Detach the current controls from the specified dom element.
  105330. * @param element Defines the element to stop listening the inputs from
  105331. */
  105332. detachControl(element: Nullable<HTMLElement>): void;
  105333. /**
  105334. * Update the current camera state depending on the inputs that have been used this frame.
  105335. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105336. */
  105337. checkInputs(): void;
  105338. /**
  105339. * Gets the class name of the current intput.
  105340. * @returns the class name
  105341. */
  105342. getClassName(): string;
  105343. /**
  105344. * Get the friendly name associated with the input class.
  105345. * @returns the input friendly name
  105346. */
  105347. getSimpleName(): string;
  105348. }
  105349. }
  105350. declare module BABYLON {
  105351. /**
  105352. * Manage the mouse wheel inputs to control an arc rotate camera.
  105353. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105354. */
  105355. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  105356. /**
  105357. * Defines the camera the input is attached to.
  105358. */
  105359. camera: ArcRotateCamera;
  105360. /**
  105361. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105362. */
  105363. wheelPrecision: number;
  105364. /**
  105365. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105366. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105367. */
  105368. wheelDeltaPercentage: number;
  105369. private _wheel;
  105370. private _observer;
  105371. private computeDeltaFromMouseWheelLegacyEvent;
  105372. /**
  105373. * Attach the input controls to a specific dom element to get the input from.
  105374. * @param element Defines the element the controls should be listened from
  105375. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105376. */
  105377. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105378. /**
  105379. * Detach the current controls from the specified dom element.
  105380. * @param element Defines the element to stop listening the inputs from
  105381. */
  105382. detachControl(element: Nullable<HTMLElement>): void;
  105383. /**
  105384. * Gets the class name of the current intput.
  105385. * @returns the class name
  105386. */
  105387. getClassName(): string;
  105388. /**
  105389. * Get the friendly name associated with the input class.
  105390. * @returns the input friendly name
  105391. */
  105392. getSimpleName(): string;
  105393. }
  105394. }
  105395. declare module BABYLON {
  105396. /**
  105397. * Default Inputs manager for the ArcRotateCamera.
  105398. * It groups all the default supported inputs for ease of use.
  105399. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105400. */
  105401. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  105402. /**
  105403. * Instantiates a new ArcRotateCameraInputsManager.
  105404. * @param camera Defines the camera the inputs belong to
  105405. */
  105406. constructor(camera: ArcRotateCamera);
  105407. /**
  105408. * Add mouse wheel input support to the input manager.
  105409. * @returns the current input manager
  105410. */
  105411. addMouseWheel(): ArcRotateCameraInputsManager;
  105412. /**
  105413. * Add pointers input support to the input manager.
  105414. * @returns the current input manager
  105415. */
  105416. addPointers(): ArcRotateCameraInputsManager;
  105417. /**
  105418. * Add keyboard input support to the input manager.
  105419. * @returns the current input manager
  105420. */
  105421. addKeyboard(): ArcRotateCameraInputsManager;
  105422. }
  105423. }
  105424. declare module BABYLON {
  105425. /**
  105426. * This represents an orbital type of camera.
  105427. *
  105428. * 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.
  105429. * 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.
  105430. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  105431. */
  105432. export class ArcRotateCamera extends TargetCamera {
  105433. /**
  105434. * Defines the rotation angle of the camera along the longitudinal axis.
  105435. */
  105436. alpha: number;
  105437. /**
  105438. * Defines the rotation angle of the camera along the latitudinal axis.
  105439. */
  105440. beta: number;
  105441. /**
  105442. * Defines the radius of the camera from it s target point.
  105443. */
  105444. radius: number;
  105445. protected _target: Vector3;
  105446. protected _targetHost: Nullable<AbstractMesh>;
  105447. /**
  105448. * Defines the target point of the camera.
  105449. * The camera looks towards it form the radius distance.
  105450. */
  105451. target: Vector3;
  105452. /**
  105453. * Define the current local position of the camera in the scene
  105454. */
  105455. position: Vector3;
  105456. protected _upVector: Vector3;
  105457. protected _upToYMatrix: Matrix;
  105458. protected _YToUpMatrix: Matrix;
  105459. /**
  105460. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  105461. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  105462. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  105463. */
  105464. upVector: Vector3;
  105465. /**
  105466. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  105467. */
  105468. setMatUp(): void;
  105469. /**
  105470. * Current inertia value on the longitudinal axis.
  105471. * The bigger this number the longer it will take for the camera to stop.
  105472. */
  105473. inertialAlphaOffset: number;
  105474. /**
  105475. * Current inertia value on the latitudinal axis.
  105476. * The bigger this number the longer it will take for the camera to stop.
  105477. */
  105478. inertialBetaOffset: number;
  105479. /**
  105480. * Current inertia value on the radius axis.
  105481. * The bigger this number the longer it will take for the camera to stop.
  105482. */
  105483. inertialRadiusOffset: number;
  105484. /**
  105485. * Minimum allowed angle on the longitudinal axis.
  105486. * This can help limiting how the Camera is able to move in the scene.
  105487. */
  105488. lowerAlphaLimit: Nullable<number>;
  105489. /**
  105490. * Maximum allowed angle on the longitudinal axis.
  105491. * This can help limiting how the Camera is able to move in the scene.
  105492. */
  105493. upperAlphaLimit: Nullable<number>;
  105494. /**
  105495. * Minimum allowed angle on the latitudinal axis.
  105496. * This can help limiting how the Camera is able to move in the scene.
  105497. */
  105498. lowerBetaLimit: number;
  105499. /**
  105500. * Maximum allowed angle on the latitudinal axis.
  105501. * This can help limiting how the Camera is able to move in the scene.
  105502. */
  105503. upperBetaLimit: number;
  105504. /**
  105505. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  105506. * This can help limiting how the Camera is able to move in the scene.
  105507. */
  105508. lowerRadiusLimit: Nullable<number>;
  105509. /**
  105510. * Maximum allowed distance of the camera to the target (The camera can not get further).
  105511. * This can help limiting how the Camera is able to move in the scene.
  105512. */
  105513. upperRadiusLimit: Nullable<number>;
  105514. /**
  105515. * Defines the current inertia value used during panning of the camera along the X axis.
  105516. */
  105517. inertialPanningX: number;
  105518. /**
  105519. * Defines the current inertia value used during panning of the camera along the Y axis.
  105520. */
  105521. inertialPanningY: number;
  105522. /**
  105523. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  105524. * Basically if your fingers moves away from more than this distance you will be considered
  105525. * in pinch mode.
  105526. */
  105527. pinchToPanMaxDistance: number;
  105528. /**
  105529. * Defines the maximum distance the camera can pan.
  105530. * This could help keeping the cammera always in your scene.
  105531. */
  105532. panningDistanceLimit: Nullable<number>;
  105533. /**
  105534. * Defines the target of the camera before paning.
  105535. */
  105536. panningOriginTarget: Vector3;
  105537. /**
  105538. * Defines the value of the inertia used during panning.
  105539. * 0 would mean stop inertia and one would mean no decelleration at all.
  105540. */
  105541. panningInertia: number;
  105542. /**
  105543. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  105544. */
  105545. angularSensibilityX: number;
  105546. /**
  105547. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  105548. */
  105549. angularSensibilityY: number;
  105550. /**
  105551. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  105552. */
  105553. pinchPrecision: number;
  105554. /**
  105555. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  105556. * It will be used instead of pinchDeltaPrecision if different from 0.
  105557. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105558. */
  105559. pinchDeltaPercentage: number;
  105560. /**
  105561. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  105562. */
  105563. panningSensibility: number;
  105564. /**
  105565. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  105566. */
  105567. keysUp: number[];
  105568. /**
  105569. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  105570. */
  105571. keysDown: number[];
  105572. /**
  105573. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  105574. */
  105575. keysLeft: number[];
  105576. /**
  105577. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  105578. */
  105579. keysRight: number[];
  105580. /**
  105581. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105582. */
  105583. wheelPrecision: number;
  105584. /**
  105585. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  105586. * It will be used instead of pinchDeltaPrecision if different from 0.
  105587. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105588. */
  105589. wheelDeltaPercentage: number;
  105590. /**
  105591. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  105592. */
  105593. zoomOnFactor: number;
  105594. /**
  105595. * Defines a screen offset for the camera position.
  105596. */
  105597. targetScreenOffset: Vector2;
  105598. /**
  105599. * Allows the camera to be completely reversed.
  105600. * If false the camera can not arrive upside down.
  105601. */
  105602. allowUpsideDown: boolean;
  105603. /**
  105604. * Define if double tap/click is used to restore the previously saved state of the camera.
  105605. */
  105606. useInputToRestoreState: boolean;
  105607. /** @hidden */
  105608. _viewMatrix: Matrix;
  105609. /** @hidden */
  105610. _useCtrlForPanning: boolean;
  105611. /** @hidden */
  105612. _panningMouseButton: number;
  105613. /**
  105614. * Defines the input associated to the camera.
  105615. */
  105616. inputs: ArcRotateCameraInputsManager;
  105617. /** @hidden */
  105618. _reset: () => void;
  105619. /**
  105620. * Defines the allowed panning axis.
  105621. */
  105622. panningAxis: Vector3;
  105623. protected _localDirection: Vector3;
  105624. protected _transformedDirection: Vector3;
  105625. private _bouncingBehavior;
  105626. /**
  105627. * Gets the bouncing behavior of the camera if it has been enabled.
  105628. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105629. */
  105630. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  105631. /**
  105632. * Defines if the bouncing behavior of the camera is enabled on the camera.
  105633. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105634. */
  105635. useBouncingBehavior: boolean;
  105636. private _framingBehavior;
  105637. /**
  105638. * Gets the framing behavior of the camera if it has been enabled.
  105639. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105640. */
  105641. readonly framingBehavior: Nullable<FramingBehavior>;
  105642. /**
  105643. * Defines if the framing behavior of the camera is enabled on the camera.
  105644. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105645. */
  105646. useFramingBehavior: boolean;
  105647. private _autoRotationBehavior;
  105648. /**
  105649. * Gets the auto rotation behavior of the camera if it has been enabled.
  105650. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105651. */
  105652. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  105653. /**
  105654. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  105655. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105656. */
  105657. useAutoRotationBehavior: boolean;
  105658. /**
  105659. * Observable triggered when the mesh target has been changed on the camera.
  105660. */
  105661. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  105662. /**
  105663. * Event raised when the camera is colliding with a mesh.
  105664. */
  105665. onCollide: (collidedMesh: AbstractMesh) => void;
  105666. /**
  105667. * Defines whether the camera should check collision with the objects oh the scene.
  105668. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  105669. */
  105670. checkCollisions: boolean;
  105671. /**
  105672. * Defines the collision radius of the camera.
  105673. * This simulates a sphere around the camera.
  105674. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105675. */
  105676. collisionRadius: Vector3;
  105677. protected _collider: Collider;
  105678. protected _previousPosition: Vector3;
  105679. protected _collisionVelocity: Vector3;
  105680. protected _newPosition: Vector3;
  105681. protected _previousAlpha: number;
  105682. protected _previousBeta: number;
  105683. protected _previousRadius: number;
  105684. protected _collisionTriggered: boolean;
  105685. protected _targetBoundingCenter: Nullable<Vector3>;
  105686. private _computationVector;
  105687. /**
  105688. * Instantiates a new ArcRotateCamera in a given scene
  105689. * @param name Defines the name of the camera
  105690. * @param alpha Defines the camera rotation along the logitudinal axis
  105691. * @param beta Defines the camera rotation along the latitudinal axis
  105692. * @param radius Defines the camera distance from its target
  105693. * @param target Defines the camera target
  105694. * @param scene Defines the scene the camera belongs to
  105695. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  105696. */
  105697. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105698. /** @hidden */
  105699. _initCache(): void;
  105700. /** @hidden */
  105701. _updateCache(ignoreParentClass?: boolean): void;
  105702. protected _getTargetPosition(): Vector3;
  105703. private _storedAlpha;
  105704. private _storedBeta;
  105705. private _storedRadius;
  105706. private _storedTarget;
  105707. private _storedTargetScreenOffset;
  105708. /**
  105709. * Stores the current state of the camera (alpha, beta, radius and target)
  105710. * @returns the camera itself
  105711. */
  105712. storeState(): Camera;
  105713. /**
  105714. * @hidden
  105715. * Restored camera state. You must call storeState() first
  105716. */
  105717. _restoreStateValues(): boolean;
  105718. /** @hidden */
  105719. _isSynchronizedViewMatrix(): boolean;
  105720. /**
  105721. * Attached controls to the current camera.
  105722. * @param element Defines the element the controls should be listened from
  105723. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105724. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  105725. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  105726. */
  105727. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  105728. /**
  105729. * Detach the current controls from the camera.
  105730. * The camera will stop reacting to inputs.
  105731. * @param element Defines the element to stop listening the inputs from
  105732. */
  105733. detachControl(element: HTMLElement): void;
  105734. /** @hidden */
  105735. _checkInputs(): void;
  105736. protected _checkLimits(): void;
  105737. /**
  105738. * Rebuilds angles (alpha, beta) and radius from the give position and target
  105739. */
  105740. rebuildAnglesAndRadius(): void;
  105741. /**
  105742. * Use a position to define the current camera related information like alpha, beta and radius
  105743. * @param position Defines the position to set the camera at
  105744. */
  105745. setPosition(position: Vector3): void;
  105746. /**
  105747. * Defines the target the camera should look at.
  105748. * This will automatically adapt alpha beta and radius to fit within the new target.
  105749. * @param target Defines the new target as a Vector or a mesh
  105750. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  105751. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  105752. */
  105753. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  105754. /** @hidden */
  105755. _getViewMatrix(): Matrix;
  105756. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  105757. /**
  105758. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  105759. * @param meshes Defines the mesh to zoom on
  105760. * @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)
  105761. */
  105762. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  105763. /**
  105764. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  105765. * The target will be changed but the radius
  105766. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  105767. * @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)
  105768. */
  105769. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  105770. min: Vector3;
  105771. max: Vector3;
  105772. distance: number;
  105773. }, doNotUpdateMaxZ?: boolean): void;
  105774. /**
  105775. * @override
  105776. * Override Camera.createRigCamera
  105777. */
  105778. createRigCamera(name: string, cameraIndex: number): Camera;
  105779. /**
  105780. * @hidden
  105781. * @override
  105782. * Override Camera._updateRigCameras
  105783. */
  105784. _updateRigCameras(): void;
  105785. /**
  105786. * Destroy the camera and release the current resources hold by it.
  105787. */
  105788. dispose(): void;
  105789. /**
  105790. * Gets the current object class name.
  105791. * @return the class name
  105792. */
  105793. getClassName(): string;
  105794. }
  105795. }
  105796. declare module BABYLON {
  105797. /**
  105798. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  105799. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105800. */
  105801. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  105802. /**
  105803. * Gets the name of the behavior.
  105804. */
  105805. readonly name: string;
  105806. private _zoomStopsAnimation;
  105807. private _idleRotationSpeed;
  105808. private _idleRotationWaitTime;
  105809. private _idleRotationSpinupTime;
  105810. /**
  105811. * Sets the flag that indicates if user zooming should stop animation.
  105812. */
  105813. /**
  105814. * Gets the flag that indicates if user zooming should stop animation.
  105815. */
  105816. zoomStopsAnimation: boolean;
  105817. /**
  105818. * Sets the default speed at which the camera rotates around the model.
  105819. */
  105820. /**
  105821. * Gets the default speed at which the camera rotates around the model.
  105822. */
  105823. idleRotationSpeed: number;
  105824. /**
  105825. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  105826. */
  105827. /**
  105828. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  105829. */
  105830. idleRotationWaitTime: number;
  105831. /**
  105832. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105833. */
  105834. /**
  105835. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105836. */
  105837. idleRotationSpinupTime: number;
  105838. /**
  105839. * Gets a value indicating if the camera is currently rotating because of this behavior
  105840. */
  105841. readonly rotationInProgress: boolean;
  105842. private _onPrePointerObservableObserver;
  105843. private _onAfterCheckInputsObserver;
  105844. private _attachedCamera;
  105845. private _isPointerDown;
  105846. private _lastFrameTime;
  105847. private _lastInteractionTime;
  105848. private _cameraRotationSpeed;
  105849. /**
  105850. * Initializes the behavior.
  105851. */
  105852. init(): void;
  105853. /**
  105854. * Attaches the behavior to its arc rotate camera.
  105855. * @param camera Defines the camera to attach the behavior to
  105856. */
  105857. attach(camera: ArcRotateCamera): void;
  105858. /**
  105859. * Detaches the behavior from its current arc rotate camera.
  105860. */
  105861. detach(): void;
  105862. /**
  105863. * Returns true if user is scrolling.
  105864. * @return true if user is scrolling.
  105865. */
  105866. private _userIsZooming;
  105867. private _lastFrameRadius;
  105868. private _shouldAnimationStopForInteraction;
  105869. /**
  105870. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105871. */
  105872. private _applyUserInteraction;
  105873. private _userIsMoving;
  105874. }
  105875. }
  105876. declare module BABYLON {
  105877. /**
  105878. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  105879. */
  105880. export class AttachToBoxBehavior implements Behavior<Mesh> {
  105881. private ui;
  105882. /**
  105883. * The name of the behavior
  105884. */
  105885. name: string;
  105886. /**
  105887. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  105888. */
  105889. distanceAwayFromFace: number;
  105890. /**
  105891. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  105892. */
  105893. distanceAwayFromBottomOfFace: number;
  105894. private _faceVectors;
  105895. private _target;
  105896. private _scene;
  105897. private _onRenderObserver;
  105898. private _tmpMatrix;
  105899. private _tmpVector;
  105900. /**
  105901. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  105902. * @param ui The transform node that should be attched to the mesh
  105903. */
  105904. constructor(ui: TransformNode);
  105905. /**
  105906. * Initializes the behavior
  105907. */
  105908. init(): void;
  105909. private _closestFace;
  105910. private _zeroVector;
  105911. private _lookAtTmpMatrix;
  105912. private _lookAtToRef;
  105913. /**
  105914. * Attaches the AttachToBoxBehavior to the passed in mesh
  105915. * @param target The mesh that the specified node will be attached to
  105916. */
  105917. attach(target: Mesh): void;
  105918. /**
  105919. * Detaches the behavior from the mesh
  105920. */
  105921. detach(): void;
  105922. }
  105923. }
  105924. declare module BABYLON {
  105925. /**
  105926. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  105927. */
  105928. export class FadeInOutBehavior implements Behavior<Mesh> {
  105929. /**
  105930. * Time in milliseconds to delay before fading in (Default: 0)
  105931. */
  105932. delay: number;
  105933. /**
  105934. * Time in milliseconds for the mesh to fade in (Default: 300)
  105935. */
  105936. fadeInTime: number;
  105937. private _millisecondsPerFrame;
  105938. private _hovered;
  105939. private _hoverValue;
  105940. private _ownerNode;
  105941. /**
  105942. * Instatiates the FadeInOutBehavior
  105943. */
  105944. constructor();
  105945. /**
  105946. * The name of the behavior
  105947. */
  105948. readonly name: string;
  105949. /**
  105950. * Initializes the behavior
  105951. */
  105952. init(): void;
  105953. /**
  105954. * Attaches the fade behavior on the passed in mesh
  105955. * @param ownerNode The mesh that will be faded in/out once attached
  105956. */
  105957. attach(ownerNode: Mesh): void;
  105958. /**
  105959. * Detaches the behavior from the mesh
  105960. */
  105961. detach(): void;
  105962. /**
  105963. * Triggers the mesh to begin fading in or out
  105964. * @param value if the object should fade in or out (true to fade in)
  105965. */
  105966. fadeIn(value: boolean): void;
  105967. private _update;
  105968. private _setAllVisibility;
  105969. }
  105970. }
  105971. declare module BABYLON {
  105972. /**
  105973. * Class containing a set of static utilities functions for managing Pivots
  105974. * @hidden
  105975. */
  105976. export class PivotTools {
  105977. private static _PivotCached;
  105978. private static _OldPivotPoint;
  105979. private static _PivotTranslation;
  105980. private static _PivotTmpVector;
  105981. /** @hidden */
  105982. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  105983. /** @hidden */
  105984. static _RestorePivotPoint(mesh: AbstractMesh): void;
  105985. }
  105986. }
  105987. declare module BABYLON {
  105988. /**
  105989. * Class containing static functions to help procedurally build meshes
  105990. */
  105991. export class PlaneBuilder {
  105992. /**
  105993. * Creates a plane mesh
  105994. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  105995. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  105996. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  105997. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105998. * * 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
  105999. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106000. * @param name defines the name of the mesh
  106001. * @param options defines the options used to create the mesh
  106002. * @param scene defines the hosting scene
  106003. * @returns the plane mesh
  106004. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  106005. */
  106006. static CreatePlane(name: string, options: {
  106007. size?: number;
  106008. width?: number;
  106009. height?: number;
  106010. sideOrientation?: number;
  106011. frontUVs?: Vector4;
  106012. backUVs?: Vector4;
  106013. updatable?: boolean;
  106014. sourcePlane?: Plane;
  106015. }, scene?: Nullable<Scene>): Mesh;
  106016. }
  106017. }
  106018. declare module BABYLON {
  106019. /**
  106020. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  106021. */
  106022. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  106023. private static _AnyMouseID;
  106024. /**
  106025. * Abstract mesh the behavior is set on
  106026. */
  106027. attachedNode: AbstractMesh;
  106028. private _dragPlane;
  106029. private _scene;
  106030. private _pointerObserver;
  106031. private _beforeRenderObserver;
  106032. private static _planeScene;
  106033. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  106034. /**
  106035. * 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)
  106036. */
  106037. maxDragAngle: number;
  106038. /**
  106039. * @hidden
  106040. */
  106041. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  106042. /**
  106043. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  106044. */
  106045. currentDraggingPointerID: number;
  106046. /**
  106047. * The last position where the pointer hit the drag plane in world space
  106048. */
  106049. lastDragPosition: Vector3;
  106050. /**
  106051. * If the behavior is currently in a dragging state
  106052. */
  106053. dragging: boolean;
  106054. /**
  106055. * 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)
  106056. */
  106057. dragDeltaRatio: number;
  106058. /**
  106059. * If the drag plane orientation should be updated during the dragging (Default: true)
  106060. */
  106061. updateDragPlane: boolean;
  106062. private _debugMode;
  106063. private _moving;
  106064. /**
  106065. * Fires each time the attached mesh is dragged with the pointer
  106066. * * delta between last drag position and current drag position in world space
  106067. * * dragDistance along the drag axis
  106068. * * dragPlaneNormal normal of the current drag plane used during the drag
  106069. * * dragPlanePoint in world space where the drag intersects the drag plane
  106070. */
  106071. onDragObservable: Observable<{
  106072. delta: Vector3;
  106073. dragPlanePoint: Vector3;
  106074. dragPlaneNormal: Vector3;
  106075. dragDistance: number;
  106076. pointerId: number;
  106077. }>;
  106078. /**
  106079. * Fires each time a drag begins (eg. mouse down on mesh)
  106080. */
  106081. onDragStartObservable: Observable<{
  106082. dragPlanePoint: Vector3;
  106083. pointerId: number;
  106084. }>;
  106085. /**
  106086. * Fires each time a drag ends (eg. mouse release after drag)
  106087. */
  106088. onDragEndObservable: Observable<{
  106089. dragPlanePoint: Vector3;
  106090. pointerId: number;
  106091. }>;
  106092. /**
  106093. * If the attached mesh should be moved when dragged
  106094. */
  106095. moveAttached: boolean;
  106096. /**
  106097. * If the drag behavior will react to drag events (Default: true)
  106098. */
  106099. enabled: boolean;
  106100. /**
  106101. * If pointer events should start and release the drag (Default: true)
  106102. */
  106103. startAndReleaseDragOnPointerEvents: boolean;
  106104. /**
  106105. * If camera controls should be detached during the drag
  106106. */
  106107. detachCameraControls: boolean;
  106108. /**
  106109. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  106110. */
  106111. useObjectOrienationForDragging: boolean;
  106112. private _options;
  106113. /**
  106114. * Creates a pointer drag behavior that can be attached to a mesh
  106115. * @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)
  106116. */
  106117. constructor(options?: {
  106118. dragAxis?: Vector3;
  106119. dragPlaneNormal?: Vector3;
  106120. });
  106121. /**
  106122. * Predicate to determine if it is valid to move the object to a new position when it is moved
  106123. */
  106124. validateDrag: (targetPosition: Vector3) => boolean;
  106125. /**
  106126. * The name of the behavior
  106127. */
  106128. readonly name: string;
  106129. /**
  106130. * Initializes the behavior
  106131. */
  106132. init(): void;
  106133. private _tmpVector;
  106134. private _alternatePickedPoint;
  106135. private _worldDragAxis;
  106136. private _targetPosition;
  106137. private _attachedElement;
  106138. /**
  106139. * Attaches the drag behavior the passed in mesh
  106140. * @param ownerNode The mesh that will be dragged around once attached
  106141. * @param predicate Predicate to use for pick filtering
  106142. */
  106143. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  106144. /**
  106145. * Force relase the drag action by code.
  106146. */
  106147. releaseDrag(): void;
  106148. private _startDragRay;
  106149. private _lastPointerRay;
  106150. /**
  106151. * Simulates the start of a pointer drag event on the behavior
  106152. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  106153. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  106154. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  106155. */
  106156. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  106157. private _startDrag;
  106158. private _dragDelta;
  106159. private _moveDrag;
  106160. private _pickWithRayOnDragPlane;
  106161. private _pointA;
  106162. private _pointB;
  106163. private _pointC;
  106164. private _lineA;
  106165. private _lineB;
  106166. private _localAxis;
  106167. private _lookAt;
  106168. private _updateDragPlanePosition;
  106169. /**
  106170. * Detaches the behavior from the mesh
  106171. */
  106172. detach(): void;
  106173. }
  106174. }
  106175. declare module BABYLON {
  106176. /**
  106177. * A behavior that when attached to a mesh will allow the mesh to be scaled
  106178. */
  106179. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  106180. private _dragBehaviorA;
  106181. private _dragBehaviorB;
  106182. private _startDistance;
  106183. private _initialScale;
  106184. private _targetScale;
  106185. private _ownerNode;
  106186. private _sceneRenderObserver;
  106187. /**
  106188. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  106189. */
  106190. constructor();
  106191. /**
  106192. * The name of the behavior
  106193. */
  106194. readonly name: string;
  106195. /**
  106196. * Initializes the behavior
  106197. */
  106198. init(): void;
  106199. private _getCurrentDistance;
  106200. /**
  106201. * Attaches the scale behavior the passed in mesh
  106202. * @param ownerNode The mesh that will be scaled around once attached
  106203. */
  106204. attach(ownerNode: Mesh): void;
  106205. /**
  106206. * Detaches the behavior from the mesh
  106207. */
  106208. detach(): void;
  106209. }
  106210. }
  106211. declare module BABYLON {
  106212. /**
  106213. * 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
  106214. */
  106215. export class SixDofDragBehavior implements Behavior<Mesh> {
  106216. private static _virtualScene;
  106217. private _ownerNode;
  106218. private _sceneRenderObserver;
  106219. private _scene;
  106220. private _targetPosition;
  106221. private _virtualOriginMesh;
  106222. private _virtualDragMesh;
  106223. private _pointerObserver;
  106224. private _moving;
  106225. private _startingOrientation;
  106226. /**
  106227. * 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)
  106228. */
  106229. private zDragFactor;
  106230. /**
  106231. * If the object should rotate to face the drag origin
  106232. */
  106233. rotateDraggedObject: boolean;
  106234. /**
  106235. * If the behavior is currently in a dragging state
  106236. */
  106237. dragging: boolean;
  106238. /**
  106239. * 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)
  106240. */
  106241. dragDeltaRatio: number;
  106242. /**
  106243. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  106244. */
  106245. currentDraggingPointerID: number;
  106246. /**
  106247. * If camera controls should be detached during the drag
  106248. */
  106249. detachCameraControls: boolean;
  106250. /**
  106251. * Fires each time a drag starts
  106252. */
  106253. onDragStartObservable: Observable<{}>;
  106254. /**
  106255. * Fires each time a drag ends (eg. mouse release after drag)
  106256. */
  106257. onDragEndObservable: Observable<{}>;
  106258. /**
  106259. * 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
  106260. */
  106261. constructor();
  106262. /**
  106263. * The name of the behavior
  106264. */
  106265. readonly name: string;
  106266. /**
  106267. * Initializes the behavior
  106268. */
  106269. init(): void;
  106270. /**
  106271. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  106272. */
  106273. private readonly _pointerCamera;
  106274. /**
  106275. * Attaches the scale behavior the passed in mesh
  106276. * @param ownerNode The mesh that will be scaled around once attached
  106277. */
  106278. attach(ownerNode: Mesh): void;
  106279. /**
  106280. * Detaches the behavior from the mesh
  106281. */
  106282. detach(): void;
  106283. }
  106284. }
  106285. declare module BABYLON {
  106286. /**
  106287. * Class used to apply inverse kinematics to bones
  106288. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  106289. */
  106290. export class BoneIKController {
  106291. private static _tmpVecs;
  106292. private static _tmpQuat;
  106293. private static _tmpMats;
  106294. /**
  106295. * Gets or sets the target mesh
  106296. */
  106297. targetMesh: AbstractMesh;
  106298. /** Gets or sets the mesh used as pole */
  106299. poleTargetMesh: AbstractMesh;
  106300. /**
  106301. * Gets or sets the bone used as pole
  106302. */
  106303. poleTargetBone: Nullable<Bone>;
  106304. /**
  106305. * Gets or sets the target position
  106306. */
  106307. targetPosition: Vector3;
  106308. /**
  106309. * Gets or sets the pole target position
  106310. */
  106311. poleTargetPosition: Vector3;
  106312. /**
  106313. * Gets or sets the pole target local offset
  106314. */
  106315. poleTargetLocalOffset: Vector3;
  106316. /**
  106317. * Gets or sets the pole angle
  106318. */
  106319. poleAngle: number;
  106320. /**
  106321. * Gets or sets the mesh associated with the controller
  106322. */
  106323. mesh: AbstractMesh;
  106324. /**
  106325. * 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)
  106326. */
  106327. slerpAmount: number;
  106328. private _bone1Quat;
  106329. private _bone1Mat;
  106330. private _bone2Ang;
  106331. private _bone1;
  106332. private _bone2;
  106333. private _bone1Length;
  106334. private _bone2Length;
  106335. private _maxAngle;
  106336. private _maxReach;
  106337. private _rightHandedSystem;
  106338. private _bendAxis;
  106339. private _slerping;
  106340. private _adjustRoll;
  106341. /**
  106342. * Gets or sets maximum allowed angle
  106343. */
  106344. maxAngle: number;
  106345. /**
  106346. * Creates a new BoneIKController
  106347. * @param mesh defines the mesh to control
  106348. * @param bone defines the bone to control
  106349. * @param options defines options to set up the controller
  106350. */
  106351. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  106352. targetMesh?: AbstractMesh;
  106353. poleTargetMesh?: AbstractMesh;
  106354. poleTargetBone?: Bone;
  106355. poleTargetLocalOffset?: Vector3;
  106356. poleAngle?: number;
  106357. bendAxis?: Vector3;
  106358. maxAngle?: number;
  106359. slerpAmount?: number;
  106360. });
  106361. private _setMaxAngle;
  106362. /**
  106363. * Force the controller to update the bones
  106364. */
  106365. update(): void;
  106366. }
  106367. }
  106368. declare module BABYLON {
  106369. /**
  106370. * Class used to make a bone look toward a point in space
  106371. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  106372. */
  106373. export class BoneLookController {
  106374. private static _tmpVecs;
  106375. private static _tmpQuat;
  106376. private static _tmpMats;
  106377. /**
  106378. * The target Vector3 that the bone will look at
  106379. */
  106380. target: Vector3;
  106381. /**
  106382. * The mesh that the bone is attached to
  106383. */
  106384. mesh: AbstractMesh;
  106385. /**
  106386. * The bone that will be looking to the target
  106387. */
  106388. bone: Bone;
  106389. /**
  106390. * The up axis of the coordinate system that is used when the bone is rotated
  106391. */
  106392. upAxis: Vector3;
  106393. /**
  106394. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  106395. */
  106396. upAxisSpace: Space;
  106397. /**
  106398. * Used to make an adjustment to the yaw of the bone
  106399. */
  106400. adjustYaw: number;
  106401. /**
  106402. * Used to make an adjustment to the pitch of the bone
  106403. */
  106404. adjustPitch: number;
  106405. /**
  106406. * Used to make an adjustment to the roll of the bone
  106407. */
  106408. adjustRoll: number;
  106409. /**
  106410. * 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)
  106411. */
  106412. slerpAmount: number;
  106413. private _minYaw;
  106414. private _maxYaw;
  106415. private _minPitch;
  106416. private _maxPitch;
  106417. private _minYawSin;
  106418. private _minYawCos;
  106419. private _maxYawSin;
  106420. private _maxYawCos;
  106421. private _midYawConstraint;
  106422. private _minPitchTan;
  106423. private _maxPitchTan;
  106424. private _boneQuat;
  106425. private _slerping;
  106426. private _transformYawPitch;
  106427. private _transformYawPitchInv;
  106428. private _firstFrameSkipped;
  106429. private _yawRange;
  106430. private _fowardAxis;
  106431. /**
  106432. * Gets or sets the minimum yaw angle that the bone can look to
  106433. */
  106434. minYaw: number;
  106435. /**
  106436. * Gets or sets the maximum yaw angle that the bone can look to
  106437. */
  106438. maxYaw: number;
  106439. /**
  106440. * Gets or sets the minimum pitch angle that the bone can look to
  106441. */
  106442. minPitch: number;
  106443. /**
  106444. * Gets or sets the maximum pitch angle that the bone can look to
  106445. */
  106446. maxPitch: number;
  106447. /**
  106448. * Create a BoneLookController
  106449. * @param mesh the mesh that the bone belongs to
  106450. * @param bone the bone that will be looking to the target
  106451. * @param target the target Vector3 to look at
  106452. * @param options optional settings:
  106453. * * maxYaw: the maximum angle the bone will yaw to
  106454. * * minYaw: the minimum angle the bone will yaw to
  106455. * * maxPitch: the maximum angle the bone will pitch to
  106456. * * minPitch: the minimum angle the bone will yaw to
  106457. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  106458. * * upAxis: the up axis of the coordinate system
  106459. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  106460. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  106461. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  106462. * * adjustYaw: used to make an adjustment to the yaw of the bone
  106463. * * adjustPitch: used to make an adjustment to the pitch of the bone
  106464. * * adjustRoll: used to make an adjustment to the roll of the bone
  106465. **/
  106466. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  106467. maxYaw?: number;
  106468. minYaw?: number;
  106469. maxPitch?: number;
  106470. minPitch?: number;
  106471. slerpAmount?: number;
  106472. upAxis?: Vector3;
  106473. upAxisSpace?: Space;
  106474. yawAxis?: Vector3;
  106475. pitchAxis?: Vector3;
  106476. adjustYaw?: number;
  106477. adjustPitch?: number;
  106478. adjustRoll?: number;
  106479. });
  106480. /**
  106481. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  106482. */
  106483. update(): void;
  106484. private _getAngleDiff;
  106485. private _getAngleBetween;
  106486. private _isAngleBetween;
  106487. }
  106488. }
  106489. declare module BABYLON {
  106490. /**
  106491. * Manage the gamepad inputs to control an arc rotate camera.
  106492. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106493. */
  106494. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  106495. /**
  106496. * Defines the camera the input is attached to.
  106497. */
  106498. camera: ArcRotateCamera;
  106499. /**
  106500. * Defines the gamepad the input is gathering event from.
  106501. */
  106502. gamepad: Nullable<Gamepad>;
  106503. /**
  106504. * Defines the gamepad rotation sensiblity.
  106505. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106506. */
  106507. gamepadRotationSensibility: number;
  106508. /**
  106509. * Defines the gamepad move sensiblity.
  106510. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106511. */
  106512. gamepadMoveSensibility: number;
  106513. private _yAxisScale;
  106514. /**
  106515. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106516. */
  106517. invertYAxis: boolean;
  106518. private _onGamepadConnectedObserver;
  106519. private _onGamepadDisconnectedObserver;
  106520. /**
  106521. * Attach the input controls to a specific dom element to get the input from.
  106522. * @param element Defines the element the controls should be listened from
  106523. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106524. */
  106525. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106526. /**
  106527. * Detach the current controls from the specified dom element.
  106528. * @param element Defines the element to stop listening the inputs from
  106529. */
  106530. detachControl(element: Nullable<HTMLElement>): void;
  106531. /**
  106532. * Update the current camera state depending on the inputs that have been used this frame.
  106533. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106534. */
  106535. checkInputs(): void;
  106536. /**
  106537. * Gets the class name of the current intput.
  106538. * @returns the class name
  106539. */
  106540. getClassName(): string;
  106541. /**
  106542. * Get the friendly name associated with the input class.
  106543. * @returns the input friendly name
  106544. */
  106545. getSimpleName(): string;
  106546. }
  106547. }
  106548. declare module BABYLON {
  106549. interface ArcRotateCameraInputsManager {
  106550. /**
  106551. * Add orientation input support to the input manager.
  106552. * @returns the current input manager
  106553. */
  106554. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  106555. }
  106556. /**
  106557. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106559. */
  106560. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  106561. /**
  106562. * Defines the camera the input is attached to.
  106563. */
  106564. camera: ArcRotateCamera;
  106565. /**
  106566. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106567. */
  106568. alphaCorrection: number;
  106569. /**
  106570. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106571. */
  106572. gammaCorrection: number;
  106573. private _alpha;
  106574. private _gamma;
  106575. private _dirty;
  106576. private _deviceOrientationHandler;
  106577. /**
  106578. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106579. */
  106580. constructor();
  106581. /**
  106582. * Attach the input controls to a specific dom element to get the input from.
  106583. * @param element Defines the element the controls should be listened from
  106584. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106585. */
  106586. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106587. /** @hidden */
  106588. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  106589. /**
  106590. * Update the current camera state depending on the inputs that have been used this frame.
  106591. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106592. */
  106593. checkInputs(): void;
  106594. /**
  106595. * Detach the current controls from the specified dom element.
  106596. * @param element Defines the element to stop listening the inputs from
  106597. */
  106598. detachControl(element: Nullable<HTMLElement>): void;
  106599. /**
  106600. * Gets the class name of the current intput.
  106601. * @returns the class name
  106602. */
  106603. getClassName(): string;
  106604. /**
  106605. * Get the friendly name associated with the input class.
  106606. * @returns the input friendly name
  106607. */
  106608. getSimpleName(): string;
  106609. }
  106610. }
  106611. declare module BABYLON {
  106612. /**
  106613. * Listen to mouse events to control the camera.
  106614. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106615. */
  106616. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  106617. /**
  106618. * Defines the camera the input is attached to.
  106619. */
  106620. camera: FlyCamera;
  106621. /**
  106622. * Defines if touch is enabled. (Default is true.)
  106623. */
  106624. touchEnabled: boolean;
  106625. /**
  106626. * Defines the buttons associated with the input to handle camera rotation.
  106627. */
  106628. buttons: number[];
  106629. /**
  106630. * Assign buttons for Yaw control.
  106631. */
  106632. buttonsYaw: number[];
  106633. /**
  106634. * Assign buttons for Pitch control.
  106635. */
  106636. buttonsPitch: number[];
  106637. /**
  106638. * Assign buttons for Roll control.
  106639. */
  106640. buttonsRoll: number[];
  106641. /**
  106642. * Detect if any button is being pressed while mouse is moved.
  106643. * -1 = Mouse locked.
  106644. * 0 = Left button.
  106645. * 1 = Middle Button.
  106646. * 2 = Right Button.
  106647. */
  106648. activeButton: number;
  106649. /**
  106650. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  106651. * Higher values reduce its sensitivity.
  106652. */
  106653. angularSensibility: number;
  106654. private _mousemoveCallback;
  106655. private _observer;
  106656. private _rollObserver;
  106657. private previousPosition;
  106658. private noPreventDefault;
  106659. private element;
  106660. /**
  106661. * Listen to mouse events to control the camera.
  106662. * @param touchEnabled Define if touch is enabled. (Default is true.)
  106663. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106664. */
  106665. constructor(touchEnabled?: boolean);
  106666. /**
  106667. * Attach the mouse control to the HTML DOM element.
  106668. * @param element Defines the element that listens to the input events.
  106669. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  106670. */
  106671. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106672. /**
  106673. * Detach the current controls from the specified dom element.
  106674. * @param element Defines the element to stop listening the inputs from
  106675. */
  106676. detachControl(element: Nullable<HTMLElement>): void;
  106677. /**
  106678. * Gets the class name of the current input.
  106679. * @returns the class name.
  106680. */
  106681. getClassName(): string;
  106682. /**
  106683. * Get the friendly name associated with the input class.
  106684. * @returns the input's friendly name.
  106685. */
  106686. getSimpleName(): string;
  106687. private _pointerInput;
  106688. private _onMouseMove;
  106689. /**
  106690. * Rotate camera by mouse offset.
  106691. */
  106692. private rotateCamera;
  106693. }
  106694. }
  106695. declare module BABYLON {
  106696. /**
  106697. * Default Inputs manager for the FlyCamera.
  106698. * It groups all the default supported inputs for ease of use.
  106699. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106700. */
  106701. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  106702. /**
  106703. * Instantiates a new FlyCameraInputsManager.
  106704. * @param camera Defines the camera the inputs belong to.
  106705. */
  106706. constructor(camera: FlyCamera);
  106707. /**
  106708. * Add keyboard input support to the input manager.
  106709. * @returns the new FlyCameraKeyboardMoveInput().
  106710. */
  106711. addKeyboard(): FlyCameraInputsManager;
  106712. /**
  106713. * Add mouse input support to the input manager.
  106714. * @param touchEnabled Enable touch screen support.
  106715. * @returns the new FlyCameraMouseInput().
  106716. */
  106717. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  106718. }
  106719. }
  106720. declare module BABYLON {
  106721. /**
  106722. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106723. * such as in a 3D Space Shooter or a Flight Simulator.
  106724. */
  106725. export class FlyCamera extends TargetCamera {
  106726. /**
  106727. * Define the collision ellipsoid of the camera.
  106728. * This is helpful for simulating a camera body, like a player's body.
  106729. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  106730. */
  106731. ellipsoid: Vector3;
  106732. /**
  106733. * Define an offset for the position of the ellipsoid around the camera.
  106734. * This can be helpful if the camera is attached away from the player's body center,
  106735. * such as at its head.
  106736. */
  106737. ellipsoidOffset: Vector3;
  106738. /**
  106739. * Enable or disable collisions of the camera with the rest of the scene objects.
  106740. */
  106741. checkCollisions: boolean;
  106742. /**
  106743. * Enable or disable gravity on the camera.
  106744. */
  106745. applyGravity: boolean;
  106746. /**
  106747. * Define the current direction the camera is moving to.
  106748. */
  106749. cameraDirection: Vector3;
  106750. /**
  106751. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  106752. * This overrides and empties cameraRotation.
  106753. */
  106754. rotationQuaternion: Quaternion;
  106755. /**
  106756. * Track Roll to maintain the wanted Rolling when looking around.
  106757. */
  106758. _trackRoll: number;
  106759. /**
  106760. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  106761. */
  106762. rollCorrect: number;
  106763. /**
  106764. * Mimic a banked turn, Rolling the camera when Yawing.
  106765. * It's recommended to use rollCorrect = 10 for faster banking correction.
  106766. */
  106767. bankedTurn: boolean;
  106768. /**
  106769. * Limit in radians for how much Roll banking will add. (Default: 90°)
  106770. */
  106771. bankedTurnLimit: number;
  106772. /**
  106773. * Value of 0 disables the banked Roll.
  106774. * Value of 1 is equal to the Yaw angle in radians.
  106775. */
  106776. bankedTurnMultiplier: number;
  106777. /**
  106778. * The inputs manager loads all the input sources, such as keyboard and mouse.
  106779. */
  106780. inputs: FlyCameraInputsManager;
  106781. /**
  106782. * Gets the input sensibility for mouse input.
  106783. * Higher values reduce sensitivity.
  106784. */
  106785. /**
  106786. * Sets the input sensibility for a mouse input.
  106787. * Higher values reduce sensitivity.
  106788. */
  106789. angularSensibility: number;
  106790. /**
  106791. * Get the keys for camera movement forward.
  106792. */
  106793. /**
  106794. * Set the keys for camera movement forward.
  106795. */
  106796. keysForward: number[];
  106797. /**
  106798. * Get the keys for camera movement backward.
  106799. */
  106800. keysBackward: number[];
  106801. /**
  106802. * Get the keys for camera movement up.
  106803. */
  106804. /**
  106805. * Set the keys for camera movement up.
  106806. */
  106807. keysUp: number[];
  106808. /**
  106809. * Get the keys for camera movement down.
  106810. */
  106811. /**
  106812. * Set the keys for camera movement down.
  106813. */
  106814. keysDown: number[];
  106815. /**
  106816. * Get the keys for camera movement left.
  106817. */
  106818. /**
  106819. * Set the keys for camera movement left.
  106820. */
  106821. keysLeft: number[];
  106822. /**
  106823. * Set the keys for camera movement right.
  106824. */
  106825. /**
  106826. * Set the keys for camera movement right.
  106827. */
  106828. keysRight: number[];
  106829. /**
  106830. * Event raised when the camera collides with a mesh in the scene.
  106831. */
  106832. onCollide: (collidedMesh: AbstractMesh) => void;
  106833. private _collider;
  106834. private _needMoveForGravity;
  106835. private _oldPosition;
  106836. private _diffPosition;
  106837. private _newPosition;
  106838. /** @hidden */
  106839. _localDirection: Vector3;
  106840. /** @hidden */
  106841. _transformedDirection: Vector3;
  106842. /**
  106843. * Instantiates a FlyCamera.
  106844. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106845. * such as in a 3D Space Shooter or a Flight Simulator.
  106846. * @param name Define the name of the camera in the scene.
  106847. * @param position Define the starting position of the camera in the scene.
  106848. * @param scene Define the scene the camera belongs to.
  106849. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  106850. */
  106851. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  106852. /**
  106853. * Attach a control to the HTML DOM element.
  106854. * @param element Defines the element that listens to the input events.
  106855. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  106856. */
  106857. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106858. /**
  106859. * Detach a control from the HTML DOM element.
  106860. * The camera will stop reacting to that input.
  106861. * @param element Defines the element that listens to the input events.
  106862. */
  106863. detachControl(element: HTMLElement): void;
  106864. private _collisionMask;
  106865. /**
  106866. * Get the mask that the camera ignores in collision events.
  106867. */
  106868. /**
  106869. * Set the mask that the camera ignores in collision events.
  106870. */
  106871. collisionMask: number;
  106872. /** @hidden */
  106873. _collideWithWorld(displacement: Vector3): void;
  106874. /** @hidden */
  106875. private _onCollisionPositionChange;
  106876. /** @hidden */
  106877. _checkInputs(): void;
  106878. /** @hidden */
  106879. _decideIfNeedsToMove(): boolean;
  106880. /** @hidden */
  106881. _updatePosition(): void;
  106882. /**
  106883. * Restore the Roll to its target value at the rate specified.
  106884. * @param rate - Higher means slower restoring.
  106885. * @hidden
  106886. */
  106887. restoreRoll(rate: number): void;
  106888. /**
  106889. * Destroy the camera and release the current resources held by it.
  106890. */
  106891. dispose(): void;
  106892. /**
  106893. * Get the current object class name.
  106894. * @returns the class name.
  106895. */
  106896. getClassName(): string;
  106897. }
  106898. }
  106899. declare module BABYLON {
  106900. /**
  106901. * Listen to keyboard events to control the camera.
  106902. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106903. */
  106904. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  106905. /**
  106906. * Defines the camera the input is attached to.
  106907. */
  106908. camera: FlyCamera;
  106909. /**
  106910. * The list of keyboard keys used to control the forward move of the camera.
  106911. */
  106912. keysForward: number[];
  106913. /**
  106914. * The list of keyboard keys used to control the backward move of the camera.
  106915. */
  106916. keysBackward: number[];
  106917. /**
  106918. * The list of keyboard keys used to control the forward move of the camera.
  106919. */
  106920. keysUp: number[];
  106921. /**
  106922. * The list of keyboard keys used to control the backward move of the camera.
  106923. */
  106924. keysDown: number[];
  106925. /**
  106926. * The list of keyboard keys used to control the right strafe move of the camera.
  106927. */
  106928. keysRight: number[];
  106929. /**
  106930. * The list of keyboard keys used to control the left strafe move of the camera.
  106931. */
  106932. keysLeft: number[];
  106933. private _keys;
  106934. private _onCanvasBlurObserver;
  106935. private _onKeyboardObserver;
  106936. private _engine;
  106937. private _scene;
  106938. /**
  106939. * Attach the input controls to a specific dom element to get the input from.
  106940. * @param element Defines the element the controls should be listened from
  106941. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106942. */
  106943. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106944. /**
  106945. * Detach the current controls from the specified dom element.
  106946. * @param element Defines the element to stop listening the inputs from
  106947. */
  106948. detachControl(element: Nullable<HTMLElement>): void;
  106949. /**
  106950. * Gets the class name of the current intput.
  106951. * @returns the class name
  106952. */
  106953. getClassName(): string;
  106954. /** @hidden */
  106955. _onLostFocus(e: FocusEvent): void;
  106956. /**
  106957. * Get the friendly name associated with the input class.
  106958. * @returns the input friendly name
  106959. */
  106960. getSimpleName(): string;
  106961. /**
  106962. * Update the current camera state depending on the inputs that have been used this frame.
  106963. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106964. */
  106965. checkInputs(): void;
  106966. }
  106967. }
  106968. declare module BABYLON {
  106969. /**
  106970. * Manage the mouse wheel inputs to control a follow camera.
  106971. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106972. */
  106973. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  106974. /**
  106975. * Defines the camera the input is attached to.
  106976. */
  106977. camera: FollowCamera;
  106978. /**
  106979. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  106980. */
  106981. axisControlRadius: boolean;
  106982. /**
  106983. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  106984. */
  106985. axisControlHeight: boolean;
  106986. /**
  106987. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  106988. */
  106989. axisControlRotation: boolean;
  106990. /**
  106991. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  106992. * relation to mouseWheel events.
  106993. */
  106994. wheelPrecision: number;
  106995. /**
  106996. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  106997. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  106998. */
  106999. wheelDeltaPercentage: number;
  107000. private _wheel;
  107001. private _observer;
  107002. /**
  107003. * Attach the input controls to a specific dom element to get the input from.
  107004. * @param element Defines the element the controls should be listened from
  107005. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107006. */
  107007. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107008. /**
  107009. * Detach the current controls from the specified dom element.
  107010. * @param element Defines the element to stop listening the inputs from
  107011. */
  107012. detachControl(element: Nullable<HTMLElement>): void;
  107013. /**
  107014. * Gets the class name of the current intput.
  107015. * @returns the class name
  107016. */
  107017. getClassName(): string;
  107018. /**
  107019. * Get the friendly name associated with the input class.
  107020. * @returns the input friendly name
  107021. */
  107022. getSimpleName(): string;
  107023. }
  107024. }
  107025. declare module BABYLON {
  107026. /**
  107027. * Manage the pointers inputs to control an follow camera.
  107028. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107029. */
  107030. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  107031. /**
  107032. * Defines the camera the input is attached to.
  107033. */
  107034. camera: FollowCamera;
  107035. /**
  107036. * Gets the class name of the current input.
  107037. * @returns the class name
  107038. */
  107039. getClassName(): string;
  107040. /**
  107041. * Defines the pointer angular sensibility along the X axis or how fast is
  107042. * the camera rotating.
  107043. * A negative number will reverse the axis direction.
  107044. */
  107045. angularSensibilityX: number;
  107046. /**
  107047. * Defines the pointer angular sensibility along the Y axis or how fast is
  107048. * the camera rotating.
  107049. * A negative number will reverse the axis direction.
  107050. */
  107051. angularSensibilityY: number;
  107052. /**
  107053. * Defines the pointer pinch precision or how fast is the camera zooming.
  107054. * A negative number will reverse the axis direction.
  107055. */
  107056. pinchPrecision: number;
  107057. /**
  107058. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  107059. * from 0.
  107060. * It defines the percentage of current camera.radius to use as delta when
  107061. * pinch zoom is used.
  107062. */
  107063. pinchDeltaPercentage: number;
  107064. /**
  107065. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  107066. */
  107067. axisXControlRadius: boolean;
  107068. /**
  107069. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  107070. */
  107071. axisXControlHeight: boolean;
  107072. /**
  107073. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  107074. */
  107075. axisXControlRotation: boolean;
  107076. /**
  107077. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  107078. */
  107079. axisYControlRadius: boolean;
  107080. /**
  107081. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  107082. */
  107083. axisYControlHeight: boolean;
  107084. /**
  107085. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  107086. */
  107087. axisYControlRotation: boolean;
  107088. /**
  107089. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  107090. */
  107091. axisPinchControlRadius: boolean;
  107092. /**
  107093. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  107094. */
  107095. axisPinchControlHeight: boolean;
  107096. /**
  107097. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  107098. */
  107099. axisPinchControlRotation: boolean;
  107100. /**
  107101. * Log error messages if basic misconfiguration has occurred.
  107102. */
  107103. warningEnable: boolean;
  107104. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  107105. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  107106. private _warningCounter;
  107107. private _warning;
  107108. }
  107109. }
  107110. declare module BABYLON {
  107111. /**
  107112. * Default Inputs manager for the FollowCamera.
  107113. * It groups all the default supported inputs for ease of use.
  107114. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107115. */
  107116. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  107117. /**
  107118. * Instantiates a new FollowCameraInputsManager.
  107119. * @param camera Defines the camera the inputs belong to
  107120. */
  107121. constructor(camera: FollowCamera);
  107122. /**
  107123. * Add keyboard input support to the input manager.
  107124. * @returns the current input manager
  107125. */
  107126. addKeyboard(): FollowCameraInputsManager;
  107127. /**
  107128. * Add mouse wheel input support to the input manager.
  107129. * @returns the current input manager
  107130. */
  107131. addMouseWheel(): FollowCameraInputsManager;
  107132. /**
  107133. * Add pointers input support to the input manager.
  107134. * @returns the current input manager
  107135. */
  107136. addPointers(): FollowCameraInputsManager;
  107137. /**
  107138. * Add orientation input support to the input manager.
  107139. * @returns the current input manager
  107140. */
  107141. addVRDeviceOrientation(): FollowCameraInputsManager;
  107142. }
  107143. }
  107144. declare module BABYLON {
  107145. /**
  107146. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  107147. * an arc rotate version arcFollowCamera are available.
  107148. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107149. */
  107150. export class FollowCamera extends TargetCamera {
  107151. /**
  107152. * Distance the follow camera should follow an object at
  107153. */
  107154. radius: number;
  107155. /**
  107156. * Minimum allowed distance of the camera to the axis of rotation
  107157. * (The camera can not get closer).
  107158. * This can help limiting how the Camera is able to move in the scene.
  107159. */
  107160. lowerRadiusLimit: Nullable<number>;
  107161. /**
  107162. * Maximum allowed distance of the camera to the axis of rotation
  107163. * (The camera can not get further).
  107164. * This can help limiting how the Camera is able to move in the scene.
  107165. */
  107166. upperRadiusLimit: Nullable<number>;
  107167. /**
  107168. * Define a rotation offset between the camera and the object it follows
  107169. */
  107170. rotationOffset: number;
  107171. /**
  107172. * Minimum allowed angle to camera position relative to target object.
  107173. * This can help limiting how the Camera is able to move in the scene.
  107174. */
  107175. lowerRotationOffsetLimit: Nullable<number>;
  107176. /**
  107177. * Maximum allowed angle to camera position relative to target object.
  107178. * This can help limiting how the Camera is able to move in the scene.
  107179. */
  107180. upperRotationOffsetLimit: Nullable<number>;
  107181. /**
  107182. * Define a height offset between the camera and the object it follows.
  107183. * It can help following an object from the top (like a car chaing a plane)
  107184. */
  107185. heightOffset: number;
  107186. /**
  107187. * Minimum allowed height of camera position relative to target object.
  107188. * This can help limiting how the Camera is able to move in the scene.
  107189. */
  107190. lowerHeightOffsetLimit: Nullable<number>;
  107191. /**
  107192. * Maximum allowed height of camera position relative to target object.
  107193. * This can help limiting how the Camera is able to move in the scene.
  107194. */
  107195. upperHeightOffsetLimit: Nullable<number>;
  107196. /**
  107197. * Define how fast the camera can accelerate to follow it s target.
  107198. */
  107199. cameraAcceleration: number;
  107200. /**
  107201. * Define the speed limit of the camera following an object.
  107202. */
  107203. maxCameraSpeed: number;
  107204. /**
  107205. * Define the target of the camera.
  107206. */
  107207. lockedTarget: Nullable<AbstractMesh>;
  107208. /**
  107209. * Defines the input associated with the camera.
  107210. */
  107211. inputs: FollowCameraInputsManager;
  107212. /**
  107213. * Instantiates the follow camera.
  107214. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107215. * @param name Define the name of the camera in the scene
  107216. * @param position Define the position of the camera
  107217. * @param scene Define the scene the camera belong to
  107218. * @param lockedTarget Define the target of the camera
  107219. */
  107220. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  107221. private _follow;
  107222. /**
  107223. * Attached controls to the current camera.
  107224. * @param element Defines the element the controls should be listened from
  107225. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107226. */
  107227. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107228. /**
  107229. * Detach the current controls from the camera.
  107230. * The camera will stop reacting to inputs.
  107231. * @param element Defines the element to stop listening the inputs from
  107232. */
  107233. detachControl(element: HTMLElement): void;
  107234. /** @hidden */
  107235. _checkInputs(): void;
  107236. private _checkLimits;
  107237. /**
  107238. * Gets the camera class name.
  107239. * @returns the class name
  107240. */
  107241. getClassName(): string;
  107242. }
  107243. /**
  107244. * Arc Rotate version of the follow camera.
  107245. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  107246. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107247. */
  107248. export class ArcFollowCamera extends TargetCamera {
  107249. /** The longitudinal angle of the camera */
  107250. alpha: number;
  107251. /** The latitudinal angle of the camera */
  107252. beta: number;
  107253. /** The radius of the camera from its target */
  107254. radius: number;
  107255. /** Define the camera target (the messh it should follow) */
  107256. target: Nullable<AbstractMesh>;
  107257. private _cartesianCoordinates;
  107258. /**
  107259. * Instantiates a new ArcFollowCamera
  107260. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107261. * @param name Define the name of the camera
  107262. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  107263. * @param beta Define the rotation angle of the camera around the elevation axis
  107264. * @param radius Define the radius of the camera from its target point
  107265. * @param target Define the target of the camera
  107266. * @param scene Define the scene the camera belongs to
  107267. */
  107268. constructor(name: string,
  107269. /** The longitudinal angle of the camera */
  107270. alpha: number,
  107271. /** The latitudinal angle of the camera */
  107272. beta: number,
  107273. /** The radius of the camera from its target */
  107274. radius: number,
  107275. /** Define the camera target (the messh it should follow) */
  107276. target: Nullable<AbstractMesh>, scene: Scene);
  107277. private _follow;
  107278. /** @hidden */
  107279. _checkInputs(): void;
  107280. /**
  107281. * Returns the class name of the object.
  107282. * It is mostly used internally for serialization purposes.
  107283. */
  107284. getClassName(): string;
  107285. }
  107286. }
  107287. declare module BABYLON {
  107288. /**
  107289. * Manage the keyboard inputs to control the movement of a follow camera.
  107290. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107291. */
  107292. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  107293. /**
  107294. * Defines the camera the input is attached to.
  107295. */
  107296. camera: FollowCamera;
  107297. /**
  107298. * Defines the list of key codes associated with the up action (increase heightOffset)
  107299. */
  107300. keysHeightOffsetIncr: number[];
  107301. /**
  107302. * Defines the list of key codes associated with the down action (decrease heightOffset)
  107303. */
  107304. keysHeightOffsetDecr: number[];
  107305. /**
  107306. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  107307. */
  107308. keysHeightOffsetModifierAlt: boolean;
  107309. /**
  107310. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  107311. */
  107312. keysHeightOffsetModifierCtrl: boolean;
  107313. /**
  107314. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  107315. */
  107316. keysHeightOffsetModifierShift: boolean;
  107317. /**
  107318. * Defines the list of key codes associated with the left action (increase rotationOffset)
  107319. */
  107320. keysRotationOffsetIncr: number[];
  107321. /**
  107322. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  107323. */
  107324. keysRotationOffsetDecr: number[];
  107325. /**
  107326. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  107327. */
  107328. keysRotationOffsetModifierAlt: boolean;
  107329. /**
  107330. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  107331. */
  107332. keysRotationOffsetModifierCtrl: boolean;
  107333. /**
  107334. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  107335. */
  107336. keysRotationOffsetModifierShift: boolean;
  107337. /**
  107338. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  107339. */
  107340. keysRadiusIncr: number[];
  107341. /**
  107342. * Defines the list of key codes associated with the zoom-out action (increase radius)
  107343. */
  107344. keysRadiusDecr: number[];
  107345. /**
  107346. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  107347. */
  107348. keysRadiusModifierAlt: boolean;
  107349. /**
  107350. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  107351. */
  107352. keysRadiusModifierCtrl: boolean;
  107353. /**
  107354. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  107355. */
  107356. keysRadiusModifierShift: boolean;
  107357. /**
  107358. * Defines the rate of change of heightOffset.
  107359. */
  107360. heightSensibility: number;
  107361. /**
  107362. * Defines the rate of change of rotationOffset.
  107363. */
  107364. rotationSensibility: number;
  107365. /**
  107366. * Defines the rate of change of radius.
  107367. */
  107368. radiusSensibility: number;
  107369. private _keys;
  107370. private _ctrlPressed;
  107371. private _altPressed;
  107372. private _shiftPressed;
  107373. private _onCanvasBlurObserver;
  107374. private _onKeyboardObserver;
  107375. private _engine;
  107376. private _scene;
  107377. /**
  107378. * Attach the input controls to a specific dom element to get the input from.
  107379. * @param element Defines the element the controls should be listened from
  107380. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107381. */
  107382. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107383. /**
  107384. * Detach the current controls from the specified dom element.
  107385. * @param element Defines the element to stop listening the inputs from
  107386. */
  107387. detachControl(element: Nullable<HTMLElement>): void;
  107388. /**
  107389. * Update the current camera state depending on the inputs that have been used this frame.
  107390. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107391. */
  107392. checkInputs(): void;
  107393. /**
  107394. * Gets the class name of the current input.
  107395. * @returns the class name
  107396. */
  107397. getClassName(): string;
  107398. /**
  107399. * Get the friendly name associated with the input class.
  107400. * @returns the input friendly name
  107401. */
  107402. getSimpleName(): string;
  107403. /**
  107404. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107405. * allow modification of the heightOffset value.
  107406. */
  107407. private _modifierHeightOffset;
  107408. /**
  107409. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107410. * allow modification of the rotationOffset value.
  107411. */
  107412. private _modifierRotationOffset;
  107413. /**
  107414. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107415. * allow modification of the radius value.
  107416. */
  107417. private _modifierRadius;
  107418. }
  107419. }
  107420. declare module BABYLON {
  107421. interface FreeCameraInputsManager {
  107422. /**
  107423. * @hidden
  107424. */
  107425. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  107426. /**
  107427. * Add orientation input support to the input manager.
  107428. * @returns the current input manager
  107429. */
  107430. addDeviceOrientation(): FreeCameraInputsManager;
  107431. }
  107432. /**
  107433. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  107434. * Screen rotation is taken into account.
  107435. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107436. */
  107437. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  107438. private _camera;
  107439. private _screenOrientationAngle;
  107440. private _constantTranform;
  107441. private _screenQuaternion;
  107442. private _alpha;
  107443. private _beta;
  107444. private _gamma;
  107445. /**
  107446. * Can be used to detect if a device orientation sensor is availible on a device
  107447. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  107448. * @returns a promise that will resolve on orientation change
  107449. */
  107450. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  107451. /**
  107452. * @hidden
  107453. */
  107454. _onDeviceOrientationChangedObservable: Observable<void>;
  107455. /**
  107456. * Instantiates a new input
  107457. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107458. */
  107459. constructor();
  107460. /**
  107461. * Define the camera controlled by the input.
  107462. */
  107463. camera: FreeCamera;
  107464. /**
  107465. * Attach the input controls to a specific dom element to get the input from.
  107466. * @param element Defines the element the controls should be listened from
  107467. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107468. */
  107469. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107470. private _orientationChanged;
  107471. private _deviceOrientation;
  107472. /**
  107473. * Detach the current controls from the specified dom element.
  107474. * @param element Defines the element to stop listening the inputs from
  107475. */
  107476. detachControl(element: Nullable<HTMLElement>): void;
  107477. /**
  107478. * Update the current camera state depending on the inputs that have been used this frame.
  107479. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107480. */
  107481. checkInputs(): void;
  107482. /**
  107483. * Gets the class name of the current intput.
  107484. * @returns the class name
  107485. */
  107486. getClassName(): string;
  107487. /**
  107488. * Get the friendly name associated with the input class.
  107489. * @returns the input friendly name
  107490. */
  107491. getSimpleName(): string;
  107492. }
  107493. }
  107494. declare module BABYLON {
  107495. /**
  107496. * Manage the gamepad inputs to control a free camera.
  107497. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107498. */
  107499. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  107500. /**
  107501. * Define the camera the input is attached to.
  107502. */
  107503. camera: FreeCamera;
  107504. /**
  107505. * Define the Gamepad controlling the input
  107506. */
  107507. gamepad: Nullable<Gamepad>;
  107508. /**
  107509. * Defines the gamepad rotation sensiblity.
  107510. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107511. */
  107512. gamepadAngularSensibility: number;
  107513. /**
  107514. * Defines the gamepad move sensiblity.
  107515. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107516. */
  107517. gamepadMoveSensibility: number;
  107518. private _yAxisScale;
  107519. /**
  107520. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  107521. */
  107522. invertYAxis: boolean;
  107523. private _onGamepadConnectedObserver;
  107524. private _onGamepadDisconnectedObserver;
  107525. private _cameraTransform;
  107526. private _deltaTransform;
  107527. private _vector3;
  107528. private _vector2;
  107529. /**
  107530. * Attach the input controls to a specific dom element to get the input from.
  107531. * @param element Defines the element the controls should be listened from
  107532. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107533. */
  107534. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107535. /**
  107536. * Detach the current controls from the specified dom element.
  107537. * @param element Defines the element to stop listening the inputs from
  107538. */
  107539. detachControl(element: Nullable<HTMLElement>): void;
  107540. /**
  107541. * Update the current camera state depending on the inputs that have been used this frame.
  107542. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107543. */
  107544. checkInputs(): void;
  107545. /**
  107546. * Gets the class name of the current intput.
  107547. * @returns the class name
  107548. */
  107549. getClassName(): string;
  107550. /**
  107551. * Get the friendly name associated with the input class.
  107552. * @returns the input friendly name
  107553. */
  107554. getSimpleName(): string;
  107555. }
  107556. }
  107557. declare module BABYLON {
  107558. /**
  107559. * Defines the potential axis of a Joystick
  107560. */
  107561. export enum JoystickAxis {
  107562. /** X axis */
  107563. X = 0,
  107564. /** Y axis */
  107565. Y = 1,
  107566. /** Z axis */
  107567. Z = 2
  107568. }
  107569. /**
  107570. * Class used to define virtual joystick (used in touch mode)
  107571. */
  107572. export class VirtualJoystick {
  107573. /**
  107574. * Gets or sets a boolean indicating that left and right values must be inverted
  107575. */
  107576. reverseLeftRight: boolean;
  107577. /**
  107578. * Gets or sets a boolean indicating that up and down values must be inverted
  107579. */
  107580. reverseUpDown: boolean;
  107581. /**
  107582. * Gets the offset value for the position (ie. the change of the position value)
  107583. */
  107584. deltaPosition: Vector3;
  107585. /**
  107586. * Gets a boolean indicating if the virtual joystick was pressed
  107587. */
  107588. pressed: boolean;
  107589. /**
  107590. * Canvas the virtual joystick will render onto, default z-index of this is 5
  107591. */
  107592. static Canvas: Nullable<HTMLCanvasElement>;
  107593. private static _globalJoystickIndex;
  107594. private static vjCanvasContext;
  107595. private static vjCanvasWidth;
  107596. private static vjCanvasHeight;
  107597. private static halfWidth;
  107598. private _action;
  107599. private _axisTargetedByLeftAndRight;
  107600. private _axisTargetedByUpAndDown;
  107601. private _joystickSensibility;
  107602. private _inversedSensibility;
  107603. private _joystickPointerID;
  107604. private _joystickColor;
  107605. private _joystickPointerPos;
  107606. private _joystickPreviousPointerPos;
  107607. private _joystickPointerStartPos;
  107608. private _deltaJoystickVector;
  107609. private _leftJoystick;
  107610. private _touches;
  107611. private _onPointerDownHandlerRef;
  107612. private _onPointerMoveHandlerRef;
  107613. private _onPointerUpHandlerRef;
  107614. private _onResize;
  107615. /**
  107616. * Creates a new virtual joystick
  107617. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107618. */
  107619. constructor(leftJoystick?: boolean);
  107620. /**
  107621. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107622. * @param newJoystickSensibility defines the new sensibility
  107623. */
  107624. setJoystickSensibility(newJoystickSensibility: number): void;
  107625. private _onPointerDown;
  107626. private _onPointerMove;
  107627. private _onPointerUp;
  107628. /**
  107629. * Change the color of the virtual joystick
  107630. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107631. */
  107632. setJoystickColor(newColor: string): void;
  107633. /**
  107634. * Defines a callback to call when the joystick is touched
  107635. * @param action defines the callback
  107636. */
  107637. setActionOnTouch(action: () => any): void;
  107638. /**
  107639. * Defines which axis you'd like to control for left & right
  107640. * @param axis defines the axis to use
  107641. */
  107642. setAxisForLeftRight(axis: JoystickAxis): void;
  107643. /**
  107644. * Defines which axis you'd like to control for up & down
  107645. * @param axis defines the axis to use
  107646. */
  107647. setAxisForUpDown(axis: JoystickAxis): void;
  107648. private _drawVirtualJoystick;
  107649. /**
  107650. * Release internal HTML canvas
  107651. */
  107652. releaseCanvas(): void;
  107653. }
  107654. }
  107655. declare module BABYLON {
  107656. interface FreeCameraInputsManager {
  107657. /**
  107658. * Add virtual joystick input support to the input manager.
  107659. * @returns the current input manager
  107660. */
  107661. addVirtualJoystick(): FreeCameraInputsManager;
  107662. }
  107663. /**
  107664. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107665. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107666. */
  107667. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  107668. /**
  107669. * Defines the camera the input is attached to.
  107670. */
  107671. camera: FreeCamera;
  107672. private _leftjoystick;
  107673. private _rightjoystick;
  107674. /**
  107675. * Gets the left stick of the virtual joystick.
  107676. * @returns The virtual Joystick
  107677. */
  107678. getLeftJoystick(): VirtualJoystick;
  107679. /**
  107680. * Gets the right stick of the virtual joystick.
  107681. * @returns The virtual Joystick
  107682. */
  107683. getRightJoystick(): VirtualJoystick;
  107684. /**
  107685. * Update the current camera state depending on the inputs that have been used this frame.
  107686. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107687. */
  107688. checkInputs(): void;
  107689. /**
  107690. * Attach the input controls to a specific dom element to get the input from.
  107691. * @param element Defines the element the controls should be listened from
  107692. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107693. */
  107694. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107695. /**
  107696. * Detach the current controls from the specified dom element.
  107697. * @param element Defines the element to stop listening the inputs from
  107698. */
  107699. detachControl(element: Nullable<HTMLElement>): void;
  107700. /**
  107701. * Gets the class name of the current intput.
  107702. * @returns the class name
  107703. */
  107704. getClassName(): string;
  107705. /**
  107706. * Get the friendly name associated with the input class.
  107707. * @returns the input friendly name
  107708. */
  107709. getSimpleName(): string;
  107710. }
  107711. }
  107712. declare module BABYLON {
  107713. /**
  107714. * This represents a FPS type of camera controlled by touch.
  107715. * This is like a universal camera minus the Gamepad controls.
  107716. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107717. */
  107718. export class TouchCamera extends FreeCamera {
  107719. /**
  107720. * Defines the touch sensibility for rotation.
  107721. * The higher the faster.
  107722. */
  107723. touchAngularSensibility: number;
  107724. /**
  107725. * Defines the touch sensibility for move.
  107726. * The higher the faster.
  107727. */
  107728. touchMoveSensibility: number;
  107729. /**
  107730. * Instantiates a new touch camera.
  107731. * This represents a FPS type of camera controlled by touch.
  107732. * This is like a universal camera minus the Gamepad controls.
  107733. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107734. * @param name Define the name of the camera in the scene
  107735. * @param position Define the start position of the camera in the scene
  107736. * @param scene Define the scene the camera belongs to
  107737. */
  107738. constructor(name: string, position: Vector3, scene: Scene);
  107739. /**
  107740. * Gets the current object class name.
  107741. * @return the class name
  107742. */
  107743. getClassName(): string;
  107744. /** @hidden */
  107745. _setupInputs(): void;
  107746. }
  107747. }
  107748. declare module BABYLON {
  107749. /**
  107750. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107751. * being tilted forward or back and left or right.
  107752. */
  107753. export class DeviceOrientationCamera extends FreeCamera {
  107754. private _initialQuaternion;
  107755. private _quaternionCache;
  107756. private _tmpDragQuaternion;
  107757. private _disablePointerInputWhenUsingDeviceOrientation;
  107758. /**
  107759. * Creates a new device orientation camera
  107760. * @param name The name of the camera
  107761. * @param position The start position camera
  107762. * @param scene The scene the camera belongs to
  107763. */
  107764. constructor(name: string, position: Vector3, scene: Scene);
  107765. /**
  107766. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  107767. */
  107768. disablePointerInputWhenUsingDeviceOrientation: boolean;
  107769. private _dragFactor;
  107770. /**
  107771. * Enabled turning on the y axis when the orientation sensor is active
  107772. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  107773. */
  107774. enableHorizontalDragging(dragFactor?: number): void;
  107775. /**
  107776. * Gets the current instance class name ("DeviceOrientationCamera").
  107777. * This helps avoiding instanceof at run time.
  107778. * @returns the class name
  107779. */
  107780. getClassName(): string;
  107781. /**
  107782. * @hidden
  107783. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107784. */
  107785. _checkInputs(): void;
  107786. /**
  107787. * Reset the camera to its default orientation on the specified axis only.
  107788. * @param axis The axis to reset
  107789. */
  107790. resetToCurrentRotation(axis?: Axis): void;
  107791. }
  107792. }
  107793. declare module BABYLON {
  107794. /**
  107795. * Defines supported buttons for XBox360 compatible gamepads
  107796. */
  107797. export enum Xbox360Button {
  107798. /** A */
  107799. A = 0,
  107800. /** B */
  107801. B = 1,
  107802. /** X */
  107803. X = 2,
  107804. /** Y */
  107805. Y = 3,
  107806. /** Start */
  107807. Start = 4,
  107808. /** Back */
  107809. Back = 5,
  107810. /** Left button */
  107811. LB = 6,
  107812. /** Right button */
  107813. RB = 7,
  107814. /** Left stick */
  107815. LeftStick = 8,
  107816. /** Right stick */
  107817. RightStick = 9
  107818. }
  107819. /** Defines values for XBox360 DPad */
  107820. export enum Xbox360Dpad {
  107821. /** Up */
  107822. Up = 0,
  107823. /** Down */
  107824. Down = 1,
  107825. /** Left */
  107826. Left = 2,
  107827. /** Right */
  107828. Right = 3
  107829. }
  107830. /**
  107831. * Defines a XBox360 gamepad
  107832. */
  107833. export class Xbox360Pad extends Gamepad {
  107834. private _leftTrigger;
  107835. private _rightTrigger;
  107836. private _onlefttriggerchanged;
  107837. private _onrighttriggerchanged;
  107838. private _onbuttondown;
  107839. private _onbuttonup;
  107840. private _ondpaddown;
  107841. private _ondpadup;
  107842. /** Observable raised when a button is pressed */
  107843. onButtonDownObservable: Observable<Xbox360Button>;
  107844. /** Observable raised when a button is released */
  107845. onButtonUpObservable: Observable<Xbox360Button>;
  107846. /** Observable raised when a pad is pressed */
  107847. onPadDownObservable: Observable<Xbox360Dpad>;
  107848. /** Observable raised when a pad is released */
  107849. onPadUpObservable: Observable<Xbox360Dpad>;
  107850. private _buttonA;
  107851. private _buttonB;
  107852. private _buttonX;
  107853. private _buttonY;
  107854. private _buttonBack;
  107855. private _buttonStart;
  107856. private _buttonLB;
  107857. private _buttonRB;
  107858. private _buttonLeftStick;
  107859. private _buttonRightStick;
  107860. private _dPadUp;
  107861. private _dPadDown;
  107862. private _dPadLeft;
  107863. private _dPadRight;
  107864. private _isXboxOnePad;
  107865. /**
  107866. * Creates a new XBox360 gamepad object
  107867. * @param id defines the id of this gamepad
  107868. * @param index defines its index
  107869. * @param gamepad defines the internal HTML gamepad object
  107870. * @param xboxOne defines if it is a XBox One gamepad
  107871. */
  107872. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  107873. /**
  107874. * Defines the callback to call when left trigger is pressed
  107875. * @param callback defines the callback to use
  107876. */
  107877. onlefttriggerchanged(callback: (value: number) => void): void;
  107878. /**
  107879. * Defines the callback to call when right trigger is pressed
  107880. * @param callback defines the callback to use
  107881. */
  107882. onrighttriggerchanged(callback: (value: number) => void): void;
  107883. /**
  107884. * Gets the left trigger value
  107885. */
  107886. /**
  107887. * Sets the left trigger value
  107888. */
  107889. leftTrigger: number;
  107890. /**
  107891. * Gets the right trigger value
  107892. */
  107893. /**
  107894. * Sets the right trigger value
  107895. */
  107896. rightTrigger: number;
  107897. /**
  107898. * Defines the callback to call when a button is pressed
  107899. * @param callback defines the callback to use
  107900. */
  107901. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  107902. /**
  107903. * Defines the callback to call when a button is released
  107904. * @param callback defines the callback to use
  107905. */
  107906. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  107907. /**
  107908. * Defines the callback to call when a pad is pressed
  107909. * @param callback defines the callback to use
  107910. */
  107911. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  107912. /**
  107913. * Defines the callback to call when a pad is released
  107914. * @param callback defines the callback to use
  107915. */
  107916. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  107917. private _setButtonValue;
  107918. private _setDPadValue;
  107919. /**
  107920. * Gets the value of the `A` button
  107921. */
  107922. /**
  107923. * Sets the value of the `A` button
  107924. */
  107925. buttonA: number;
  107926. /**
  107927. * Gets the value of the `B` button
  107928. */
  107929. /**
  107930. * Sets the value of the `B` button
  107931. */
  107932. buttonB: number;
  107933. /**
  107934. * Gets the value of the `X` button
  107935. */
  107936. /**
  107937. * Sets the value of the `X` button
  107938. */
  107939. buttonX: number;
  107940. /**
  107941. * Gets the value of the `Y` button
  107942. */
  107943. /**
  107944. * Sets the value of the `Y` button
  107945. */
  107946. buttonY: number;
  107947. /**
  107948. * Gets the value of the `Start` button
  107949. */
  107950. /**
  107951. * Sets the value of the `Start` button
  107952. */
  107953. buttonStart: number;
  107954. /**
  107955. * Gets the value of the `Back` button
  107956. */
  107957. /**
  107958. * Sets the value of the `Back` button
  107959. */
  107960. buttonBack: number;
  107961. /**
  107962. * Gets the value of the `Left` button
  107963. */
  107964. /**
  107965. * Sets the value of the `Left` button
  107966. */
  107967. buttonLB: number;
  107968. /**
  107969. * Gets the value of the `Right` button
  107970. */
  107971. /**
  107972. * Sets the value of the `Right` button
  107973. */
  107974. buttonRB: number;
  107975. /**
  107976. * Gets the value of the Left joystick
  107977. */
  107978. /**
  107979. * Sets the value of the Left joystick
  107980. */
  107981. buttonLeftStick: number;
  107982. /**
  107983. * Gets the value of the Right joystick
  107984. */
  107985. /**
  107986. * Sets the value of the Right joystick
  107987. */
  107988. buttonRightStick: number;
  107989. /**
  107990. * Gets the value of D-pad up
  107991. */
  107992. /**
  107993. * Sets the value of D-pad up
  107994. */
  107995. dPadUp: number;
  107996. /**
  107997. * Gets the value of D-pad down
  107998. */
  107999. /**
  108000. * Sets the value of D-pad down
  108001. */
  108002. dPadDown: number;
  108003. /**
  108004. * Gets the value of D-pad left
  108005. */
  108006. /**
  108007. * Sets the value of D-pad left
  108008. */
  108009. dPadLeft: number;
  108010. /**
  108011. * Gets the value of D-pad right
  108012. */
  108013. /**
  108014. * Sets the value of D-pad right
  108015. */
  108016. dPadRight: number;
  108017. /**
  108018. * Force the gamepad to synchronize with device values
  108019. */
  108020. update(): void;
  108021. /**
  108022. * Disposes the gamepad
  108023. */
  108024. dispose(): void;
  108025. }
  108026. }
  108027. declare module BABYLON {
  108028. /**
  108029. * Defines supported buttons for DualShock compatible gamepads
  108030. */
  108031. export enum DualShockButton {
  108032. /** Cross */
  108033. Cross = 0,
  108034. /** Circle */
  108035. Circle = 1,
  108036. /** Square */
  108037. Square = 2,
  108038. /** Triangle */
  108039. Triangle = 3,
  108040. /** Options */
  108041. Options = 4,
  108042. /** Share */
  108043. Share = 5,
  108044. /** L1 */
  108045. L1 = 6,
  108046. /** R1 */
  108047. R1 = 7,
  108048. /** Left stick */
  108049. LeftStick = 8,
  108050. /** Right stick */
  108051. RightStick = 9
  108052. }
  108053. /** Defines values for DualShock DPad */
  108054. export enum DualShockDpad {
  108055. /** Up */
  108056. Up = 0,
  108057. /** Down */
  108058. Down = 1,
  108059. /** Left */
  108060. Left = 2,
  108061. /** Right */
  108062. Right = 3
  108063. }
  108064. /**
  108065. * Defines a DualShock gamepad
  108066. */
  108067. export class DualShockPad extends Gamepad {
  108068. private _leftTrigger;
  108069. private _rightTrigger;
  108070. private _onlefttriggerchanged;
  108071. private _onrighttriggerchanged;
  108072. private _onbuttondown;
  108073. private _onbuttonup;
  108074. private _ondpaddown;
  108075. private _ondpadup;
  108076. /** Observable raised when a button is pressed */
  108077. onButtonDownObservable: Observable<DualShockButton>;
  108078. /** Observable raised when a button is released */
  108079. onButtonUpObservable: Observable<DualShockButton>;
  108080. /** Observable raised when a pad is pressed */
  108081. onPadDownObservable: Observable<DualShockDpad>;
  108082. /** Observable raised when a pad is released */
  108083. onPadUpObservable: Observable<DualShockDpad>;
  108084. private _buttonCross;
  108085. private _buttonCircle;
  108086. private _buttonSquare;
  108087. private _buttonTriangle;
  108088. private _buttonShare;
  108089. private _buttonOptions;
  108090. private _buttonL1;
  108091. private _buttonR1;
  108092. private _buttonLeftStick;
  108093. private _buttonRightStick;
  108094. private _dPadUp;
  108095. private _dPadDown;
  108096. private _dPadLeft;
  108097. private _dPadRight;
  108098. /**
  108099. * Creates a new DualShock gamepad object
  108100. * @param id defines the id of this gamepad
  108101. * @param index defines its index
  108102. * @param gamepad defines the internal HTML gamepad object
  108103. */
  108104. constructor(id: string, index: number, gamepad: any);
  108105. /**
  108106. * Defines the callback to call when left trigger is pressed
  108107. * @param callback defines the callback to use
  108108. */
  108109. onlefttriggerchanged(callback: (value: number) => void): void;
  108110. /**
  108111. * Defines the callback to call when right trigger is pressed
  108112. * @param callback defines the callback to use
  108113. */
  108114. onrighttriggerchanged(callback: (value: number) => void): void;
  108115. /**
  108116. * Gets the left trigger value
  108117. */
  108118. /**
  108119. * Sets the left trigger value
  108120. */
  108121. leftTrigger: number;
  108122. /**
  108123. * Gets the right trigger value
  108124. */
  108125. /**
  108126. * Sets the right trigger value
  108127. */
  108128. rightTrigger: number;
  108129. /**
  108130. * Defines the callback to call when a button is pressed
  108131. * @param callback defines the callback to use
  108132. */
  108133. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  108134. /**
  108135. * Defines the callback to call when a button is released
  108136. * @param callback defines the callback to use
  108137. */
  108138. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  108139. /**
  108140. * Defines the callback to call when a pad is pressed
  108141. * @param callback defines the callback to use
  108142. */
  108143. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  108144. /**
  108145. * Defines the callback to call when a pad is released
  108146. * @param callback defines the callback to use
  108147. */
  108148. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  108149. private _setButtonValue;
  108150. private _setDPadValue;
  108151. /**
  108152. * Gets the value of the `Cross` button
  108153. */
  108154. /**
  108155. * Sets the value of the `Cross` button
  108156. */
  108157. buttonCross: number;
  108158. /**
  108159. * Gets the value of the `Circle` button
  108160. */
  108161. /**
  108162. * Sets the value of the `Circle` button
  108163. */
  108164. buttonCircle: number;
  108165. /**
  108166. * Gets the value of the `Square` button
  108167. */
  108168. /**
  108169. * Sets the value of the `Square` button
  108170. */
  108171. buttonSquare: number;
  108172. /**
  108173. * Gets the value of the `Triangle` button
  108174. */
  108175. /**
  108176. * Sets the value of the `Triangle` button
  108177. */
  108178. buttonTriangle: number;
  108179. /**
  108180. * Gets the value of the `Options` button
  108181. */
  108182. /**
  108183. * Sets the value of the `Options` button
  108184. */
  108185. buttonOptions: number;
  108186. /**
  108187. * Gets the value of the `Share` button
  108188. */
  108189. /**
  108190. * Sets the value of the `Share` button
  108191. */
  108192. buttonShare: number;
  108193. /**
  108194. * Gets the value of the `L1` button
  108195. */
  108196. /**
  108197. * Sets the value of the `L1` button
  108198. */
  108199. buttonL1: number;
  108200. /**
  108201. * Gets the value of the `R1` button
  108202. */
  108203. /**
  108204. * Sets the value of the `R1` button
  108205. */
  108206. buttonR1: number;
  108207. /**
  108208. * Gets the value of the Left joystick
  108209. */
  108210. /**
  108211. * Sets the value of the Left joystick
  108212. */
  108213. buttonLeftStick: number;
  108214. /**
  108215. * Gets the value of the Right joystick
  108216. */
  108217. /**
  108218. * Sets the value of the Right joystick
  108219. */
  108220. buttonRightStick: number;
  108221. /**
  108222. * Gets the value of D-pad up
  108223. */
  108224. /**
  108225. * Sets the value of D-pad up
  108226. */
  108227. dPadUp: number;
  108228. /**
  108229. * Gets the value of D-pad down
  108230. */
  108231. /**
  108232. * Sets the value of D-pad down
  108233. */
  108234. dPadDown: number;
  108235. /**
  108236. * Gets the value of D-pad left
  108237. */
  108238. /**
  108239. * Sets the value of D-pad left
  108240. */
  108241. dPadLeft: number;
  108242. /**
  108243. * Gets the value of D-pad right
  108244. */
  108245. /**
  108246. * Sets the value of D-pad right
  108247. */
  108248. dPadRight: number;
  108249. /**
  108250. * Force the gamepad to synchronize with device values
  108251. */
  108252. update(): void;
  108253. /**
  108254. * Disposes the gamepad
  108255. */
  108256. dispose(): void;
  108257. }
  108258. }
  108259. declare module BABYLON {
  108260. /**
  108261. * Manager for handling gamepads
  108262. */
  108263. export class GamepadManager {
  108264. private _scene?;
  108265. private _babylonGamepads;
  108266. private _oneGamepadConnected;
  108267. /** @hidden */
  108268. _isMonitoring: boolean;
  108269. private _gamepadEventSupported;
  108270. private _gamepadSupport;
  108271. /**
  108272. * observable to be triggered when the gamepad controller has been connected
  108273. */
  108274. onGamepadConnectedObservable: Observable<Gamepad>;
  108275. /**
  108276. * observable to be triggered when the gamepad controller has been disconnected
  108277. */
  108278. onGamepadDisconnectedObservable: Observable<Gamepad>;
  108279. private _onGamepadConnectedEvent;
  108280. private _onGamepadDisconnectedEvent;
  108281. /**
  108282. * Initializes the gamepad manager
  108283. * @param _scene BabylonJS scene
  108284. */
  108285. constructor(_scene?: Scene | undefined);
  108286. /**
  108287. * The gamepads in the game pad manager
  108288. */
  108289. readonly gamepads: Gamepad[];
  108290. /**
  108291. * Get the gamepad controllers based on type
  108292. * @param type The type of gamepad controller
  108293. * @returns Nullable gamepad
  108294. */
  108295. getGamepadByType(type?: number): Nullable<Gamepad>;
  108296. /**
  108297. * Disposes the gamepad manager
  108298. */
  108299. dispose(): void;
  108300. private _addNewGamepad;
  108301. private _startMonitoringGamepads;
  108302. private _stopMonitoringGamepads;
  108303. /** @hidden */
  108304. _checkGamepadsStatus(): void;
  108305. private _updateGamepadObjects;
  108306. }
  108307. }
  108308. declare module BABYLON {
  108309. interface Scene {
  108310. /** @hidden */
  108311. _gamepadManager: Nullable<GamepadManager>;
  108312. /**
  108313. * Gets the gamepad manager associated with the scene
  108314. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  108315. */
  108316. gamepadManager: GamepadManager;
  108317. }
  108318. /**
  108319. * Interface representing a free camera inputs manager
  108320. */
  108321. interface FreeCameraInputsManager {
  108322. /**
  108323. * Adds gamepad input support to the FreeCameraInputsManager.
  108324. * @returns the FreeCameraInputsManager
  108325. */
  108326. addGamepad(): FreeCameraInputsManager;
  108327. }
  108328. /**
  108329. * Interface representing an arc rotate camera inputs manager
  108330. */
  108331. interface ArcRotateCameraInputsManager {
  108332. /**
  108333. * Adds gamepad input support to the ArcRotateCamera InputManager.
  108334. * @returns the camera inputs manager
  108335. */
  108336. addGamepad(): ArcRotateCameraInputsManager;
  108337. }
  108338. /**
  108339. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  108340. */
  108341. export class GamepadSystemSceneComponent implements ISceneComponent {
  108342. /**
  108343. * The component name helpfull to identify the component in the list of scene components.
  108344. */
  108345. readonly name: string;
  108346. /**
  108347. * The scene the component belongs to.
  108348. */
  108349. scene: Scene;
  108350. /**
  108351. * Creates a new instance of the component for the given scene
  108352. * @param scene Defines the scene to register the component in
  108353. */
  108354. constructor(scene: Scene);
  108355. /**
  108356. * Registers the component in a given scene
  108357. */
  108358. register(): void;
  108359. /**
  108360. * Rebuilds the elements related to this component in case of
  108361. * context lost for instance.
  108362. */
  108363. rebuild(): void;
  108364. /**
  108365. * Disposes the component and the associated ressources
  108366. */
  108367. dispose(): void;
  108368. private _beforeCameraUpdate;
  108369. }
  108370. }
  108371. declare module BABYLON {
  108372. /**
  108373. * 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,
  108374. * which still works and will still be found in many Playgrounds.
  108375. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108376. */
  108377. export class UniversalCamera extends TouchCamera {
  108378. /**
  108379. * Defines the gamepad rotation sensiblity.
  108380. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  108381. */
  108382. gamepadAngularSensibility: number;
  108383. /**
  108384. * Defines the gamepad move sensiblity.
  108385. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  108386. */
  108387. gamepadMoveSensibility: number;
  108388. /**
  108389. * 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,
  108390. * which still works and will still be found in many Playgrounds.
  108391. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108392. * @param name Define the name of the camera in the scene
  108393. * @param position Define the start position of the camera in the scene
  108394. * @param scene Define the scene the camera belongs to
  108395. */
  108396. constructor(name: string, position: Vector3, scene: Scene);
  108397. /**
  108398. * Gets the current object class name.
  108399. * @return the class name
  108400. */
  108401. getClassName(): string;
  108402. }
  108403. }
  108404. declare module BABYLON {
  108405. /**
  108406. * This represents a FPS type of camera. This is only here for back compat purpose.
  108407. * Please use the UniversalCamera instead as both are identical.
  108408. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108409. */
  108410. export class GamepadCamera extends UniversalCamera {
  108411. /**
  108412. * Instantiates a new Gamepad Camera
  108413. * This represents a FPS type of camera. This is only here for back compat purpose.
  108414. * Please use the UniversalCamera instead as both are identical.
  108415. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108416. * @param name Define the name of the camera in the scene
  108417. * @param position Define the start position of the camera in the scene
  108418. * @param scene Define the scene the camera belongs to
  108419. */
  108420. constructor(name: string, position: Vector3, scene: Scene);
  108421. /**
  108422. * Gets the current object class name.
  108423. * @return the class name
  108424. */
  108425. getClassName(): string;
  108426. }
  108427. }
  108428. declare module BABYLON {
  108429. /** @hidden */
  108430. export var passPixelShader: {
  108431. name: string;
  108432. shader: string;
  108433. };
  108434. }
  108435. declare module BABYLON {
  108436. /** @hidden */
  108437. export var passCubePixelShader: {
  108438. name: string;
  108439. shader: string;
  108440. };
  108441. }
  108442. declare module BABYLON {
  108443. /**
  108444. * PassPostProcess which produces an output the same as it's input
  108445. */
  108446. export class PassPostProcess extends PostProcess {
  108447. /**
  108448. * Creates the PassPostProcess
  108449. * @param name The name of the effect.
  108450. * @param options The required width/height ratio to downsize to before computing the render pass.
  108451. * @param camera The camera to apply the render pass to.
  108452. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108453. * @param engine The engine which the post process will be applied. (default: current engine)
  108454. * @param reusable If the post process can be reused on the same frame. (default: false)
  108455. * @param textureType The type of texture to be used when performing the post processing.
  108456. * @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)
  108457. */
  108458. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108459. }
  108460. /**
  108461. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  108462. */
  108463. export class PassCubePostProcess extends PostProcess {
  108464. private _face;
  108465. /**
  108466. * Gets or sets the cube face to display.
  108467. * * 0 is +X
  108468. * * 1 is -X
  108469. * * 2 is +Y
  108470. * * 3 is -Y
  108471. * * 4 is +Z
  108472. * * 5 is -Z
  108473. */
  108474. face: number;
  108475. /**
  108476. * Creates the PassCubePostProcess
  108477. * @param name The name of the effect.
  108478. * @param options The required width/height ratio to downsize to before computing the render pass.
  108479. * @param camera The camera to apply the render pass to.
  108480. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108481. * @param engine The engine which the post process will be applied. (default: current engine)
  108482. * @param reusable If the post process can be reused on the same frame. (default: false)
  108483. * @param textureType The type of texture to be used when performing the post processing.
  108484. * @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)
  108485. */
  108486. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108487. }
  108488. }
  108489. declare module BABYLON {
  108490. /** @hidden */
  108491. export var anaglyphPixelShader: {
  108492. name: string;
  108493. shader: string;
  108494. };
  108495. }
  108496. declare module BABYLON {
  108497. /**
  108498. * Postprocess used to generate anaglyphic rendering
  108499. */
  108500. export class AnaglyphPostProcess extends PostProcess {
  108501. private _passedProcess;
  108502. /**
  108503. * Creates a new AnaglyphPostProcess
  108504. * @param name defines postprocess name
  108505. * @param options defines creation options or target ratio scale
  108506. * @param rigCameras defines cameras using this postprocess
  108507. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  108508. * @param engine defines hosting engine
  108509. * @param reusable defines if the postprocess will be reused multiple times per frame
  108510. */
  108511. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  108512. }
  108513. }
  108514. declare module BABYLON {
  108515. /**
  108516. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  108517. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108518. */
  108519. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  108520. /**
  108521. * Creates a new AnaglyphArcRotateCamera
  108522. * @param name defines camera name
  108523. * @param alpha defines alpha angle (in radians)
  108524. * @param beta defines beta angle (in radians)
  108525. * @param radius defines radius
  108526. * @param target defines camera target
  108527. * @param interaxialDistance defines distance between each color axis
  108528. * @param scene defines the hosting scene
  108529. */
  108530. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  108531. /**
  108532. * Gets camera class name
  108533. * @returns AnaglyphArcRotateCamera
  108534. */
  108535. getClassName(): string;
  108536. }
  108537. }
  108538. declare module BABYLON {
  108539. /**
  108540. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  108541. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108542. */
  108543. export class AnaglyphFreeCamera extends FreeCamera {
  108544. /**
  108545. * Creates a new AnaglyphFreeCamera
  108546. * @param name defines camera name
  108547. * @param position defines initial position
  108548. * @param interaxialDistance defines distance between each color axis
  108549. * @param scene defines the hosting scene
  108550. */
  108551. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108552. /**
  108553. * Gets camera class name
  108554. * @returns AnaglyphFreeCamera
  108555. */
  108556. getClassName(): string;
  108557. }
  108558. }
  108559. declare module BABYLON {
  108560. /**
  108561. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  108562. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108563. */
  108564. export class AnaglyphGamepadCamera extends GamepadCamera {
  108565. /**
  108566. * Creates a new AnaglyphGamepadCamera
  108567. * @param name defines camera name
  108568. * @param position defines initial position
  108569. * @param interaxialDistance defines distance between each color axis
  108570. * @param scene defines the hosting scene
  108571. */
  108572. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108573. /**
  108574. * Gets camera class name
  108575. * @returns AnaglyphGamepadCamera
  108576. */
  108577. getClassName(): string;
  108578. }
  108579. }
  108580. declare module BABYLON {
  108581. /**
  108582. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  108583. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108584. */
  108585. export class AnaglyphUniversalCamera extends UniversalCamera {
  108586. /**
  108587. * Creates a new AnaglyphUniversalCamera
  108588. * @param name defines camera name
  108589. * @param position defines initial position
  108590. * @param interaxialDistance defines distance between each color axis
  108591. * @param scene defines the hosting scene
  108592. */
  108593. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108594. /**
  108595. * Gets camera class name
  108596. * @returns AnaglyphUniversalCamera
  108597. */
  108598. getClassName(): string;
  108599. }
  108600. }
  108601. declare module BABYLON {
  108602. /** @hidden */
  108603. export var stereoscopicInterlacePixelShader: {
  108604. name: string;
  108605. shader: string;
  108606. };
  108607. }
  108608. declare module BABYLON {
  108609. /**
  108610. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  108611. */
  108612. export class StereoscopicInterlacePostProcess extends PostProcess {
  108613. private _stepSize;
  108614. private _passedProcess;
  108615. /**
  108616. * Initializes a StereoscopicInterlacePostProcess
  108617. * @param name The name of the effect.
  108618. * @param rigCameras The rig cameras to be appled to the post process
  108619. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  108620. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108621. * @param engine The engine which the post process will be applied. (default: current engine)
  108622. * @param reusable If the post process can be reused on the same frame. (default: false)
  108623. */
  108624. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  108625. }
  108626. }
  108627. declare module BABYLON {
  108628. /**
  108629. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  108630. * @see http://doc.babylonjs.com/features/cameras
  108631. */
  108632. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  108633. /**
  108634. * Creates a new StereoscopicArcRotateCamera
  108635. * @param name defines camera name
  108636. * @param alpha defines alpha angle (in radians)
  108637. * @param beta defines beta angle (in radians)
  108638. * @param radius defines radius
  108639. * @param target defines camera target
  108640. * @param interaxialDistance defines distance between each color axis
  108641. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108642. * @param scene defines the hosting scene
  108643. */
  108644. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108645. /**
  108646. * Gets camera class name
  108647. * @returns StereoscopicArcRotateCamera
  108648. */
  108649. getClassName(): string;
  108650. }
  108651. }
  108652. declare module BABYLON {
  108653. /**
  108654. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  108655. * @see http://doc.babylonjs.com/features/cameras
  108656. */
  108657. export class StereoscopicFreeCamera extends FreeCamera {
  108658. /**
  108659. * Creates a new StereoscopicFreeCamera
  108660. * @param name defines camera name
  108661. * @param position defines initial position
  108662. * @param interaxialDistance defines distance between each color axis
  108663. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108664. * @param scene defines the hosting scene
  108665. */
  108666. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108667. /**
  108668. * Gets camera class name
  108669. * @returns StereoscopicFreeCamera
  108670. */
  108671. getClassName(): string;
  108672. }
  108673. }
  108674. declare module BABYLON {
  108675. /**
  108676. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  108677. * @see http://doc.babylonjs.com/features/cameras
  108678. */
  108679. export class StereoscopicGamepadCamera extends GamepadCamera {
  108680. /**
  108681. * Creates a new StereoscopicGamepadCamera
  108682. * @param name defines camera name
  108683. * @param position defines initial position
  108684. * @param interaxialDistance defines distance between each color axis
  108685. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108686. * @param scene defines the hosting scene
  108687. */
  108688. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108689. /**
  108690. * Gets camera class name
  108691. * @returns StereoscopicGamepadCamera
  108692. */
  108693. getClassName(): string;
  108694. }
  108695. }
  108696. declare module BABYLON {
  108697. /**
  108698. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  108699. * @see http://doc.babylonjs.com/features/cameras
  108700. */
  108701. export class StereoscopicUniversalCamera extends UniversalCamera {
  108702. /**
  108703. * Creates a new StereoscopicUniversalCamera
  108704. * @param name defines camera name
  108705. * @param position defines initial position
  108706. * @param interaxialDistance defines distance between each color axis
  108707. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108708. * @param scene defines the hosting scene
  108709. */
  108710. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108711. /**
  108712. * Gets camera class name
  108713. * @returns StereoscopicUniversalCamera
  108714. */
  108715. getClassName(): string;
  108716. }
  108717. }
  108718. declare module BABYLON {
  108719. /**
  108720. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  108721. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108722. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108723. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108724. */
  108725. export class VirtualJoysticksCamera extends FreeCamera {
  108726. /**
  108727. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  108728. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108729. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108730. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108731. * @param name Define the name of the camera in the scene
  108732. * @param position Define the start position of the camera in the scene
  108733. * @param scene Define the scene the camera belongs to
  108734. */
  108735. constructor(name: string, position: Vector3, scene: Scene);
  108736. /**
  108737. * Gets the current object class name.
  108738. * @return the class name
  108739. */
  108740. getClassName(): string;
  108741. }
  108742. }
  108743. declare module BABYLON {
  108744. /**
  108745. * This represents all the required metrics to create a VR camera.
  108746. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  108747. */
  108748. export class VRCameraMetrics {
  108749. /**
  108750. * Define the horizontal resolution off the screen.
  108751. */
  108752. hResolution: number;
  108753. /**
  108754. * Define the vertical resolution off the screen.
  108755. */
  108756. vResolution: number;
  108757. /**
  108758. * Define the horizontal screen size.
  108759. */
  108760. hScreenSize: number;
  108761. /**
  108762. * Define the vertical screen size.
  108763. */
  108764. vScreenSize: number;
  108765. /**
  108766. * Define the vertical screen center position.
  108767. */
  108768. vScreenCenter: number;
  108769. /**
  108770. * Define the distance of the eyes to the screen.
  108771. */
  108772. eyeToScreenDistance: number;
  108773. /**
  108774. * Define the distance between both lenses
  108775. */
  108776. lensSeparationDistance: number;
  108777. /**
  108778. * Define the distance between both viewer's eyes.
  108779. */
  108780. interpupillaryDistance: number;
  108781. /**
  108782. * Define the distortion factor of the VR postprocess.
  108783. * Please, touch with care.
  108784. */
  108785. distortionK: number[];
  108786. /**
  108787. * Define the chromatic aberration correction factors for the VR post process.
  108788. */
  108789. chromaAbCorrection: number[];
  108790. /**
  108791. * Define the scale factor of the post process.
  108792. * The smaller the better but the slower.
  108793. */
  108794. postProcessScaleFactor: number;
  108795. /**
  108796. * Define an offset for the lens center.
  108797. */
  108798. lensCenterOffset: number;
  108799. /**
  108800. * Define if the current vr camera should compensate the distortion of the lense or not.
  108801. */
  108802. compensateDistortion: boolean;
  108803. /**
  108804. * Defines if multiview should be enabled when rendering (Default: false)
  108805. */
  108806. multiviewEnabled: boolean;
  108807. /**
  108808. * Gets the rendering aspect ratio based on the provided resolutions.
  108809. */
  108810. readonly aspectRatio: number;
  108811. /**
  108812. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  108813. */
  108814. readonly aspectRatioFov: number;
  108815. /**
  108816. * @hidden
  108817. */
  108818. readonly leftHMatrix: Matrix;
  108819. /**
  108820. * @hidden
  108821. */
  108822. readonly rightHMatrix: Matrix;
  108823. /**
  108824. * @hidden
  108825. */
  108826. readonly leftPreViewMatrix: Matrix;
  108827. /**
  108828. * @hidden
  108829. */
  108830. readonly rightPreViewMatrix: Matrix;
  108831. /**
  108832. * Get the default VRMetrics based on the most generic setup.
  108833. * @returns the default vr metrics
  108834. */
  108835. static GetDefault(): VRCameraMetrics;
  108836. }
  108837. }
  108838. declare module BABYLON {
  108839. /** @hidden */
  108840. export var vrDistortionCorrectionPixelShader: {
  108841. name: string;
  108842. shader: string;
  108843. };
  108844. }
  108845. declare module BABYLON {
  108846. /**
  108847. * VRDistortionCorrectionPostProcess used for mobile VR
  108848. */
  108849. export class VRDistortionCorrectionPostProcess extends PostProcess {
  108850. private _isRightEye;
  108851. private _distortionFactors;
  108852. private _postProcessScaleFactor;
  108853. private _lensCenterOffset;
  108854. private _scaleIn;
  108855. private _scaleFactor;
  108856. private _lensCenter;
  108857. /**
  108858. * Initializes the VRDistortionCorrectionPostProcess
  108859. * @param name The name of the effect.
  108860. * @param camera The camera to apply the render pass to.
  108861. * @param isRightEye If this is for the right eye distortion
  108862. * @param vrMetrics All the required metrics for the VR camera
  108863. */
  108864. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  108865. }
  108866. }
  108867. declare module BABYLON {
  108868. /**
  108869. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  108870. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108871. */
  108872. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  108873. /**
  108874. * Creates a new VRDeviceOrientationArcRotateCamera
  108875. * @param name defines camera name
  108876. * @param alpha defines the camera rotation along the logitudinal axis
  108877. * @param beta defines the camera rotation along the latitudinal axis
  108878. * @param radius defines the camera distance from its target
  108879. * @param target defines the camera target
  108880. * @param scene defines the scene the camera belongs to
  108881. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108882. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108883. */
  108884. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108885. /**
  108886. * Gets camera class name
  108887. * @returns VRDeviceOrientationArcRotateCamera
  108888. */
  108889. getClassName(): string;
  108890. }
  108891. }
  108892. declare module BABYLON {
  108893. /**
  108894. * Camera used to simulate VR rendering (based on FreeCamera)
  108895. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108896. */
  108897. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  108898. /**
  108899. * Creates a new VRDeviceOrientationFreeCamera
  108900. * @param name defines camera name
  108901. * @param position defines the start position of the camera
  108902. * @param scene defines the scene the camera belongs to
  108903. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108904. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108905. */
  108906. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108907. /**
  108908. * Gets camera class name
  108909. * @returns VRDeviceOrientationFreeCamera
  108910. */
  108911. getClassName(): string;
  108912. }
  108913. }
  108914. declare module BABYLON {
  108915. /**
  108916. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  108917. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108918. */
  108919. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  108920. /**
  108921. * Creates a new VRDeviceOrientationGamepadCamera
  108922. * @param name defines camera name
  108923. * @param position defines the start position of the camera
  108924. * @param scene defines the scene the camera belongs to
  108925. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108926. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108927. */
  108928. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108929. /**
  108930. * Gets camera class name
  108931. * @returns VRDeviceOrientationGamepadCamera
  108932. */
  108933. getClassName(): string;
  108934. }
  108935. }
  108936. declare module BABYLON {
  108937. /**
  108938. * Base class of materials working in push mode in babylon JS
  108939. * @hidden
  108940. */
  108941. export class PushMaterial extends Material {
  108942. protected _activeEffect: Effect;
  108943. protected _normalMatrix: Matrix;
  108944. /**
  108945. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  108946. * This means that the material can keep using a previous shader while a new one is being compiled.
  108947. * This is mostly used when shader parallel compilation is supported (true by default)
  108948. */
  108949. allowShaderHotSwapping: boolean;
  108950. constructor(name: string, scene: Scene);
  108951. getEffect(): Effect;
  108952. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  108953. /**
  108954. * Binds the given world matrix to the active effect
  108955. *
  108956. * @param world the matrix to bind
  108957. */
  108958. bindOnlyWorldMatrix(world: Matrix): void;
  108959. /**
  108960. * Binds the given normal matrix to the active effect
  108961. *
  108962. * @param normalMatrix the matrix to bind
  108963. */
  108964. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  108965. bind(world: Matrix, mesh?: Mesh): void;
  108966. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  108967. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  108968. }
  108969. }
  108970. declare module BABYLON {
  108971. /**
  108972. * This groups all the flags used to control the materials channel.
  108973. */
  108974. export class MaterialFlags {
  108975. private static _DiffuseTextureEnabled;
  108976. /**
  108977. * Are diffuse textures enabled in the application.
  108978. */
  108979. static DiffuseTextureEnabled: boolean;
  108980. private static _AmbientTextureEnabled;
  108981. /**
  108982. * Are ambient textures enabled in the application.
  108983. */
  108984. static AmbientTextureEnabled: boolean;
  108985. private static _OpacityTextureEnabled;
  108986. /**
  108987. * Are opacity textures enabled in the application.
  108988. */
  108989. static OpacityTextureEnabled: boolean;
  108990. private static _ReflectionTextureEnabled;
  108991. /**
  108992. * Are reflection textures enabled in the application.
  108993. */
  108994. static ReflectionTextureEnabled: boolean;
  108995. private static _EmissiveTextureEnabled;
  108996. /**
  108997. * Are emissive textures enabled in the application.
  108998. */
  108999. static EmissiveTextureEnabled: boolean;
  109000. private static _SpecularTextureEnabled;
  109001. /**
  109002. * Are specular textures enabled in the application.
  109003. */
  109004. static SpecularTextureEnabled: boolean;
  109005. private static _BumpTextureEnabled;
  109006. /**
  109007. * Are bump textures enabled in the application.
  109008. */
  109009. static BumpTextureEnabled: boolean;
  109010. private static _LightmapTextureEnabled;
  109011. /**
  109012. * Are lightmap textures enabled in the application.
  109013. */
  109014. static LightmapTextureEnabled: boolean;
  109015. private static _RefractionTextureEnabled;
  109016. /**
  109017. * Are refraction textures enabled in the application.
  109018. */
  109019. static RefractionTextureEnabled: boolean;
  109020. private static _ColorGradingTextureEnabled;
  109021. /**
  109022. * Are color grading textures enabled in the application.
  109023. */
  109024. static ColorGradingTextureEnabled: boolean;
  109025. private static _FresnelEnabled;
  109026. /**
  109027. * Are fresnels enabled in the application.
  109028. */
  109029. static FresnelEnabled: boolean;
  109030. private static _ClearCoatTextureEnabled;
  109031. /**
  109032. * Are clear coat textures enabled in the application.
  109033. */
  109034. static ClearCoatTextureEnabled: boolean;
  109035. private static _ClearCoatBumpTextureEnabled;
  109036. /**
  109037. * Are clear coat bump textures enabled in the application.
  109038. */
  109039. static ClearCoatBumpTextureEnabled: boolean;
  109040. private static _ClearCoatTintTextureEnabled;
  109041. /**
  109042. * Are clear coat tint textures enabled in the application.
  109043. */
  109044. static ClearCoatTintTextureEnabled: boolean;
  109045. private static _SheenTextureEnabled;
  109046. /**
  109047. * Are sheen textures enabled in the application.
  109048. */
  109049. static SheenTextureEnabled: boolean;
  109050. private static _AnisotropicTextureEnabled;
  109051. /**
  109052. * Are anisotropic textures enabled in the application.
  109053. */
  109054. static AnisotropicTextureEnabled: boolean;
  109055. private static _ThicknessTextureEnabled;
  109056. /**
  109057. * Are thickness textures enabled in the application.
  109058. */
  109059. static ThicknessTextureEnabled: boolean;
  109060. }
  109061. }
  109062. declare module BABYLON {
  109063. /** @hidden */
  109064. export var defaultFragmentDeclaration: {
  109065. name: string;
  109066. shader: string;
  109067. };
  109068. }
  109069. declare module BABYLON {
  109070. /** @hidden */
  109071. export var defaultUboDeclaration: {
  109072. name: string;
  109073. shader: string;
  109074. };
  109075. }
  109076. declare module BABYLON {
  109077. /** @hidden */
  109078. export var lightFragmentDeclaration: {
  109079. name: string;
  109080. shader: string;
  109081. };
  109082. }
  109083. declare module BABYLON {
  109084. /** @hidden */
  109085. export var lightUboDeclaration: {
  109086. name: string;
  109087. shader: string;
  109088. };
  109089. }
  109090. declare module BABYLON {
  109091. /** @hidden */
  109092. export var lightsFragmentFunctions: {
  109093. name: string;
  109094. shader: string;
  109095. };
  109096. }
  109097. declare module BABYLON {
  109098. /** @hidden */
  109099. export var shadowsFragmentFunctions: {
  109100. name: string;
  109101. shader: string;
  109102. };
  109103. }
  109104. declare module BABYLON {
  109105. /** @hidden */
  109106. export var fresnelFunction: {
  109107. name: string;
  109108. shader: string;
  109109. };
  109110. }
  109111. declare module BABYLON {
  109112. /** @hidden */
  109113. export var reflectionFunction: {
  109114. name: string;
  109115. shader: string;
  109116. };
  109117. }
  109118. declare module BABYLON {
  109119. /** @hidden */
  109120. export var bumpFragmentFunctions: {
  109121. name: string;
  109122. shader: string;
  109123. };
  109124. }
  109125. declare module BABYLON {
  109126. /** @hidden */
  109127. export var logDepthDeclaration: {
  109128. name: string;
  109129. shader: string;
  109130. };
  109131. }
  109132. declare module BABYLON {
  109133. /** @hidden */
  109134. export var bumpFragment: {
  109135. name: string;
  109136. shader: string;
  109137. };
  109138. }
  109139. declare module BABYLON {
  109140. /** @hidden */
  109141. export var depthPrePass: {
  109142. name: string;
  109143. shader: string;
  109144. };
  109145. }
  109146. declare module BABYLON {
  109147. /** @hidden */
  109148. export var lightFragment: {
  109149. name: string;
  109150. shader: string;
  109151. };
  109152. }
  109153. declare module BABYLON {
  109154. /** @hidden */
  109155. export var logDepthFragment: {
  109156. name: string;
  109157. shader: string;
  109158. };
  109159. }
  109160. declare module BABYLON {
  109161. /** @hidden */
  109162. export var defaultPixelShader: {
  109163. name: string;
  109164. shader: string;
  109165. };
  109166. }
  109167. declare module BABYLON {
  109168. /** @hidden */
  109169. export var defaultVertexDeclaration: {
  109170. name: string;
  109171. shader: string;
  109172. };
  109173. }
  109174. declare module BABYLON {
  109175. /** @hidden */
  109176. export var bumpVertexDeclaration: {
  109177. name: string;
  109178. shader: string;
  109179. };
  109180. }
  109181. declare module BABYLON {
  109182. /** @hidden */
  109183. export var bumpVertex: {
  109184. name: string;
  109185. shader: string;
  109186. };
  109187. }
  109188. declare module BABYLON {
  109189. /** @hidden */
  109190. export var fogVertex: {
  109191. name: string;
  109192. shader: string;
  109193. };
  109194. }
  109195. declare module BABYLON {
  109196. /** @hidden */
  109197. export var shadowsVertex: {
  109198. name: string;
  109199. shader: string;
  109200. };
  109201. }
  109202. declare module BABYLON {
  109203. /** @hidden */
  109204. export var pointCloudVertex: {
  109205. name: string;
  109206. shader: string;
  109207. };
  109208. }
  109209. declare module BABYLON {
  109210. /** @hidden */
  109211. export var logDepthVertex: {
  109212. name: string;
  109213. shader: string;
  109214. };
  109215. }
  109216. declare module BABYLON {
  109217. /** @hidden */
  109218. export var defaultVertexShader: {
  109219. name: string;
  109220. shader: string;
  109221. };
  109222. }
  109223. declare module BABYLON {
  109224. /** @hidden */
  109225. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  109226. MAINUV1: boolean;
  109227. MAINUV2: boolean;
  109228. DIFFUSE: boolean;
  109229. DIFFUSEDIRECTUV: number;
  109230. AMBIENT: boolean;
  109231. AMBIENTDIRECTUV: number;
  109232. OPACITY: boolean;
  109233. OPACITYDIRECTUV: number;
  109234. OPACITYRGB: boolean;
  109235. REFLECTION: boolean;
  109236. EMISSIVE: boolean;
  109237. EMISSIVEDIRECTUV: number;
  109238. SPECULAR: boolean;
  109239. SPECULARDIRECTUV: number;
  109240. BUMP: boolean;
  109241. BUMPDIRECTUV: number;
  109242. PARALLAX: boolean;
  109243. PARALLAXOCCLUSION: boolean;
  109244. SPECULAROVERALPHA: boolean;
  109245. CLIPPLANE: boolean;
  109246. CLIPPLANE2: boolean;
  109247. CLIPPLANE3: boolean;
  109248. CLIPPLANE4: boolean;
  109249. ALPHATEST: boolean;
  109250. DEPTHPREPASS: boolean;
  109251. ALPHAFROMDIFFUSE: boolean;
  109252. POINTSIZE: boolean;
  109253. FOG: boolean;
  109254. SPECULARTERM: boolean;
  109255. DIFFUSEFRESNEL: boolean;
  109256. OPACITYFRESNEL: boolean;
  109257. REFLECTIONFRESNEL: boolean;
  109258. REFRACTIONFRESNEL: boolean;
  109259. EMISSIVEFRESNEL: boolean;
  109260. FRESNEL: boolean;
  109261. NORMAL: boolean;
  109262. UV1: boolean;
  109263. UV2: boolean;
  109264. VERTEXCOLOR: boolean;
  109265. VERTEXALPHA: boolean;
  109266. NUM_BONE_INFLUENCERS: number;
  109267. BonesPerMesh: number;
  109268. BONETEXTURE: boolean;
  109269. INSTANCES: boolean;
  109270. GLOSSINESS: boolean;
  109271. ROUGHNESS: boolean;
  109272. EMISSIVEASILLUMINATION: boolean;
  109273. LINKEMISSIVEWITHDIFFUSE: boolean;
  109274. REFLECTIONFRESNELFROMSPECULAR: boolean;
  109275. LIGHTMAP: boolean;
  109276. LIGHTMAPDIRECTUV: number;
  109277. OBJECTSPACE_NORMALMAP: boolean;
  109278. USELIGHTMAPASSHADOWMAP: boolean;
  109279. REFLECTIONMAP_3D: boolean;
  109280. REFLECTIONMAP_SPHERICAL: boolean;
  109281. REFLECTIONMAP_PLANAR: boolean;
  109282. REFLECTIONMAP_CUBIC: boolean;
  109283. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109284. REFLECTIONMAP_PROJECTION: boolean;
  109285. REFLECTIONMAP_SKYBOX: boolean;
  109286. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109287. REFLECTIONMAP_EXPLICIT: boolean;
  109288. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109289. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109290. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109291. INVERTCUBICMAP: boolean;
  109292. LOGARITHMICDEPTH: boolean;
  109293. REFRACTION: boolean;
  109294. REFRACTIONMAP_3D: boolean;
  109295. REFLECTIONOVERALPHA: boolean;
  109296. TWOSIDEDLIGHTING: boolean;
  109297. SHADOWFLOAT: boolean;
  109298. MORPHTARGETS: boolean;
  109299. MORPHTARGETS_NORMAL: boolean;
  109300. MORPHTARGETS_TANGENT: boolean;
  109301. MORPHTARGETS_UV: boolean;
  109302. NUM_MORPH_INFLUENCERS: number;
  109303. NONUNIFORMSCALING: boolean;
  109304. PREMULTIPLYALPHA: boolean;
  109305. IMAGEPROCESSING: boolean;
  109306. VIGNETTE: boolean;
  109307. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109308. VIGNETTEBLENDMODEOPAQUE: boolean;
  109309. TONEMAPPING: boolean;
  109310. TONEMAPPING_ACES: boolean;
  109311. CONTRAST: boolean;
  109312. COLORCURVES: boolean;
  109313. COLORGRADING: boolean;
  109314. COLORGRADING3D: boolean;
  109315. SAMPLER3DGREENDEPTH: boolean;
  109316. SAMPLER3DBGRMAP: boolean;
  109317. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109318. MULTIVIEW: boolean;
  109319. /**
  109320. * If the reflection texture on this material is in linear color space
  109321. * @hidden
  109322. */
  109323. IS_REFLECTION_LINEAR: boolean;
  109324. /**
  109325. * If the refraction texture on this material is in linear color space
  109326. * @hidden
  109327. */
  109328. IS_REFRACTION_LINEAR: boolean;
  109329. EXPOSURE: boolean;
  109330. constructor();
  109331. setReflectionMode(modeToEnable: string): void;
  109332. }
  109333. /**
  109334. * This is the default material used in Babylon. It is the best trade off between quality
  109335. * and performances.
  109336. * @see http://doc.babylonjs.com/babylon101/materials
  109337. */
  109338. export class StandardMaterial extends PushMaterial {
  109339. private _diffuseTexture;
  109340. /**
  109341. * The basic texture of the material as viewed under a light.
  109342. */
  109343. diffuseTexture: Nullable<BaseTexture>;
  109344. private _ambientTexture;
  109345. /**
  109346. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  109347. */
  109348. ambientTexture: Nullable<BaseTexture>;
  109349. private _opacityTexture;
  109350. /**
  109351. * Define the transparency of the material from a texture.
  109352. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  109353. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  109354. */
  109355. opacityTexture: Nullable<BaseTexture>;
  109356. private _reflectionTexture;
  109357. /**
  109358. * Define the texture used to display the reflection.
  109359. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109360. */
  109361. reflectionTexture: Nullable<BaseTexture>;
  109362. private _emissiveTexture;
  109363. /**
  109364. * Define texture of the material as if self lit.
  109365. * This will be mixed in the final result even in the absence of light.
  109366. */
  109367. emissiveTexture: Nullable<BaseTexture>;
  109368. private _specularTexture;
  109369. /**
  109370. * Define how the color and intensity of the highlight given by the light in the material.
  109371. */
  109372. specularTexture: Nullable<BaseTexture>;
  109373. private _bumpTexture;
  109374. /**
  109375. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  109376. * 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.
  109377. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  109378. */
  109379. bumpTexture: Nullable<BaseTexture>;
  109380. private _lightmapTexture;
  109381. /**
  109382. * Complex lighting can be computationally expensive to compute at runtime.
  109383. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  109384. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  109385. */
  109386. lightmapTexture: Nullable<BaseTexture>;
  109387. private _refractionTexture;
  109388. /**
  109389. * Define the texture used to display the refraction.
  109390. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109391. */
  109392. refractionTexture: Nullable<BaseTexture>;
  109393. /**
  109394. * The color of the material lit by the environmental background lighting.
  109395. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  109396. */
  109397. ambientColor: Color3;
  109398. /**
  109399. * The basic color of the material as viewed under a light.
  109400. */
  109401. diffuseColor: Color3;
  109402. /**
  109403. * Define how the color and intensity of the highlight given by the light in the material.
  109404. */
  109405. specularColor: Color3;
  109406. /**
  109407. * Define the color of the material as if self lit.
  109408. * This will be mixed in the final result even in the absence of light.
  109409. */
  109410. emissiveColor: Color3;
  109411. /**
  109412. * Defines how sharp are the highlights in the material.
  109413. * The bigger the value the sharper giving a more glossy feeling to the result.
  109414. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  109415. */
  109416. specularPower: number;
  109417. private _useAlphaFromDiffuseTexture;
  109418. /**
  109419. * Does the transparency come from the diffuse texture alpha channel.
  109420. */
  109421. useAlphaFromDiffuseTexture: boolean;
  109422. private _useEmissiveAsIllumination;
  109423. /**
  109424. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  109425. */
  109426. useEmissiveAsIllumination: boolean;
  109427. private _linkEmissiveWithDiffuse;
  109428. /**
  109429. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  109430. * the emissive level when the final color is close to one.
  109431. */
  109432. linkEmissiveWithDiffuse: boolean;
  109433. private _useSpecularOverAlpha;
  109434. /**
  109435. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  109436. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109437. */
  109438. useSpecularOverAlpha: boolean;
  109439. private _useReflectionOverAlpha;
  109440. /**
  109441. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109442. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109443. */
  109444. useReflectionOverAlpha: boolean;
  109445. private _disableLighting;
  109446. /**
  109447. * Does lights from the scene impacts this material.
  109448. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  109449. */
  109450. disableLighting: boolean;
  109451. private _useObjectSpaceNormalMap;
  109452. /**
  109453. * Allows using an object space normal map (instead of tangent space).
  109454. */
  109455. useObjectSpaceNormalMap: boolean;
  109456. private _useParallax;
  109457. /**
  109458. * Is parallax enabled or not.
  109459. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109460. */
  109461. useParallax: boolean;
  109462. private _useParallaxOcclusion;
  109463. /**
  109464. * Is parallax occlusion enabled or not.
  109465. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  109466. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109467. */
  109468. useParallaxOcclusion: boolean;
  109469. /**
  109470. * 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.
  109471. */
  109472. parallaxScaleBias: number;
  109473. private _roughness;
  109474. /**
  109475. * Helps to define how blurry the reflections should appears in the material.
  109476. */
  109477. roughness: number;
  109478. /**
  109479. * In case of refraction, define the value of the index of refraction.
  109480. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109481. */
  109482. indexOfRefraction: number;
  109483. /**
  109484. * Invert the refraction texture alongside the y axis.
  109485. * It can be useful with procedural textures or probe for instance.
  109486. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109487. */
  109488. invertRefractionY: boolean;
  109489. /**
  109490. * Defines the alpha limits in alpha test mode.
  109491. */
  109492. alphaCutOff: number;
  109493. private _useLightmapAsShadowmap;
  109494. /**
  109495. * In case of light mapping, define whether the map contains light or shadow informations.
  109496. */
  109497. useLightmapAsShadowmap: boolean;
  109498. private _diffuseFresnelParameters;
  109499. /**
  109500. * Define the diffuse fresnel parameters of the material.
  109501. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109502. */
  109503. diffuseFresnelParameters: FresnelParameters;
  109504. private _opacityFresnelParameters;
  109505. /**
  109506. * Define the opacity fresnel parameters of the material.
  109507. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109508. */
  109509. opacityFresnelParameters: FresnelParameters;
  109510. private _reflectionFresnelParameters;
  109511. /**
  109512. * Define the reflection fresnel parameters of the material.
  109513. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109514. */
  109515. reflectionFresnelParameters: FresnelParameters;
  109516. private _refractionFresnelParameters;
  109517. /**
  109518. * Define the refraction fresnel parameters of the material.
  109519. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109520. */
  109521. refractionFresnelParameters: FresnelParameters;
  109522. private _emissiveFresnelParameters;
  109523. /**
  109524. * Define the emissive fresnel parameters of the material.
  109525. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109526. */
  109527. emissiveFresnelParameters: FresnelParameters;
  109528. private _useReflectionFresnelFromSpecular;
  109529. /**
  109530. * If true automatically deducts the fresnels values from the material specularity.
  109531. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109532. */
  109533. useReflectionFresnelFromSpecular: boolean;
  109534. private _useGlossinessFromSpecularMapAlpha;
  109535. /**
  109536. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  109537. */
  109538. useGlossinessFromSpecularMapAlpha: boolean;
  109539. private _maxSimultaneousLights;
  109540. /**
  109541. * Defines the maximum number of lights that can be used in the material
  109542. */
  109543. maxSimultaneousLights: number;
  109544. private _invertNormalMapX;
  109545. /**
  109546. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  109547. */
  109548. invertNormalMapX: boolean;
  109549. private _invertNormalMapY;
  109550. /**
  109551. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  109552. */
  109553. invertNormalMapY: boolean;
  109554. private _twoSidedLighting;
  109555. /**
  109556. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109557. */
  109558. twoSidedLighting: boolean;
  109559. /**
  109560. * Default configuration related to image processing available in the standard Material.
  109561. */
  109562. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109563. /**
  109564. * Gets the image processing configuration used either in this material.
  109565. */
  109566. /**
  109567. * Sets the Default image processing configuration used either in the this material.
  109568. *
  109569. * If sets to null, the scene one is in use.
  109570. */
  109571. imageProcessingConfiguration: ImageProcessingConfiguration;
  109572. /**
  109573. * Keep track of the image processing observer to allow dispose and replace.
  109574. */
  109575. private _imageProcessingObserver;
  109576. /**
  109577. * Attaches a new image processing configuration to the Standard Material.
  109578. * @param configuration
  109579. */
  109580. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109581. /**
  109582. * Gets wether the color curves effect is enabled.
  109583. */
  109584. /**
  109585. * Sets wether the color curves effect is enabled.
  109586. */
  109587. cameraColorCurvesEnabled: boolean;
  109588. /**
  109589. * Gets wether the color grading effect is enabled.
  109590. */
  109591. /**
  109592. * Gets wether the color grading effect is enabled.
  109593. */
  109594. cameraColorGradingEnabled: boolean;
  109595. /**
  109596. * Gets wether tonemapping is enabled or not.
  109597. */
  109598. /**
  109599. * Sets wether tonemapping is enabled or not
  109600. */
  109601. cameraToneMappingEnabled: boolean;
  109602. /**
  109603. * The camera exposure used on this material.
  109604. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109605. * This corresponds to a photographic exposure.
  109606. */
  109607. /**
  109608. * The camera exposure used on this material.
  109609. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109610. * This corresponds to a photographic exposure.
  109611. */
  109612. cameraExposure: number;
  109613. /**
  109614. * Gets The camera contrast used on this material.
  109615. */
  109616. /**
  109617. * Sets The camera contrast used on this material.
  109618. */
  109619. cameraContrast: number;
  109620. /**
  109621. * Gets the Color Grading 2D Lookup Texture.
  109622. */
  109623. /**
  109624. * Sets the Color Grading 2D Lookup Texture.
  109625. */
  109626. cameraColorGradingTexture: Nullable<BaseTexture>;
  109627. /**
  109628. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109629. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109630. * 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;
  109631. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109632. */
  109633. /**
  109634. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109635. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109636. * 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;
  109637. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109638. */
  109639. cameraColorCurves: Nullable<ColorCurves>;
  109640. /**
  109641. * Custom callback helping to override the default shader used in the material.
  109642. */
  109643. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  109644. protected _renderTargets: SmartArray<RenderTargetTexture>;
  109645. protected _worldViewProjectionMatrix: Matrix;
  109646. protected _globalAmbientColor: Color3;
  109647. protected _useLogarithmicDepth: boolean;
  109648. protected _rebuildInParallel: boolean;
  109649. /**
  109650. * Instantiates a new standard material.
  109651. * This is the default material used in Babylon. It is the best trade off between quality
  109652. * and performances.
  109653. * @see http://doc.babylonjs.com/babylon101/materials
  109654. * @param name Define the name of the material in the scene
  109655. * @param scene Define the scene the material belong to
  109656. */
  109657. constructor(name: string, scene: Scene);
  109658. /**
  109659. * Gets a boolean indicating that current material needs to register RTT
  109660. */
  109661. readonly hasRenderTargetTextures: boolean;
  109662. /**
  109663. * Gets the current class name of the material e.g. "StandardMaterial"
  109664. * Mainly use in serialization.
  109665. * @returns the class name
  109666. */
  109667. getClassName(): string;
  109668. /**
  109669. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  109670. * You can try switching to logarithmic depth.
  109671. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  109672. */
  109673. useLogarithmicDepth: boolean;
  109674. /**
  109675. * Specifies if the material will require alpha blending
  109676. * @returns a boolean specifying if alpha blending is needed
  109677. */
  109678. needAlphaBlending(): boolean;
  109679. /**
  109680. * Specifies if this material should be rendered in alpha test mode
  109681. * @returns a boolean specifying if an alpha test is needed.
  109682. */
  109683. needAlphaTesting(): boolean;
  109684. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  109685. /**
  109686. * Get the texture used for alpha test purpose.
  109687. * @returns the diffuse texture in case of the standard material.
  109688. */
  109689. getAlphaTestTexture(): Nullable<BaseTexture>;
  109690. /**
  109691. * Get if the submesh is ready to be used and all its information available.
  109692. * Child classes can use it to update shaders
  109693. * @param mesh defines the mesh to check
  109694. * @param subMesh defines which submesh to check
  109695. * @param useInstances specifies that instances should be used
  109696. * @returns a boolean indicating that the submesh is ready or not
  109697. */
  109698. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109699. /**
  109700. * Builds the material UBO layouts.
  109701. * Used internally during the effect preparation.
  109702. */
  109703. buildUniformLayout(): void;
  109704. /**
  109705. * Unbinds the material from the mesh
  109706. */
  109707. unbind(): void;
  109708. /**
  109709. * Binds the submesh to this material by preparing the effect and shader to draw
  109710. * @param world defines the world transformation matrix
  109711. * @param mesh defines the mesh containing the submesh
  109712. * @param subMesh defines the submesh to bind the material to
  109713. */
  109714. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109715. /**
  109716. * Get the list of animatables in the material.
  109717. * @returns the list of animatables object used in the material
  109718. */
  109719. getAnimatables(): IAnimatable[];
  109720. /**
  109721. * Gets the active textures from the material
  109722. * @returns an array of textures
  109723. */
  109724. getActiveTextures(): BaseTexture[];
  109725. /**
  109726. * Specifies if the material uses a texture
  109727. * @param texture defines the texture to check against the material
  109728. * @returns a boolean specifying if the material uses the texture
  109729. */
  109730. hasTexture(texture: BaseTexture): boolean;
  109731. /**
  109732. * Disposes the material
  109733. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  109734. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  109735. */
  109736. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109737. /**
  109738. * Makes a duplicate of the material, and gives it a new name
  109739. * @param name defines the new name for the duplicated material
  109740. * @returns the cloned material
  109741. */
  109742. clone(name: string): StandardMaterial;
  109743. /**
  109744. * Serializes this material in a JSON representation
  109745. * @returns the serialized material object
  109746. */
  109747. serialize(): any;
  109748. /**
  109749. * Creates a standard material from parsed material data
  109750. * @param source defines the JSON representation of the material
  109751. * @param scene defines the hosting scene
  109752. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  109753. * @returns a new standard material
  109754. */
  109755. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  109756. /**
  109757. * Are diffuse textures enabled in the application.
  109758. */
  109759. static DiffuseTextureEnabled: boolean;
  109760. /**
  109761. * Are ambient textures enabled in the application.
  109762. */
  109763. static AmbientTextureEnabled: boolean;
  109764. /**
  109765. * Are opacity textures enabled in the application.
  109766. */
  109767. static OpacityTextureEnabled: boolean;
  109768. /**
  109769. * Are reflection textures enabled in the application.
  109770. */
  109771. static ReflectionTextureEnabled: boolean;
  109772. /**
  109773. * Are emissive textures enabled in the application.
  109774. */
  109775. static EmissiveTextureEnabled: boolean;
  109776. /**
  109777. * Are specular textures enabled in the application.
  109778. */
  109779. static SpecularTextureEnabled: boolean;
  109780. /**
  109781. * Are bump textures enabled in the application.
  109782. */
  109783. static BumpTextureEnabled: boolean;
  109784. /**
  109785. * Are lightmap textures enabled in the application.
  109786. */
  109787. static LightmapTextureEnabled: boolean;
  109788. /**
  109789. * Are refraction textures enabled in the application.
  109790. */
  109791. static RefractionTextureEnabled: boolean;
  109792. /**
  109793. * Are color grading textures enabled in the application.
  109794. */
  109795. static ColorGradingTextureEnabled: boolean;
  109796. /**
  109797. * Are fresnels enabled in the application.
  109798. */
  109799. static FresnelEnabled: boolean;
  109800. }
  109801. }
  109802. declare module BABYLON {
  109803. /** @hidden */
  109804. export var imageProcessingPixelShader: {
  109805. name: string;
  109806. shader: string;
  109807. };
  109808. }
  109809. declare module BABYLON {
  109810. /**
  109811. * ImageProcessingPostProcess
  109812. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  109813. */
  109814. export class ImageProcessingPostProcess extends PostProcess {
  109815. /**
  109816. * Default configuration related to image processing available in the PBR Material.
  109817. */
  109818. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109819. /**
  109820. * Gets the image processing configuration used either in this material.
  109821. */
  109822. /**
  109823. * Sets the Default image processing configuration used either in the this material.
  109824. *
  109825. * If sets to null, the scene one is in use.
  109826. */
  109827. imageProcessingConfiguration: ImageProcessingConfiguration;
  109828. /**
  109829. * Keep track of the image processing observer to allow dispose and replace.
  109830. */
  109831. private _imageProcessingObserver;
  109832. /**
  109833. * Attaches a new image processing configuration to the PBR Material.
  109834. * @param configuration
  109835. */
  109836. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  109837. /**
  109838. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109839. */
  109840. /**
  109841. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109842. */
  109843. colorCurves: Nullable<ColorCurves>;
  109844. /**
  109845. * Gets wether the color curves effect is enabled.
  109846. */
  109847. /**
  109848. * Sets wether the color curves effect is enabled.
  109849. */
  109850. colorCurvesEnabled: boolean;
  109851. /**
  109852. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109853. */
  109854. /**
  109855. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109856. */
  109857. colorGradingTexture: Nullable<BaseTexture>;
  109858. /**
  109859. * Gets wether the color grading effect is enabled.
  109860. */
  109861. /**
  109862. * Gets wether the color grading effect is enabled.
  109863. */
  109864. colorGradingEnabled: boolean;
  109865. /**
  109866. * Gets exposure used in the effect.
  109867. */
  109868. /**
  109869. * Sets exposure used in the effect.
  109870. */
  109871. exposure: number;
  109872. /**
  109873. * Gets wether tonemapping is enabled or not.
  109874. */
  109875. /**
  109876. * Sets wether tonemapping is enabled or not
  109877. */
  109878. toneMappingEnabled: boolean;
  109879. /**
  109880. * Gets the type of tone mapping effect.
  109881. */
  109882. /**
  109883. * Sets the type of tone mapping effect.
  109884. */
  109885. toneMappingType: number;
  109886. /**
  109887. * Gets contrast used in the effect.
  109888. */
  109889. /**
  109890. * Sets contrast used in the effect.
  109891. */
  109892. contrast: number;
  109893. /**
  109894. * Gets Vignette stretch size.
  109895. */
  109896. /**
  109897. * Sets Vignette stretch size.
  109898. */
  109899. vignetteStretch: number;
  109900. /**
  109901. * Gets Vignette centre X Offset.
  109902. */
  109903. /**
  109904. * Sets Vignette centre X Offset.
  109905. */
  109906. vignetteCentreX: number;
  109907. /**
  109908. * Gets Vignette centre Y Offset.
  109909. */
  109910. /**
  109911. * Sets Vignette centre Y Offset.
  109912. */
  109913. vignetteCentreY: number;
  109914. /**
  109915. * Gets Vignette weight or intensity of the vignette effect.
  109916. */
  109917. /**
  109918. * Sets Vignette weight or intensity of the vignette effect.
  109919. */
  109920. vignetteWeight: number;
  109921. /**
  109922. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109923. * if vignetteEnabled is set to true.
  109924. */
  109925. /**
  109926. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109927. * if vignetteEnabled is set to true.
  109928. */
  109929. vignetteColor: Color4;
  109930. /**
  109931. * Gets Camera field of view used by the Vignette effect.
  109932. */
  109933. /**
  109934. * Sets Camera field of view used by the Vignette effect.
  109935. */
  109936. vignetteCameraFov: number;
  109937. /**
  109938. * Gets the vignette blend mode allowing different kind of effect.
  109939. */
  109940. /**
  109941. * Sets the vignette blend mode allowing different kind of effect.
  109942. */
  109943. vignetteBlendMode: number;
  109944. /**
  109945. * Gets wether the vignette effect is enabled.
  109946. */
  109947. /**
  109948. * Sets wether the vignette effect is enabled.
  109949. */
  109950. vignetteEnabled: boolean;
  109951. private _fromLinearSpace;
  109952. /**
  109953. * Gets wether the input of the processing is in Gamma or Linear Space.
  109954. */
  109955. /**
  109956. * Sets wether the input of the processing is in Gamma or Linear Space.
  109957. */
  109958. fromLinearSpace: boolean;
  109959. /**
  109960. * Defines cache preventing GC.
  109961. */
  109962. private _defines;
  109963. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  109964. /**
  109965. * "ImageProcessingPostProcess"
  109966. * @returns "ImageProcessingPostProcess"
  109967. */
  109968. getClassName(): string;
  109969. protected _updateParameters(): void;
  109970. dispose(camera?: Camera): void;
  109971. }
  109972. }
  109973. declare module BABYLON {
  109974. /**
  109975. * Class containing static functions to help procedurally build meshes
  109976. */
  109977. export class GroundBuilder {
  109978. /**
  109979. * Creates a ground mesh
  109980. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  109981. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  109982. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109983. * @param name defines the name of the mesh
  109984. * @param options defines the options used to create the mesh
  109985. * @param scene defines the hosting scene
  109986. * @returns the ground mesh
  109987. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  109988. */
  109989. static CreateGround(name: string, options: {
  109990. width?: number;
  109991. height?: number;
  109992. subdivisions?: number;
  109993. subdivisionsX?: number;
  109994. subdivisionsY?: number;
  109995. updatable?: boolean;
  109996. }, scene: any): Mesh;
  109997. /**
  109998. * Creates a tiled ground mesh
  109999. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  110000. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  110001. * * 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
  110002. * * 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
  110003. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  110004. * @param name defines the name of the mesh
  110005. * @param options defines the options used to create the mesh
  110006. * @param scene defines the hosting scene
  110007. * @returns the tiled ground mesh
  110008. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  110009. */
  110010. static CreateTiledGround(name: string, options: {
  110011. xmin: number;
  110012. zmin: number;
  110013. xmax: number;
  110014. zmax: number;
  110015. subdivisions?: {
  110016. w: number;
  110017. h: number;
  110018. };
  110019. precision?: {
  110020. w: number;
  110021. h: number;
  110022. };
  110023. updatable?: boolean;
  110024. }, scene?: Nullable<Scene>): Mesh;
  110025. /**
  110026. * Creates a ground mesh from a height map
  110027. * * The parameter `url` sets the URL of the height map image resource.
  110028. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  110029. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  110030. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  110031. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  110032. * * 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.
  110033. * * 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).
  110034. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  110035. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  110036. * @param name defines the name of the mesh
  110037. * @param url defines the url to the height map
  110038. * @param options defines the options used to create the mesh
  110039. * @param scene defines the hosting scene
  110040. * @returns the ground mesh
  110041. * @see https://doc.babylonjs.com/babylon101/height_map
  110042. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  110043. */
  110044. static CreateGroundFromHeightMap(name: string, url: string, options: {
  110045. width?: number;
  110046. height?: number;
  110047. subdivisions?: number;
  110048. minHeight?: number;
  110049. maxHeight?: number;
  110050. colorFilter?: Color3;
  110051. alphaFilter?: number;
  110052. updatable?: boolean;
  110053. onReady?: (mesh: GroundMesh) => void;
  110054. }, scene?: Nullable<Scene>): GroundMesh;
  110055. }
  110056. }
  110057. declare module BABYLON {
  110058. /**
  110059. * Class containing static functions to help procedurally build meshes
  110060. */
  110061. export class TorusBuilder {
  110062. /**
  110063. * Creates a torus mesh
  110064. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  110065. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  110066. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  110067. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110068. * * 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
  110069. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  110070. * @param name defines the name of the mesh
  110071. * @param options defines the options used to create the mesh
  110072. * @param scene defines the hosting scene
  110073. * @returns the torus mesh
  110074. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  110075. */
  110076. static CreateTorus(name: string, options: {
  110077. diameter?: number;
  110078. thickness?: number;
  110079. tessellation?: number;
  110080. updatable?: boolean;
  110081. sideOrientation?: number;
  110082. frontUVs?: Vector4;
  110083. backUVs?: Vector4;
  110084. }, scene: any): Mesh;
  110085. }
  110086. }
  110087. declare module BABYLON {
  110088. /**
  110089. * Class containing static functions to help procedurally build meshes
  110090. */
  110091. export class CylinderBuilder {
  110092. /**
  110093. * Creates a cylinder or a cone mesh
  110094. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  110095. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  110096. * * 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.
  110097. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  110098. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  110099. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  110100. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  110101. * * 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).
  110102. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  110103. * * 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).
  110104. * * 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
  110105. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  110106. * * 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
  110107. * * 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.
  110108. * * If `enclose` is false, a ring surface is one element.
  110109. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  110110. * * 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
  110111. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110112. * * 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
  110113. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  110114. * @param name defines the name of the mesh
  110115. * @param options defines the options used to create the mesh
  110116. * @param scene defines the hosting scene
  110117. * @returns the cylinder mesh
  110118. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  110119. */
  110120. static CreateCylinder(name: string, options: {
  110121. height?: number;
  110122. diameterTop?: number;
  110123. diameterBottom?: number;
  110124. diameter?: number;
  110125. tessellation?: number;
  110126. subdivisions?: number;
  110127. arc?: number;
  110128. faceColors?: Color4[];
  110129. faceUV?: Vector4[];
  110130. updatable?: boolean;
  110131. hasRings?: boolean;
  110132. enclose?: boolean;
  110133. cap?: number;
  110134. sideOrientation?: number;
  110135. frontUVs?: Vector4;
  110136. backUVs?: Vector4;
  110137. }, scene: any): Mesh;
  110138. }
  110139. }
  110140. declare module BABYLON {
  110141. /**
  110142. * Options to modify the vr teleportation behavior.
  110143. */
  110144. export interface VRTeleportationOptions {
  110145. /**
  110146. * The name of the mesh which should be used as the teleportation floor. (default: null)
  110147. */
  110148. floorMeshName?: string;
  110149. /**
  110150. * A list of meshes to be used as the teleportation floor. (default: empty)
  110151. */
  110152. floorMeshes?: Mesh[];
  110153. /**
  110154. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  110155. */
  110156. teleportationMode?: number;
  110157. /**
  110158. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  110159. */
  110160. teleportationTime?: number;
  110161. /**
  110162. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  110163. */
  110164. teleportationSpeed?: number;
  110165. }
  110166. /**
  110167. * Options to modify the vr experience helper's behavior.
  110168. */
  110169. export interface VRExperienceHelperOptions extends WebVROptions {
  110170. /**
  110171. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  110172. */
  110173. createDeviceOrientationCamera?: boolean;
  110174. /**
  110175. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  110176. */
  110177. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  110178. /**
  110179. * Uses the main button on the controller to toggle the laser casted. (default: true)
  110180. */
  110181. laserToggle?: boolean;
  110182. /**
  110183. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  110184. */
  110185. floorMeshes?: Mesh[];
  110186. /**
  110187. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  110188. */
  110189. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  110190. }
  110191. /**
  110192. * Event containing information after VR has been entered
  110193. */
  110194. export class OnAfterEnteringVRObservableEvent {
  110195. /**
  110196. * If entering vr was successful
  110197. */
  110198. success: boolean;
  110199. }
  110200. /**
  110201. * Helps to quickly add VR support to an existing scene.
  110202. * See http://doc.babylonjs.com/how_to/webvr_helper
  110203. */
  110204. export class VRExperienceHelper {
  110205. /** Options to modify the vr experience helper's behavior. */
  110206. webVROptions: VRExperienceHelperOptions;
  110207. private _scene;
  110208. private _position;
  110209. private _btnVR;
  110210. private _btnVRDisplayed;
  110211. private _webVRsupported;
  110212. private _webVRready;
  110213. private _webVRrequesting;
  110214. private _webVRpresenting;
  110215. private _hasEnteredVR;
  110216. private _fullscreenVRpresenting;
  110217. private _inputElement;
  110218. private _webVRCamera;
  110219. private _vrDeviceOrientationCamera;
  110220. private _deviceOrientationCamera;
  110221. private _existingCamera;
  110222. private _onKeyDown;
  110223. private _onVrDisplayPresentChange;
  110224. private _onVRDisplayChanged;
  110225. private _onVRRequestPresentStart;
  110226. private _onVRRequestPresentComplete;
  110227. /**
  110228. * 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)
  110229. */
  110230. enableGazeEvenWhenNoPointerLock: boolean;
  110231. /**
  110232. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  110233. */
  110234. exitVROnDoubleTap: boolean;
  110235. /**
  110236. * Observable raised right before entering VR.
  110237. */
  110238. onEnteringVRObservable: Observable<VRExperienceHelper>;
  110239. /**
  110240. * Observable raised when entering VR has completed.
  110241. */
  110242. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  110243. /**
  110244. * Observable raised when exiting VR.
  110245. */
  110246. onExitingVRObservable: Observable<VRExperienceHelper>;
  110247. /**
  110248. * Observable raised when controller mesh is loaded.
  110249. */
  110250. onControllerMeshLoadedObservable: Observable<WebVRController>;
  110251. /** Return this.onEnteringVRObservable
  110252. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  110253. */
  110254. readonly onEnteringVR: Observable<VRExperienceHelper>;
  110255. /** Return this.onExitingVRObservable
  110256. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  110257. */
  110258. readonly onExitingVR: Observable<VRExperienceHelper>;
  110259. /** Return this.onControllerMeshLoadedObservable
  110260. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  110261. */
  110262. readonly onControllerMeshLoaded: Observable<WebVRController>;
  110263. private _rayLength;
  110264. private _useCustomVRButton;
  110265. private _teleportationRequested;
  110266. private _teleportActive;
  110267. private _floorMeshName;
  110268. private _floorMeshesCollection;
  110269. private _teleportationMode;
  110270. private _teleportationTime;
  110271. private _teleportationSpeed;
  110272. private _rotationAllowed;
  110273. private _teleportBackwardsVector;
  110274. private _teleportationTarget;
  110275. private _isDefaultTeleportationTarget;
  110276. private _postProcessMove;
  110277. private _teleportationFillColor;
  110278. private _teleportationBorderColor;
  110279. private _rotationAngle;
  110280. private _haloCenter;
  110281. private _cameraGazer;
  110282. private _padSensibilityUp;
  110283. private _padSensibilityDown;
  110284. private _leftController;
  110285. private _rightController;
  110286. /**
  110287. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  110288. */
  110289. onNewMeshSelected: Observable<AbstractMesh>;
  110290. /**
  110291. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  110292. * This observable will provide the mesh and the controller used to select the mesh
  110293. */
  110294. onMeshSelectedWithController: Observable<{
  110295. mesh: AbstractMesh;
  110296. controller: WebVRController;
  110297. }>;
  110298. /**
  110299. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  110300. */
  110301. onNewMeshPicked: Observable<PickingInfo>;
  110302. private _circleEase;
  110303. /**
  110304. * Observable raised before camera teleportation
  110305. */
  110306. onBeforeCameraTeleport: Observable<Vector3>;
  110307. /**
  110308. * Observable raised after camera teleportation
  110309. */
  110310. onAfterCameraTeleport: Observable<Vector3>;
  110311. /**
  110312. * Observable raised when current selected mesh gets unselected
  110313. */
  110314. onSelectedMeshUnselected: Observable<AbstractMesh>;
  110315. private _raySelectionPredicate;
  110316. /**
  110317. * To be optionaly changed by user to define custom ray selection
  110318. */
  110319. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  110320. /**
  110321. * To be optionaly changed by user to define custom selection logic (after ray selection)
  110322. */
  110323. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  110324. /**
  110325. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  110326. */
  110327. teleportationEnabled: boolean;
  110328. private _defaultHeight;
  110329. private _teleportationInitialized;
  110330. private _interactionsEnabled;
  110331. private _interactionsRequested;
  110332. private _displayGaze;
  110333. private _displayLaserPointer;
  110334. /**
  110335. * The mesh used to display where the user is going to teleport.
  110336. */
  110337. /**
  110338. * Sets the mesh to be used to display where the user is going to teleport.
  110339. */
  110340. teleportationTarget: Mesh;
  110341. /**
  110342. * 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
  110343. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  110344. * See http://doc.babylonjs.com/resources/baking_transformations
  110345. */
  110346. gazeTrackerMesh: Mesh;
  110347. /**
  110348. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  110349. */
  110350. updateGazeTrackerScale: boolean;
  110351. /**
  110352. * If the gaze trackers color should be updated when selecting meshes
  110353. */
  110354. updateGazeTrackerColor: boolean;
  110355. /**
  110356. * If the controller laser color should be updated when selecting meshes
  110357. */
  110358. updateControllerLaserColor: boolean;
  110359. /**
  110360. * The gaze tracking mesh corresponding to the left controller
  110361. */
  110362. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  110363. /**
  110364. * The gaze tracking mesh corresponding to the right controller
  110365. */
  110366. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  110367. /**
  110368. * If the ray of the gaze should be displayed.
  110369. */
  110370. /**
  110371. * Sets if the ray of the gaze should be displayed.
  110372. */
  110373. displayGaze: boolean;
  110374. /**
  110375. * If the ray of the LaserPointer should be displayed.
  110376. */
  110377. /**
  110378. * Sets if the ray of the LaserPointer should be displayed.
  110379. */
  110380. displayLaserPointer: boolean;
  110381. /**
  110382. * The deviceOrientationCamera used as the camera when not in VR.
  110383. */
  110384. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  110385. /**
  110386. * Based on the current WebVR support, returns the current VR camera used.
  110387. */
  110388. readonly currentVRCamera: Nullable<Camera>;
  110389. /**
  110390. * The webVRCamera which is used when in VR.
  110391. */
  110392. readonly webVRCamera: WebVRFreeCamera;
  110393. /**
  110394. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  110395. */
  110396. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  110397. /**
  110398. * The html button that is used to trigger entering into VR.
  110399. */
  110400. readonly vrButton: Nullable<HTMLButtonElement>;
  110401. private readonly _teleportationRequestInitiated;
  110402. /**
  110403. * Defines wether or not Pointer lock should be requested when switching to
  110404. * full screen.
  110405. */
  110406. requestPointerLockOnFullScreen: boolean;
  110407. /**
  110408. * Instantiates a VRExperienceHelper.
  110409. * Helps to quickly add VR support to an existing scene.
  110410. * @param scene The scene the VRExperienceHelper belongs to.
  110411. * @param webVROptions Options to modify the vr experience helper's behavior.
  110412. */
  110413. constructor(scene: Scene,
  110414. /** Options to modify the vr experience helper's behavior. */
  110415. webVROptions?: VRExperienceHelperOptions);
  110416. private _onDefaultMeshLoaded;
  110417. private _onResize;
  110418. private _onFullscreenChange;
  110419. /**
  110420. * Gets a value indicating if we are currently in VR mode.
  110421. */
  110422. readonly isInVRMode: boolean;
  110423. private onVrDisplayPresentChange;
  110424. private onVRDisplayChanged;
  110425. private moveButtonToBottomRight;
  110426. private displayVRButton;
  110427. private updateButtonVisibility;
  110428. private _cachedAngularSensibility;
  110429. /**
  110430. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  110431. * Otherwise, will use the fullscreen API.
  110432. */
  110433. enterVR(): void;
  110434. /**
  110435. * Attempt to exit VR, or fullscreen.
  110436. */
  110437. exitVR(): void;
  110438. /**
  110439. * The position of the vr experience helper.
  110440. */
  110441. /**
  110442. * Sets the position of the vr experience helper.
  110443. */
  110444. position: Vector3;
  110445. /**
  110446. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  110447. */
  110448. enableInteractions(): void;
  110449. private readonly _noControllerIsActive;
  110450. private beforeRender;
  110451. private _isTeleportationFloor;
  110452. /**
  110453. * Adds a floor mesh to be used for teleportation.
  110454. * @param floorMesh the mesh to be used for teleportation.
  110455. */
  110456. addFloorMesh(floorMesh: Mesh): void;
  110457. /**
  110458. * Removes a floor mesh from being used for teleportation.
  110459. * @param floorMesh the mesh to be removed.
  110460. */
  110461. removeFloorMesh(floorMesh: Mesh): void;
  110462. /**
  110463. * Enables interactions and teleportation using the VR controllers and gaze.
  110464. * @param vrTeleportationOptions options to modify teleportation behavior.
  110465. */
  110466. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  110467. private _onNewGamepadConnected;
  110468. private _tryEnableInteractionOnController;
  110469. private _onNewGamepadDisconnected;
  110470. private _enableInteractionOnController;
  110471. private _checkTeleportWithRay;
  110472. private _checkRotate;
  110473. private _checkTeleportBackwards;
  110474. private _enableTeleportationOnController;
  110475. private _createTeleportationCircles;
  110476. private _displayTeleportationTarget;
  110477. private _hideTeleportationTarget;
  110478. private _rotateCamera;
  110479. private _moveTeleportationSelectorTo;
  110480. private _workingVector;
  110481. private _workingQuaternion;
  110482. private _workingMatrix;
  110483. /**
  110484. * Time Constant Teleportation Mode
  110485. */
  110486. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  110487. /**
  110488. * Speed Constant Teleportation Mode
  110489. */
  110490. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  110491. /**
  110492. * Teleports the users feet to the desired location
  110493. * @param location The location where the user's feet should be placed
  110494. */
  110495. teleportCamera(location: Vector3): void;
  110496. private _convertNormalToDirectionOfRay;
  110497. private _castRayAndSelectObject;
  110498. private _notifySelectedMeshUnselected;
  110499. /**
  110500. * Sets the color of the laser ray from the vr controllers.
  110501. * @param color new color for the ray.
  110502. */
  110503. changeLaserColor(color: Color3): void;
  110504. /**
  110505. * Sets the color of the ray from the vr headsets gaze.
  110506. * @param color new color for the ray.
  110507. */
  110508. changeGazeColor(color: Color3): void;
  110509. /**
  110510. * Exits VR and disposes of the vr experience helper
  110511. */
  110512. dispose(): void;
  110513. /**
  110514. * Gets the name of the VRExperienceHelper class
  110515. * @returns "VRExperienceHelper"
  110516. */
  110517. getClassName(): string;
  110518. }
  110519. }
  110520. declare module BABYLON {
  110521. /**
  110522. * States of the webXR experience
  110523. */
  110524. export enum WebXRState {
  110525. /**
  110526. * Transitioning to being in XR mode
  110527. */
  110528. ENTERING_XR = 0,
  110529. /**
  110530. * Transitioning to non XR mode
  110531. */
  110532. EXITING_XR = 1,
  110533. /**
  110534. * In XR mode and presenting
  110535. */
  110536. IN_XR = 2,
  110537. /**
  110538. * Not entered XR mode
  110539. */
  110540. NOT_IN_XR = 3
  110541. }
  110542. /**
  110543. * Abstraction of the XR render target
  110544. */
  110545. export interface WebXRRenderTarget extends IDisposable {
  110546. /**
  110547. * xrpresent context of the canvas which can be used to display/mirror xr content
  110548. */
  110549. canvasContext: WebGLRenderingContext;
  110550. /**
  110551. * xr layer for the canvas
  110552. */
  110553. xrLayer: Nullable<XRWebGLLayer>;
  110554. /**
  110555. * Initializes the xr layer for the session
  110556. * @param xrSession xr session
  110557. * @returns a promise that will resolve once the XR Layer has been created
  110558. */
  110559. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  110560. }
  110561. }
  110562. declare module BABYLON {
  110563. /**
  110564. * COnfiguration object for WebXR output canvas
  110565. */
  110566. export class WebXRManagedOutputCanvasOptions {
  110567. /**
  110568. * Options for this XR Layer output
  110569. */
  110570. canvasOptions: XRWebGLLayerOptions;
  110571. /**
  110572. * CSS styling for a newly created canvas (if not provided)
  110573. */
  110574. newCanvasCssStyle?: string;
  110575. /**
  110576. * Get the default values of the configuration object
  110577. * @returns default values of this configuration object
  110578. */
  110579. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  110580. }
  110581. /**
  110582. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110583. */
  110584. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  110585. private configuration;
  110586. private _engine;
  110587. private _canvas;
  110588. /**
  110589. * xrpresent context of the canvas which can be used to display/mirror xr content
  110590. */
  110591. canvasContext: WebGLRenderingContext;
  110592. /**
  110593. * xr layer for the canvas
  110594. */
  110595. xrLayer: Nullable<XRWebGLLayer>;
  110596. /**
  110597. * Initializes the xr layer for the session
  110598. * @param xrSession xr session
  110599. * @returns a promise that will resolve once the XR Layer has been created
  110600. */
  110601. initializeXRLayerAsync(xrSession: any): any;
  110602. /**
  110603. * Initializes the canvas to be added/removed upon entering/exiting xr
  110604. * @param engine the Babylon engine
  110605. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110606. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  110607. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  110608. */
  110609. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  110610. /**
  110611. * Disposes of the object
  110612. */
  110613. dispose(): void;
  110614. private _setManagedOutputCanvas;
  110615. private _addCanvas;
  110616. private _removeCanvas;
  110617. }
  110618. }
  110619. declare module BABYLON {
  110620. /**
  110621. * Manages an XRSession to work with Babylon's engine
  110622. * @see https://doc.babylonjs.com/how_to/webxr
  110623. */
  110624. export class WebXRSessionManager implements IDisposable {
  110625. private scene;
  110626. /**
  110627. * Fires every time a new xrFrame arrives which can be used to update the camera
  110628. */
  110629. onXRFrameObservable: Observable<any>;
  110630. /**
  110631. * Fires when the xr session is ended either by the device or manually done
  110632. */
  110633. onXRSessionEnded: Observable<any>;
  110634. /**
  110635. * Underlying xr session
  110636. */
  110637. session: XRSession;
  110638. /**
  110639. * Type of reference space used when creating the session
  110640. */
  110641. referenceSpace: XRReferenceSpace;
  110642. /**
  110643. * Current XR frame
  110644. */
  110645. currentFrame: Nullable<XRFrame>;
  110646. private _xrNavigator;
  110647. private baseLayer;
  110648. private _rttProvider;
  110649. private _sessionEnded;
  110650. /**
  110651. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  110652. * @param scene The scene which the session should be created for
  110653. */
  110654. constructor(scene: Scene);
  110655. /**
  110656. * Initializes the manager
  110657. * After initialization enterXR can be called to start an XR session
  110658. * @returns Promise which resolves after it is initialized
  110659. */
  110660. initializeAsync(): Promise<void>;
  110661. /**
  110662. * Initializes an xr session
  110663. * @param xrSessionMode mode to initialize
  110664. * @param optionalFeatures defines optional values to pass to the session builder
  110665. * @returns a promise which will resolve once the session has been initialized
  110666. */
  110667. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  110668. /**
  110669. * Sets the reference space on the xr session
  110670. * @param referenceSpace space to set
  110671. * @returns a promise that will resolve once the reference space has been set
  110672. */
  110673. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  110674. /**
  110675. * Updates the render state of the session
  110676. * @param state state to set
  110677. * @returns a promise that resolves once the render state has been updated
  110678. */
  110679. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  110680. /**
  110681. * Starts rendering to the xr layer
  110682. * @returns a promise that will resolve once rendering has started
  110683. */
  110684. startRenderingToXRAsync(): Promise<void>;
  110685. /**
  110686. * Gets the correct render target texture to be rendered this frame for this eye
  110687. * @param eye the eye for which to get the render target
  110688. * @returns the render target for the specified eye
  110689. */
  110690. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  110691. /**
  110692. * Stops the xrSession and restores the renderloop
  110693. * @returns Promise which resolves after it exits XR
  110694. */
  110695. exitXRAsync(): Promise<void>;
  110696. /**
  110697. * Checks if a session would be supported for the creation options specified
  110698. * @param sessionMode session mode to check if supported eg. immersive-vr
  110699. * @returns true if supported
  110700. */
  110701. supportsSessionAsync(sessionMode: XRSessionMode): any;
  110702. /**
  110703. * Creates a WebXRRenderTarget object for the XR session
  110704. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  110705. * @param options optional options to provide when creating a new render target
  110706. * @returns a WebXR render target to which the session can render
  110707. */
  110708. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  110709. /**
  110710. * @hidden
  110711. * Converts the render layer of xrSession to a render target
  110712. * @param session session to create render target for
  110713. * @param scene scene the new render target should be created for
  110714. */
  110715. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  110716. /**
  110717. * Disposes of the session manager
  110718. */
  110719. dispose(): void;
  110720. }
  110721. }
  110722. declare module BABYLON {
  110723. /**
  110724. * WebXR Camera which holds the views for the xrSession
  110725. * @see https://doc.babylonjs.com/how_to/webxr
  110726. */
  110727. export class WebXRCamera extends FreeCamera {
  110728. /**
  110729. * Is the camera in debug mode. Used when using an emulator
  110730. */
  110731. debugMode: boolean;
  110732. /**
  110733. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  110734. * @param name the name of the camera
  110735. * @param scene the scene to add the camera to
  110736. */
  110737. constructor(name: string, scene: Scene);
  110738. private _updateNumberOfRigCameras;
  110739. /** @hidden */
  110740. _updateForDualEyeDebugging(): void;
  110741. /**
  110742. * Updates the cameras position from the current pose information of the XR session
  110743. * @param xrSessionManager the session containing pose information
  110744. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  110745. */
  110746. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  110747. }
  110748. }
  110749. declare module BABYLON {
  110750. /**
  110751. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  110752. * @see https://doc.babylonjs.com/how_to/webxr
  110753. */
  110754. export class WebXRExperienceHelper implements IDisposable {
  110755. private scene;
  110756. /**
  110757. * 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
  110758. */
  110759. container: AbstractMesh;
  110760. /**
  110761. * Camera used to render xr content
  110762. */
  110763. camera: WebXRCamera;
  110764. /**
  110765. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  110766. */
  110767. state: WebXRState;
  110768. private _setState;
  110769. private static _TmpVector;
  110770. /**
  110771. * Fires when the state of the experience helper has changed
  110772. */
  110773. onStateChangedObservable: Observable<WebXRState>;
  110774. /** Session manager used to keep track of xr session */
  110775. sessionManager: WebXRSessionManager;
  110776. private _nonVRCamera;
  110777. private _originalSceneAutoClear;
  110778. private _supported;
  110779. /**
  110780. * Creates the experience helper
  110781. * @param scene the scene to attach the experience helper to
  110782. * @returns a promise for the experience helper
  110783. */
  110784. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  110785. /**
  110786. * Creates a WebXRExperienceHelper
  110787. * @param scene The scene the helper should be created in
  110788. */
  110789. private constructor();
  110790. /**
  110791. * Exits XR mode and returns the scene to its original state
  110792. * @returns promise that resolves after xr mode has exited
  110793. */
  110794. exitXRAsync(): Promise<void>;
  110795. /**
  110796. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  110797. * @param sessionMode options for the XR session
  110798. * @param referenceSpaceType frame of reference of the XR session
  110799. * @param renderTarget the output canvas that will be used to enter XR mode
  110800. * @returns promise that resolves after xr mode has entered
  110801. */
  110802. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  110803. /**
  110804. * Updates the global position of the camera by moving the camera's container
  110805. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  110806. * @param position The desired global position of the camera
  110807. */
  110808. setPositionOfCameraUsingContainer(position: Vector3): void;
  110809. /**
  110810. * Rotates the xr camera by rotating the camera's container around the camera's position
  110811. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  110812. * @param rotation the desired quaternion rotation to apply to the camera
  110813. */
  110814. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  110815. /**
  110816. * Disposes of the experience helper
  110817. */
  110818. dispose(): void;
  110819. }
  110820. }
  110821. declare module BABYLON {
  110822. /**
  110823. * Button which can be used to enter a different mode of XR
  110824. */
  110825. export class WebXREnterExitUIButton {
  110826. /** button element */
  110827. element: HTMLElement;
  110828. /** XR initialization options for the button */
  110829. sessionMode: XRSessionMode;
  110830. /** Reference space type */
  110831. referenceSpaceType: XRReferenceSpaceType;
  110832. /**
  110833. * Creates a WebXREnterExitUIButton
  110834. * @param element button element
  110835. * @param sessionMode XR initialization session mode
  110836. * @param referenceSpaceType the type of reference space to be used
  110837. */
  110838. constructor(
  110839. /** button element */
  110840. element: HTMLElement,
  110841. /** XR initialization options for the button */
  110842. sessionMode: XRSessionMode,
  110843. /** Reference space type */
  110844. referenceSpaceType: XRReferenceSpaceType);
  110845. /**
  110846. * Overwritable function which can be used to update the button's visuals when the state changes
  110847. * @param activeButton the current active button in the UI
  110848. */
  110849. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  110850. }
  110851. /**
  110852. * Options to create the webXR UI
  110853. */
  110854. export class WebXREnterExitUIOptions {
  110855. /**
  110856. * Context to enter xr with
  110857. */
  110858. renderTarget?: Nullable<WebXRRenderTarget>;
  110859. /**
  110860. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  110861. */
  110862. customButtons?: Array<WebXREnterExitUIButton>;
  110863. /**
  110864. * A session mode to use when creating the default button.
  110865. * Default is immersive-vr
  110866. */
  110867. sessionMode?: XRSessionMode;
  110868. /**
  110869. * A reference space type to use when creating the default button.
  110870. * Default is local-floor
  110871. */
  110872. referenceSpaceType?: XRReferenceSpaceType;
  110873. }
  110874. /**
  110875. * UI to allow the user to enter/exit XR mode
  110876. */
  110877. export class WebXREnterExitUI implements IDisposable {
  110878. private scene;
  110879. private _overlay;
  110880. private _buttons;
  110881. private _activeButton;
  110882. /**
  110883. * Fired every time the active button is changed.
  110884. *
  110885. * When xr is entered via a button that launches xr that button will be the callback parameter
  110886. *
  110887. * When exiting xr the callback parameter will be null)
  110888. */
  110889. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  110890. /**
  110891. * Creates UI to allow the user to enter/exit XR mode
  110892. * @param scene the scene to add the ui to
  110893. * @param helper the xr experience helper to enter/exit xr with
  110894. * @param options options to configure the UI
  110895. * @returns the created ui
  110896. */
  110897. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  110898. private constructor();
  110899. private _updateButtons;
  110900. /**
  110901. * Disposes of the object
  110902. */
  110903. dispose(): void;
  110904. }
  110905. }
  110906. declare module BABYLON {
  110907. /**
  110908. * Represents an XR input
  110909. */
  110910. export class WebXRController {
  110911. private scene;
  110912. /** The underlying input source for the controller */
  110913. inputSource: XRInputSource;
  110914. private parentContainer;
  110915. /**
  110916. * 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
  110917. */
  110918. grip?: AbstractMesh;
  110919. /**
  110920. * Pointer which can be used to select objects or attach a visible laser to
  110921. */
  110922. pointer: AbstractMesh;
  110923. private _gamepadMode;
  110924. /**
  110925. * If available, this is the gamepad object related to this controller.
  110926. * Using this object it is possible to get click events and trackpad changes of the
  110927. * webxr controller that is currently being used.
  110928. */
  110929. gamepadController?: WebVRController;
  110930. /**
  110931. * Event that fires when the controller is removed/disposed
  110932. */
  110933. onDisposeObservable: Observable<{}>;
  110934. private _tmpMatrix;
  110935. private _tmpQuaternion;
  110936. private _tmpVector;
  110937. /**
  110938. * Creates the controller
  110939. * @see https://doc.babylonjs.com/how_to/webxr
  110940. * @param scene the scene which the controller should be associated to
  110941. * @param inputSource the underlying input source for the controller
  110942. * @param parentContainer parent that the controller meshes should be children of
  110943. */
  110944. constructor(scene: Scene,
  110945. /** The underlying input source for the controller */
  110946. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  110947. /**
  110948. * Updates the controller pose based on the given XRFrame
  110949. * @param xrFrame xr frame to update the pose with
  110950. * @param referenceSpace reference space to use
  110951. */
  110952. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  110953. /**
  110954. * Gets a world space ray coming from the controller
  110955. * @param result the resulting ray
  110956. */
  110957. getWorldPointerRayToRef(result: Ray): void;
  110958. /**
  110959. * Get the scene associated with this controller
  110960. * @returns the scene object
  110961. */
  110962. getScene(): Scene;
  110963. /**
  110964. * Disposes of the object
  110965. */
  110966. dispose(): void;
  110967. }
  110968. }
  110969. declare module BABYLON {
  110970. /**
  110971. * XR input used to track XR inputs such as controllers/rays
  110972. */
  110973. export class WebXRInput implements IDisposable {
  110974. /**
  110975. * Base experience the input listens to
  110976. */
  110977. baseExperience: WebXRExperienceHelper;
  110978. /**
  110979. * XR controllers being tracked
  110980. */
  110981. controllers: Array<WebXRController>;
  110982. private _frameObserver;
  110983. private _stateObserver;
  110984. /**
  110985. * Event when a controller has been connected/added
  110986. */
  110987. onControllerAddedObservable: Observable<WebXRController>;
  110988. /**
  110989. * Event when a controller has been removed/disconnected
  110990. */
  110991. onControllerRemovedObservable: Observable<WebXRController>;
  110992. /**
  110993. * Initializes the WebXRInput
  110994. * @param baseExperience experience helper which the input should be created for
  110995. */
  110996. constructor(
  110997. /**
  110998. * Base experience the input listens to
  110999. */
  111000. baseExperience: WebXRExperienceHelper);
  111001. private _onInputSourcesChange;
  111002. private _addAndRemoveControllers;
  111003. /**
  111004. * Disposes of the object
  111005. */
  111006. dispose(): void;
  111007. }
  111008. }
  111009. declare module BABYLON {
  111010. /**
  111011. * Enables teleportation
  111012. */
  111013. export class WebXRControllerTeleportation {
  111014. private _teleportationFillColor;
  111015. private _teleportationBorderColor;
  111016. private _tmpRay;
  111017. private _tmpVector;
  111018. /**
  111019. * Creates a WebXRControllerTeleportation
  111020. * @param input input manager to add teleportation to
  111021. * @param floorMeshes floormeshes which can be teleported to
  111022. */
  111023. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  111024. }
  111025. }
  111026. declare module BABYLON {
  111027. /**
  111028. * Handles pointer input automatically for the pointer of XR controllers
  111029. */
  111030. export class WebXRControllerPointerSelection {
  111031. private static _idCounter;
  111032. private _tmpRay;
  111033. /**
  111034. * Creates a WebXRControllerPointerSelection
  111035. * @param input input manager to setup pointer selection
  111036. */
  111037. constructor(input: WebXRInput);
  111038. private _convertNormalToDirectionOfRay;
  111039. private _updatePointerDistance;
  111040. }
  111041. }
  111042. declare module BABYLON {
  111043. /**
  111044. * Class used to represent data loading progression
  111045. */
  111046. export class SceneLoaderProgressEvent {
  111047. /** defines if data length to load can be evaluated */
  111048. readonly lengthComputable: boolean;
  111049. /** defines the loaded data length */
  111050. readonly loaded: number;
  111051. /** defines the data length to load */
  111052. readonly total: number;
  111053. /**
  111054. * Create a new progress event
  111055. * @param lengthComputable defines if data length to load can be evaluated
  111056. * @param loaded defines the loaded data length
  111057. * @param total defines the data length to load
  111058. */
  111059. constructor(
  111060. /** defines if data length to load can be evaluated */
  111061. lengthComputable: boolean,
  111062. /** defines the loaded data length */
  111063. loaded: number,
  111064. /** defines the data length to load */
  111065. total: number);
  111066. /**
  111067. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  111068. * @param event defines the source event
  111069. * @returns a new SceneLoaderProgressEvent
  111070. */
  111071. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  111072. }
  111073. /**
  111074. * Interface used by SceneLoader plugins to define supported file extensions
  111075. */
  111076. export interface ISceneLoaderPluginExtensions {
  111077. /**
  111078. * Defines the list of supported extensions
  111079. */
  111080. [extension: string]: {
  111081. isBinary: boolean;
  111082. };
  111083. }
  111084. /**
  111085. * Interface used by SceneLoader plugin factory
  111086. */
  111087. export interface ISceneLoaderPluginFactory {
  111088. /**
  111089. * Defines the name of the factory
  111090. */
  111091. name: string;
  111092. /**
  111093. * Function called to create a new plugin
  111094. * @return the new plugin
  111095. */
  111096. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  111097. /**
  111098. * The callback that returns true if the data can be directly loaded.
  111099. * @param data string containing the file data
  111100. * @returns if the data can be loaded directly
  111101. */
  111102. canDirectLoad?(data: string): boolean;
  111103. }
  111104. /**
  111105. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  111106. */
  111107. export interface ISceneLoaderPluginBase {
  111108. /**
  111109. * The friendly name of this plugin.
  111110. */
  111111. name: string;
  111112. /**
  111113. * The file extensions supported by this plugin.
  111114. */
  111115. extensions: string | ISceneLoaderPluginExtensions;
  111116. /**
  111117. * The callback called when loading from a url.
  111118. * @param scene scene loading this url
  111119. * @param url url to load
  111120. * @param onSuccess callback called when the file successfully loads
  111121. * @param onProgress callback called while file is loading (if the server supports this mode)
  111122. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  111123. * @param onError callback called when the file fails to load
  111124. * @returns a file request object
  111125. */
  111126. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  111127. /**
  111128. * The callback called when loading from a file object.
  111129. * @param scene scene loading this file
  111130. * @param file defines the file to load
  111131. * @param onSuccess defines the callback to call when data is loaded
  111132. * @param onProgress defines the callback to call during loading process
  111133. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  111134. * @param onError defines the callback to call when an error occurs
  111135. * @returns a file request object
  111136. */
  111137. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  111138. /**
  111139. * The callback that returns true if the data can be directly loaded.
  111140. * @param data string containing the file data
  111141. * @returns if the data can be loaded directly
  111142. */
  111143. canDirectLoad?(data: string): boolean;
  111144. /**
  111145. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  111146. * @param scene scene loading this data
  111147. * @param data string containing the data
  111148. * @returns data to pass to the plugin
  111149. */
  111150. directLoad?(scene: Scene, data: string): any;
  111151. /**
  111152. * The callback that allows custom handling of the root url based on the response url.
  111153. * @param rootUrl the original root url
  111154. * @param responseURL the response url if available
  111155. * @returns the new root url
  111156. */
  111157. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  111158. }
  111159. /**
  111160. * Interface used to define a SceneLoader plugin
  111161. */
  111162. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  111163. /**
  111164. * Import meshes into a scene.
  111165. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111166. * @param scene The scene to import into
  111167. * @param data The data to import
  111168. * @param rootUrl The root url for scene and resources
  111169. * @param meshes The meshes array to import into
  111170. * @param particleSystems The particle systems array to import into
  111171. * @param skeletons The skeletons array to import into
  111172. * @param onError The callback when import fails
  111173. * @returns True if successful or false otherwise
  111174. */
  111175. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  111176. /**
  111177. * Load into a scene.
  111178. * @param scene The scene to load into
  111179. * @param data The data to import
  111180. * @param rootUrl The root url for scene and resources
  111181. * @param onError The callback when import fails
  111182. * @returns True if successful or false otherwise
  111183. */
  111184. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  111185. /**
  111186. * Load into an asset container.
  111187. * @param scene The scene to load into
  111188. * @param data The data to import
  111189. * @param rootUrl The root url for scene and resources
  111190. * @param onError The callback when import fails
  111191. * @returns The loaded asset container
  111192. */
  111193. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  111194. }
  111195. /**
  111196. * Interface used to define an async SceneLoader plugin
  111197. */
  111198. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  111199. /**
  111200. * Import meshes into a scene.
  111201. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111202. * @param scene The scene to import into
  111203. * @param data The data to import
  111204. * @param rootUrl The root url for scene and resources
  111205. * @param onProgress The callback when the load progresses
  111206. * @param fileName Defines the name of the file to load
  111207. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  111208. */
  111209. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  111210. meshes: AbstractMesh[];
  111211. particleSystems: IParticleSystem[];
  111212. skeletons: Skeleton[];
  111213. animationGroups: AnimationGroup[];
  111214. }>;
  111215. /**
  111216. * Load into a scene.
  111217. * @param scene The scene to load into
  111218. * @param data The data to import
  111219. * @param rootUrl The root url for scene and resources
  111220. * @param onProgress The callback when the load progresses
  111221. * @param fileName Defines the name of the file to load
  111222. * @returns Nothing
  111223. */
  111224. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  111225. /**
  111226. * Load into an asset container.
  111227. * @param scene The scene to load into
  111228. * @param data The data to import
  111229. * @param rootUrl The root url for scene and resources
  111230. * @param onProgress The callback when the load progresses
  111231. * @param fileName Defines the name of the file to load
  111232. * @returns The loaded asset container
  111233. */
  111234. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  111235. }
  111236. /**
  111237. * Class used to load scene from various file formats using registered plugins
  111238. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  111239. */
  111240. export class SceneLoader {
  111241. /**
  111242. * No logging while loading
  111243. */
  111244. static readonly NO_LOGGING: number;
  111245. /**
  111246. * Minimal logging while loading
  111247. */
  111248. static readonly MINIMAL_LOGGING: number;
  111249. /**
  111250. * Summary logging while loading
  111251. */
  111252. static readonly SUMMARY_LOGGING: number;
  111253. /**
  111254. * Detailled logging while loading
  111255. */
  111256. static readonly DETAILED_LOGGING: number;
  111257. /**
  111258. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  111259. */
  111260. static ForceFullSceneLoadingForIncremental: boolean;
  111261. /**
  111262. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  111263. */
  111264. static ShowLoadingScreen: boolean;
  111265. /**
  111266. * Defines the current logging level (while loading the scene)
  111267. * @ignorenaming
  111268. */
  111269. static loggingLevel: number;
  111270. /**
  111271. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  111272. */
  111273. static CleanBoneMatrixWeights: boolean;
  111274. /**
  111275. * Event raised when a plugin is used to load a scene
  111276. */
  111277. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111278. private static _registeredPlugins;
  111279. private static _getDefaultPlugin;
  111280. private static _getPluginForExtension;
  111281. private static _getPluginForDirectLoad;
  111282. private static _getPluginForFilename;
  111283. private static _getDirectLoad;
  111284. private static _loadData;
  111285. private static _getFileInfo;
  111286. /**
  111287. * Gets a plugin that can load the given extension
  111288. * @param extension defines the extension to load
  111289. * @returns a plugin or null if none works
  111290. */
  111291. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  111292. /**
  111293. * Gets a boolean indicating that the given extension can be loaded
  111294. * @param extension defines the extension to load
  111295. * @returns true if the extension is supported
  111296. */
  111297. static IsPluginForExtensionAvailable(extension: string): boolean;
  111298. /**
  111299. * Adds a new plugin to the list of registered plugins
  111300. * @param plugin defines the plugin to add
  111301. */
  111302. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  111303. /**
  111304. * Import meshes into a scene
  111305. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111306. * @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)
  111307. * @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)
  111308. * @param scene the instance of BABYLON.Scene to append to
  111309. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  111310. * @param onProgress a callback with a progress event for each file being loaded
  111311. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111312. * @param pluginExtension the extension used to determine the plugin
  111313. * @returns The loaded plugin
  111314. */
  111315. 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>;
  111316. /**
  111317. * Import meshes into a scene
  111318. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111319. * @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)
  111320. * @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)
  111321. * @param scene the instance of BABYLON.Scene to append to
  111322. * @param onProgress a callback with a progress event for each file being loaded
  111323. * @param pluginExtension the extension used to determine the plugin
  111324. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  111325. */
  111326. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  111327. meshes: AbstractMesh[];
  111328. particleSystems: IParticleSystem[];
  111329. skeletons: Skeleton[];
  111330. animationGroups: AnimationGroup[];
  111331. }>;
  111332. /**
  111333. * Load a scene
  111334. * @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)
  111335. * @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)
  111336. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111337. * @param onSuccess a callback with the scene when import succeeds
  111338. * @param onProgress a callback with a progress event for each file being loaded
  111339. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111340. * @param pluginExtension the extension used to determine the plugin
  111341. * @returns The loaded plugin
  111342. */
  111343. 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>;
  111344. /**
  111345. * Load a scene
  111346. * @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)
  111347. * @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)
  111348. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111349. * @param onProgress a callback with a progress event for each file being loaded
  111350. * @param pluginExtension the extension used to determine the plugin
  111351. * @returns The loaded scene
  111352. */
  111353. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111354. /**
  111355. * Append a scene
  111356. * @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)
  111357. * @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)
  111358. * @param scene is the instance of BABYLON.Scene to append to
  111359. * @param onSuccess a callback with the scene when import succeeds
  111360. * @param onProgress a callback with a progress event for each file being loaded
  111361. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111362. * @param pluginExtension the extension used to determine the plugin
  111363. * @returns The loaded plugin
  111364. */
  111365. 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>;
  111366. /**
  111367. * Append a scene
  111368. * @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)
  111369. * @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)
  111370. * @param scene is the instance of BABYLON.Scene to append to
  111371. * @param onProgress a callback with a progress event for each file being loaded
  111372. * @param pluginExtension the extension used to determine the plugin
  111373. * @returns The given scene
  111374. */
  111375. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111376. /**
  111377. * Load a scene into an asset container
  111378. * @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)
  111379. * @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)
  111380. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  111381. * @param onSuccess a callback with the scene when import succeeds
  111382. * @param onProgress a callback with a progress event for each file being loaded
  111383. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111384. * @param pluginExtension the extension used to determine the plugin
  111385. * @returns The loaded plugin
  111386. */
  111387. 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>;
  111388. /**
  111389. * Load a scene into an asset container
  111390. * @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)
  111391. * @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)
  111392. * @param scene is the instance of Scene to append to
  111393. * @param onProgress a callback with a progress event for each file being loaded
  111394. * @param pluginExtension the extension used to determine the plugin
  111395. * @returns The loaded asset container
  111396. */
  111397. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  111398. }
  111399. }
  111400. declare module BABYLON {
  111401. /**
  111402. * Generic Controller
  111403. */
  111404. export class GenericController extends WebVRController {
  111405. /**
  111406. * Base Url for the controller model.
  111407. */
  111408. static readonly MODEL_BASE_URL: string;
  111409. /**
  111410. * File name for the controller model.
  111411. */
  111412. static readonly MODEL_FILENAME: string;
  111413. /**
  111414. * Creates a new GenericController from a gamepad
  111415. * @param vrGamepad the gamepad that the controller should be created from
  111416. */
  111417. constructor(vrGamepad: any);
  111418. /**
  111419. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111420. * @param scene scene in which to add meshes
  111421. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111422. */
  111423. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111424. /**
  111425. * Called once for each button that changed state since the last frame
  111426. * @param buttonIdx Which button index changed
  111427. * @param state New state of the button
  111428. * @param changes Which properties on the state changed since last frame
  111429. */
  111430. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111431. }
  111432. }
  111433. declare module BABYLON {
  111434. /**
  111435. * Defines the WindowsMotionController object that the state of the windows motion controller
  111436. */
  111437. export class WindowsMotionController extends WebVRController {
  111438. /**
  111439. * The base url used to load the left and right controller models
  111440. */
  111441. static MODEL_BASE_URL: string;
  111442. /**
  111443. * The name of the left controller model file
  111444. */
  111445. static MODEL_LEFT_FILENAME: string;
  111446. /**
  111447. * The name of the right controller model file
  111448. */
  111449. static MODEL_RIGHT_FILENAME: string;
  111450. /**
  111451. * The controller name prefix for this controller type
  111452. */
  111453. static readonly GAMEPAD_ID_PREFIX: string;
  111454. /**
  111455. * The controller id pattern for this controller type
  111456. */
  111457. private static readonly GAMEPAD_ID_PATTERN;
  111458. private _loadedMeshInfo;
  111459. private readonly _mapping;
  111460. /**
  111461. * Fired when the trackpad on this controller is clicked
  111462. */
  111463. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  111464. /**
  111465. * Fired when the trackpad on this controller is modified
  111466. */
  111467. onTrackpadValuesChangedObservable: Observable<StickValues>;
  111468. /**
  111469. * The current x and y values of this controller's trackpad
  111470. */
  111471. trackpad: StickValues;
  111472. /**
  111473. * Creates a new WindowsMotionController from a gamepad
  111474. * @param vrGamepad the gamepad that the controller should be created from
  111475. */
  111476. constructor(vrGamepad: any);
  111477. /**
  111478. * Fired when the trigger on this controller is modified
  111479. */
  111480. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111481. /**
  111482. * Fired when the menu button on this controller is modified
  111483. */
  111484. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111485. /**
  111486. * Fired when the grip button on this controller is modified
  111487. */
  111488. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111489. /**
  111490. * Fired when the thumbstick button on this controller is modified
  111491. */
  111492. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111493. /**
  111494. * Fired when the touchpad button on this controller is modified
  111495. */
  111496. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111497. /**
  111498. * Fired when the touchpad values on this controller are modified
  111499. */
  111500. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  111501. private _updateTrackpad;
  111502. /**
  111503. * Called once per frame by the engine.
  111504. */
  111505. update(): void;
  111506. /**
  111507. * Called once for each button that changed state since the last frame
  111508. * @param buttonIdx Which button index changed
  111509. * @param state New state of the button
  111510. * @param changes Which properties on the state changed since last frame
  111511. */
  111512. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111513. /**
  111514. * Moves the buttons on the controller mesh based on their current state
  111515. * @param buttonName the name of the button to move
  111516. * @param buttonValue the value of the button which determines the buttons new position
  111517. */
  111518. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  111519. /**
  111520. * Moves the axis on the controller mesh based on its current state
  111521. * @param axis the index of the axis
  111522. * @param axisValue the value of the axis which determines the meshes new position
  111523. * @hidden
  111524. */
  111525. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  111526. /**
  111527. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111528. * @param scene scene in which to add meshes
  111529. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111530. */
  111531. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  111532. /**
  111533. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  111534. * can be transformed by button presses and axes values, based on this._mapping.
  111535. *
  111536. * @param scene scene in which the meshes exist
  111537. * @param meshes list of meshes that make up the controller model to process
  111538. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  111539. */
  111540. private processModel;
  111541. private createMeshInfo;
  111542. /**
  111543. * Gets the ray of the controller in the direction the controller is pointing
  111544. * @param length the length the resulting ray should be
  111545. * @returns a ray in the direction the controller is pointing
  111546. */
  111547. getForwardRay(length?: number): Ray;
  111548. /**
  111549. * Disposes of the controller
  111550. */
  111551. dispose(): void;
  111552. }
  111553. }
  111554. declare module BABYLON {
  111555. /**
  111556. * Oculus Touch Controller
  111557. */
  111558. export class OculusTouchController extends WebVRController {
  111559. /**
  111560. * Base Url for the controller model.
  111561. */
  111562. static MODEL_BASE_URL: string;
  111563. /**
  111564. * File name for the left controller model.
  111565. */
  111566. static MODEL_LEFT_FILENAME: string;
  111567. /**
  111568. * File name for the right controller model.
  111569. */
  111570. static MODEL_RIGHT_FILENAME: string;
  111571. /**
  111572. * Base Url for the Quest controller model.
  111573. */
  111574. static QUEST_MODEL_BASE_URL: string;
  111575. /**
  111576. * @hidden
  111577. * If the controllers are running on a device that needs the updated Quest controller models
  111578. */
  111579. static _IsQuest: boolean;
  111580. /**
  111581. * Fired when the secondary trigger on this controller is modified
  111582. */
  111583. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  111584. /**
  111585. * Fired when the thumb rest on this controller is modified
  111586. */
  111587. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  111588. /**
  111589. * Creates a new OculusTouchController from a gamepad
  111590. * @param vrGamepad the gamepad that the controller should be created from
  111591. */
  111592. constructor(vrGamepad: any);
  111593. /**
  111594. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111595. * @param scene scene in which to add meshes
  111596. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111597. */
  111598. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111599. /**
  111600. * Fired when the A button on this controller is modified
  111601. */
  111602. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111603. /**
  111604. * Fired when the B button on this controller is modified
  111605. */
  111606. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111607. /**
  111608. * Fired when the X button on this controller is modified
  111609. */
  111610. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111611. /**
  111612. * Fired when the Y button on this controller is modified
  111613. */
  111614. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111615. /**
  111616. * Called once for each button that changed state since the last frame
  111617. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  111618. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  111619. * 2) secondary trigger (same)
  111620. * 3) A (right) X (left), touch, pressed = value
  111621. * 4) B / Y
  111622. * 5) thumb rest
  111623. * @param buttonIdx Which button index changed
  111624. * @param state New state of the button
  111625. * @param changes Which properties on the state changed since last frame
  111626. */
  111627. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111628. }
  111629. }
  111630. declare module BABYLON {
  111631. /**
  111632. * Vive Controller
  111633. */
  111634. export class ViveController extends WebVRController {
  111635. /**
  111636. * Base Url for the controller model.
  111637. */
  111638. static MODEL_BASE_URL: string;
  111639. /**
  111640. * File name for the controller model.
  111641. */
  111642. static MODEL_FILENAME: string;
  111643. /**
  111644. * Creates a new ViveController from a gamepad
  111645. * @param vrGamepad the gamepad that the controller should be created from
  111646. */
  111647. constructor(vrGamepad: any);
  111648. /**
  111649. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111650. * @param scene scene in which to add meshes
  111651. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111652. */
  111653. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111654. /**
  111655. * Fired when the left button on this controller is modified
  111656. */
  111657. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111658. /**
  111659. * Fired when the right button on this controller is modified
  111660. */
  111661. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111662. /**
  111663. * Fired when the menu button on this controller is modified
  111664. */
  111665. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111666. /**
  111667. * Called once for each button that changed state since the last frame
  111668. * Vive mapping:
  111669. * 0: touchpad
  111670. * 1: trigger
  111671. * 2: left AND right buttons
  111672. * 3: menu button
  111673. * @param buttonIdx Which button index changed
  111674. * @param state New state of the button
  111675. * @param changes Which properties on the state changed since last frame
  111676. */
  111677. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111678. }
  111679. }
  111680. declare module BABYLON {
  111681. /**
  111682. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  111683. */
  111684. export class WebXRControllerModelLoader {
  111685. /**
  111686. * an observable that triggers when a new model (the mesh itself) was initialized.
  111687. * To know when the mesh was loaded use the controller's own modelLoaded() method
  111688. */
  111689. onControllerModelLoaded: Observable<WebXRController>;
  111690. /**
  111691. * Creates the WebXRControllerModelLoader
  111692. * @param input xr input that creates the controllers
  111693. */
  111694. constructor(input: WebXRInput);
  111695. }
  111696. }
  111697. declare module BABYLON {
  111698. /**
  111699. * Options for the default xr helper
  111700. */
  111701. export class WebXRDefaultExperienceOptions {
  111702. /**
  111703. * Floor meshes that should be used for teleporting
  111704. */
  111705. floorMeshes: Array<AbstractMesh>;
  111706. /**
  111707. * Enable or disable default UI to enter XR
  111708. */
  111709. disableDefaultUI: boolean;
  111710. /**
  111711. * optional configuration for the output canvas
  111712. */
  111713. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  111714. }
  111715. /**
  111716. * Default experience which provides a similar setup to the previous webVRExperience
  111717. */
  111718. export class WebXRDefaultExperience {
  111719. /**
  111720. * Base experience
  111721. */
  111722. baseExperience: WebXRExperienceHelper;
  111723. /**
  111724. * Input experience extension
  111725. */
  111726. input: WebXRInput;
  111727. /**
  111728. * Loads the controller models
  111729. */
  111730. controllerModelLoader: WebXRControllerModelLoader;
  111731. /**
  111732. * Enables laser pointer and selection
  111733. */
  111734. pointerSelection: WebXRControllerPointerSelection;
  111735. /**
  111736. * Enables teleportation
  111737. */
  111738. teleportation: WebXRControllerTeleportation;
  111739. /**
  111740. * Enables ui for enetering/exiting xr
  111741. */
  111742. enterExitUI: WebXREnterExitUI;
  111743. /**
  111744. * Default target xr should render to
  111745. */
  111746. renderTarget: WebXRRenderTarget;
  111747. /**
  111748. * Creates the default xr experience
  111749. * @param scene scene
  111750. * @param options options for basic configuration
  111751. * @returns resulting WebXRDefaultExperience
  111752. */
  111753. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111754. private constructor();
  111755. /**
  111756. * DIsposes of the experience helper
  111757. */
  111758. dispose(): void;
  111759. }
  111760. }
  111761. declare module BABYLON {
  111762. /**
  111763. * Contains an array of blocks representing the octree
  111764. */
  111765. export interface IOctreeContainer<T> {
  111766. /**
  111767. * Blocks within the octree
  111768. */
  111769. blocks: Array<OctreeBlock<T>>;
  111770. }
  111771. /**
  111772. * Class used to store a cell in an octree
  111773. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111774. */
  111775. export class OctreeBlock<T> {
  111776. /**
  111777. * Gets the content of the current block
  111778. */
  111779. entries: T[];
  111780. /**
  111781. * Gets the list of block children
  111782. */
  111783. blocks: Array<OctreeBlock<T>>;
  111784. private _depth;
  111785. private _maxDepth;
  111786. private _capacity;
  111787. private _minPoint;
  111788. private _maxPoint;
  111789. private _boundingVectors;
  111790. private _creationFunc;
  111791. /**
  111792. * Creates a new block
  111793. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  111794. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  111795. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111796. * @param depth defines the current depth of this block in the octree
  111797. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  111798. * @param creationFunc defines a callback to call when an element is added to the block
  111799. */
  111800. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  111801. /**
  111802. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111803. */
  111804. readonly capacity: number;
  111805. /**
  111806. * Gets the minimum vector (in world space) of the block's bounding box
  111807. */
  111808. readonly minPoint: Vector3;
  111809. /**
  111810. * Gets the maximum vector (in world space) of the block's bounding box
  111811. */
  111812. readonly maxPoint: Vector3;
  111813. /**
  111814. * Add a new element to this block
  111815. * @param entry defines the element to add
  111816. */
  111817. addEntry(entry: T): void;
  111818. /**
  111819. * Remove an element from this block
  111820. * @param entry defines the element to remove
  111821. */
  111822. removeEntry(entry: T): void;
  111823. /**
  111824. * Add an array of elements to this block
  111825. * @param entries defines the array of elements to add
  111826. */
  111827. addEntries(entries: T[]): void;
  111828. /**
  111829. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  111830. * @param frustumPlanes defines the frustum planes to test
  111831. * @param selection defines the array to store current content if selection is positive
  111832. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111833. */
  111834. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111835. /**
  111836. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  111837. * @param sphereCenter defines the bounding sphere center
  111838. * @param sphereRadius defines the bounding sphere radius
  111839. * @param selection defines the array to store current content if selection is positive
  111840. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111841. */
  111842. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111843. /**
  111844. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  111845. * @param ray defines the ray to test with
  111846. * @param selection defines the array to store current content if selection is positive
  111847. */
  111848. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  111849. /**
  111850. * Subdivide the content into child blocks (this block will then be empty)
  111851. */
  111852. createInnerBlocks(): void;
  111853. /**
  111854. * @hidden
  111855. */
  111856. 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;
  111857. }
  111858. }
  111859. declare module BABYLON {
  111860. /**
  111861. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  111862. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111863. */
  111864. export class Octree<T> {
  111865. /** 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.) */
  111866. maxDepth: number;
  111867. /**
  111868. * Blocks within the octree containing objects
  111869. */
  111870. blocks: Array<OctreeBlock<T>>;
  111871. /**
  111872. * Content stored in the octree
  111873. */
  111874. dynamicContent: T[];
  111875. private _maxBlockCapacity;
  111876. private _selectionContent;
  111877. private _creationFunc;
  111878. /**
  111879. * Creates a octree
  111880. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111881. * @param creationFunc function to be used to instatiate the octree
  111882. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  111883. * @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.)
  111884. */
  111885. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  111886. /** 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.) */
  111887. maxDepth?: number);
  111888. /**
  111889. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  111890. * @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);
  111891. * @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);
  111892. * @param entries meshes to be added to the octree blocks
  111893. */
  111894. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  111895. /**
  111896. * Adds a mesh to the octree
  111897. * @param entry Mesh to add to the octree
  111898. */
  111899. addMesh(entry: T): void;
  111900. /**
  111901. * Remove an element from the octree
  111902. * @param entry defines the element to remove
  111903. */
  111904. removeMesh(entry: T): void;
  111905. /**
  111906. * Selects an array of meshes within the frustum
  111907. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  111908. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  111909. * @returns array of meshes within the frustum
  111910. */
  111911. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  111912. /**
  111913. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  111914. * @param sphereCenter defines the bounding sphere center
  111915. * @param sphereRadius defines the bounding sphere radius
  111916. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111917. * @returns an array of objects that intersect the sphere
  111918. */
  111919. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  111920. /**
  111921. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  111922. * @param ray defines the ray to test with
  111923. * @returns array of intersected objects
  111924. */
  111925. intersectsRay(ray: Ray): SmartArray<T>;
  111926. /**
  111927. * Adds a mesh into the octree block if it intersects the block
  111928. */
  111929. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  111930. /**
  111931. * Adds a submesh into the octree block if it intersects the block
  111932. */
  111933. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  111934. }
  111935. }
  111936. declare module BABYLON {
  111937. interface Scene {
  111938. /**
  111939. * @hidden
  111940. * Backing Filed
  111941. */
  111942. _selectionOctree: Octree<AbstractMesh>;
  111943. /**
  111944. * Gets the octree used to boost mesh selection (picking)
  111945. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111946. */
  111947. selectionOctree: Octree<AbstractMesh>;
  111948. /**
  111949. * Creates or updates the octree used to boost selection (picking)
  111950. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111951. * @param maxCapacity defines the maximum capacity per leaf
  111952. * @param maxDepth defines the maximum depth of the octree
  111953. * @returns an octree of AbstractMesh
  111954. */
  111955. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  111956. }
  111957. interface AbstractMesh {
  111958. /**
  111959. * @hidden
  111960. * Backing Field
  111961. */
  111962. _submeshesOctree: Octree<SubMesh>;
  111963. /**
  111964. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  111965. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  111966. * @param maxCapacity defines the maximum size of each block (64 by default)
  111967. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  111968. * @returns the new octree
  111969. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  111970. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111971. */
  111972. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  111973. }
  111974. /**
  111975. * Defines the octree scene component responsible to manage any octrees
  111976. * in a given scene.
  111977. */
  111978. export class OctreeSceneComponent {
  111979. /**
  111980. * The component name help to identify the component in the list of scene components.
  111981. */
  111982. readonly name: string;
  111983. /**
  111984. * The scene the component belongs to.
  111985. */
  111986. scene: Scene;
  111987. /**
  111988. * Indicates if the meshes have been checked to make sure they are isEnabled()
  111989. */
  111990. readonly checksIsEnabled: boolean;
  111991. /**
  111992. * Creates a new instance of the component for the given scene
  111993. * @param scene Defines the scene to register the component in
  111994. */
  111995. constructor(scene: Scene);
  111996. /**
  111997. * Registers the component in a given scene
  111998. */
  111999. register(): void;
  112000. /**
  112001. * Return the list of active meshes
  112002. * @returns the list of active meshes
  112003. */
  112004. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  112005. /**
  112006. * Return the list of active sub meshes
  112007. * @param mesh The mesh to get the candidates sub meshes from
  112008. * @returns the list of active sub meshes
  112009. */
  112010. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  112011. private _tempRay;
  112012. /**
  112013. * Return the list of sub meshes intersecting with a given local ray
  112014. * @param mesh defines the mesh to find the submesh for
  112015. * @param localRay defines the ray in local space
  112016. * @returns the list of intersecting sub meshes
  112017. */
  112018. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  112019. /**
  112020. * Return the list of sub meshes colliding with a collider
  112021. * @param mesh defines the mesh to find the submesh for
  112022. * @param collider defines the collider to evaluate the collision against
  112023. * @returns the list of colliding sub meshes
  112024. */
  112025. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  112026. /**
  112027. * Rebuilds the elements related to this component in case of
  112028. * context lost for instance.
  112029. */
  112030. rebuild(): void;
  112031. /**
  112032. * Disposes the component and the associated ressources.
  112033. */
  112034. dispose(): void;
  112035. }
  112036. }
  112037. declare module BABYLON {
  112038. /**
  112039. * Renders a layer on top of an existing scene
  112040. */
  112041. export class UtilityLayerRenderer implements IDisposable {
  112042. /** the original scene that will be rendered on top of */
  112043. originalScene: Scene;
  112044. private _pointerCaptures;
  112045. private _lastPointerEvents;
  112046. private static _DefaultUtilityLayer;
  112047. private static _DefaultKeepDepthUtilityLayer;
  112048. private _sharedGizmoLight;
  112049. private _renderCamera;
  112050. /**
  112051. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  112052. * @returns the camera that is used when rendering the utility layer
  112053. */
  112054. getRenderCamera(): Nullable<Camera>;
  112055. /**
  112056. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  112057. * @param cam the camera that should be used when rendering the utility layer
  112058. */
  112059. setRenderCamera(cam: Nullable<Camera>): void;
  112060. /**
  112061. * @hidden
  112062. * Light which used by gizmos to get light shading
  112063. */
  112064. _getSharedGizmoLight(): HemisphericLight;
  112065. /**
  112066. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  112067. */
  112068. pickUtilitySceneFirst: boolean;
  112069. /**
  112070. * 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)
  112071. */
  112072. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  112073. /**
  112074. * 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)
  112075. */
  112076. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  112077. /**
  112078. * The scene that is rendered on top of the original scene
  112079. */
  112080. utilityLayerScene: Scene;
  112081. /**
  112082. * If the utility layer should automatically be rendered on top of existing scene
  112083. */
  112084. shouldRender: boolean;
  112085. /**
  112086. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  112087. */
  112088. onlyCheckPointerDownEvents: boolean;
  112089. /**
  112090. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  112091. */
  112092. processAllEvents: boolean;
  112093. /**
  112094. * Observable raised when the pointer move from the utility layer scene to the main scene
  112095. */
  112096. onPointerOutObservable: Observable<number>;
  112097. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  112098. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  112099. private _afterRenderObserver;
  112100. private _sceneDisposeObserver;
  112101. private _originalPointerObserver;
  112102. /**
  112103. * Instantiates a UtilityLayerRenderer
  112104. * @param originalScene the original scene that will be rendered on top of
  112105. * @param handleEvents boolean indicating if the utility layer should handle events
  112106. */
  112107. constructor(
  112108. /** the original scene that will be rendered on top of */
  112109. originalScene: Scene, handleEvents?: boolean);
  112110. private _notifyObservers;
  112111. /**
  112112. * Renders the utility layers scene on top of the original scene
  112113. */
  112114. render(): void;
  112115. /**
  112116. * Disposes of the renderer
  112117. */
  112118. dispose(): void;
  112119. private _updateCamera;
  112120. }
  112121. }
  112122. declare module BABYLON {
  112123. /**
  112124. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  112125. */
  112126. export class Gizmo implements IDisposable {
  112127. /** The utility layer the gizmo will be added to */
  112128. gizmoLayer: UtilityLayerRenderer;
  112129. /**
  112130. * The root mesh of the gizmo
  112131. */
  112132. _rootMesh: Mesh;
  112133. private _attachedMesh;
  112134. /**
  112135. * Ratio for the scale of the gizmo (Default: 1)
  112136. */
  112137. scaleRatio: number;
  112138. /**
  112139. * If a custom mesh has been set (Default: false)
  112140. */
  112141. protected _customMeshSet: boolean;
  112142. /**
  112143. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  112144. * * When set, interactions will be enabled
  112145. */
  112146. attachedMesh: Nullable<AbstractMesh>;
  112147. /**
  112148. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  112149. * @param mesh The mesh to replace the default mesh of the gizmo
  112150. */
  112151. setCustomMesh(mesh: Mesh): void;
  112152. /**
  112153. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  112154. */
  112155. updateGizmoRotationToMatchAttachedMesh: boolean;
  112156. /**
  112157. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  112158. */
  112159. updateGizmoPositionToMatchAttachedMesh: boolean;
  112160. /**
  112161. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  112162. */
  112163. updateScale: boolean;
  112164. protected _interactionsEnabled: boolean;
  112165. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112166. private _beforeRenderObserver;
  112167. private _tempVector;
  112168. /**
  112169. * Creates a gizmo
  112170. * @param gizmoLayer The utility layer the gizmo will be added to
  112171. */
  112172. constructor(
  112173. /** The utility layer the gizmo will be added to */
  112174. gizmoLayer?: UtilityLayerRenderer);
  112175. /**
  112176. * Updates the gizmo to match the attached mesh's position/rotation
  112177. */
  112178. protected _update(): void;
  112179. /**
  112180. * Disposes of the gizmo
  112181. */
  112182. dispose(): void;
  112183. }
  112184. }
  112185. declare module BABYLON {
  112186. /**
  112187. * Single plane drag gizmo
  112188. */
  112189. export class PlaneDragGizmo extends Gizmo {
  112190. /**
  112191. * Drag behavior responsible for the gizmos dragging interactions
  112192. */
  112193. dragBehavior: PointerDragBehavior;
  112194. private _pointerObserver;
  112195. /**
  112196. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112197. */
  112198. snapDistance: number;
  112199. /**
  112200. * Event that fires each time the gizmo snaps to a new location.
  112201. * * snapDistance is the the change in distance
  112202. */
  112203. onSnapObservable: Observable<{
  112204. snapDistance: number;
  112205. }>;
  112206. private _plane;
  112207. private _coloredMaterial;
  112208. private _hoverMaterial;
  112209. private _isEnabled;
  112210. private _parent;
  112211. /** @hidden */
  112212. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  112213. /** @hidden */
  112214. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  112215. /**
  112216. * Creates a PlaneDragGizmo
  112217. * @param gizmoLayer The utility layer the gizmo will be added to
  112218. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  112219. * @param color The color of the gizmo
  112220. */
  112221. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  112222. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112223. /**
  112224. * If the gizmo is enabled
  112225. */
  112226. isEnabled: boolean;
  112227. /**
  112228. * Disposes of the gizmo
  112229. */
  112230. dispose(): void;
  112231. }
  112232. }
  112233. declare module BABYLON {
  112234. /**
  112235. * Gizmo that enables dragging a mesh along 3 axis
  112236. */
  112237. export class PositionGizmo extends Gizmo {
  112238. /**
  112239. * Internal gizmo used for interactions on the x axis
  112240. */
  112241. xGizmo: AxisDragGizmo;
  112242. /**
  112243. * Internal gizmo used for interactions on the y axis
  112244. */
  112245. yGizmo: AxisDragGizmo;
  112246. /**
  112247. * Internal gizmo used for interactions on the z axis
  112248. */
  112249. zGizmo: AxisDragGizmo;
  112250. /**
  112251. * Internal gizmo used for interactions on the yz plane
  112252. */
  112253. xPlaneGizmo: PlaneDragGizmo;
  112254. /**
  112255. * Internal gizmo used for interactions on the xz plane
  112256. */
  112257. yPlaneGizmo: PlaneDragGizmo;
  112258. /**
  112259. * Internal gizmo used for interactions on the xy plane
  112260. */
  112261. zPlaneGizmo: PlaneDragGizmo;
  112262. /**
  112263. * private variables
  112264. */
  112265. private _meshAttached;
  112266. private _updateGizmoRotationToMatchAttachedMesh;
  112267. private _snapDistance;
  112268. private _scaleRatio;
  112269. /** Fires an event when any of it's sub gizmos are dragged */
  112270. onDragStartObservable: Observable<unknown>;
  112271. /** Fires an event when any of it's sub gizmos are released from dragging */
  112272. onDragEndObservable: Observable<unknown>;
  112273. /**
  112274. * If set to true, planar drag is enabled
  112275. */
  112276. private _planarGizmoEnabled;
  112277. attachedMesh: Nullable<AbstractMesh>;
  112278. /**
  112279. * Creates a PositionGizmo
  112280. * @param gizmoLayer The utility layer the gizmo will be added to
  112281. */
  112282. constructor(gizmoLayer?: UtilityLayerRenderer);
  112283. /**
  112284. * If the planar drag gizmo is enabled
  112285. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  112286. */
  112287. planarGizmoEnabled: boolean;
  112288. updateGizmoRotationToMatchAttachedMesh: boolean;
  112289. /**
  112290. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112291. */
  112292. snapDistance: number;
  112293. /**
  112294. * Ratio for the scale of the gizmo (Default: 1)
  112295. */
  112296. scaleRatio: number;
  112297. /**
  112298. * Disposes of the gizmo
  112299. */
  112300. dispose(): void;
  112301. /**
  112302. * CustomMeshes are not supported by this gizmo
  112303. * @param mesh The mesh to replace the default mesh of the gizmo
  112304. */
  112305. setCustomMesh(mesh: Mesh): void;
  112306. }
  112307. }
  112308. declare module BABYLON {
  112309. /**
  112310. * Single axis drag gizmo
  112311. */
  112312. export class AxisDragGizmo extends Gizmo {
  112313. /**
  112314. * Drag behavior responsible for the gizmos dragging interactions
  112315. */
  112316. dragBehavior: PointerDragBehavior;
  112317. private _pointerObserver;
  112318. /**
  112319. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112320. */
  112321. snapDistance: number;
  112322. /**
  112323. * Event that fires each time the gizmo snaps to a new location.
  112324. * * snapDistance is the the change in distance
  112325. */
  112326. onSnapObservable: Observable<{
  112327. snapDistance: number;
  112328. }>;
  112329. private _isEnabled;
  112330. private _parent;
  112331. private _arrow;
  112332. private _coloredMaterial;
  112333. private _hoverMaterial;
  112334. /** @hidden */
  112335. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  112336. /** @hidden */
  112337. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  112338. /**
  112339. * Creates an AxisDragGizmo
  112340. * @param gizmoLayer The utility layer the gizmo will be added to
  112341. * @param dragAxis The axis which the gizmo will be able to drag on
  112342. * @param color The color of the gizmo
  112343. */
  112344. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  112345. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112346. /**
  112347. * If the gizmo is enabled
  112348. */
  112349. isEnabled: boolean;
  112350. /**
  112351. * Disposes of the gizmo
  112352. */
  112353. dispose(): void;
  112354. }
  112355. }
  112356. declare module BABYLON.Debug {
  112357. /**
  112358. * The Axes viewer will show 3 axes in a specific point in space
  112359. */
  112360. export class AxesViewer {
  112361. private _xAxis;
  112362. private _yAxis;
  112363. private _zAxis;
  112364. private _scaleLinesFactor;
  112365. private _instanced;
  112366. /**
  112367. * Gets the hosting scene
  112368. */
  112369. scene: Scene;
  112370. /**
  112371. * Gets or sets a number used to scale line length
  112372. */
  112373. scaleLines: number;
  112374. /** Gets the node hierarchy used to render x-axis */
  112375. readonly xAxis: TransformNode;
  112376. /** Gets the node hierarchy used to render y-axis */
  112377. readonly yAxis: TransformNode;
  112378. /** Gets the node hierarchy used to render z-axis */
  112379. readonly zAxis: TransformNode;
  112380. /**
  112381. * Creates a new AxesViewer
  112382. * @param scene defines the hosting scene
  112383. * @param scaleLines defines a number used to scale line length (1 by default)
  112384. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  112385. * @param xAxis defines the node hierarchy used to render the x-axis
  112386. * @param yAxis defines the node hierarchy used to render the y-axis
  112387. * @param zAxis defines the node hierarchy used to render the z-axis
  112388. */
  112389. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  112390. /**
  112391. * Force the viewer to update
  112392. * @param position defines the position of the viewer
  112393. * @param xaxis defines the x axis of the viewer
  112394. * @param yaxis defines the y axis of the viewer
  112395. * @param zaxis defines the z axis of the viewer
  112396. */
  112397. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  112398. /**
  112399. * Creates an instance of this axes viewer.
  112400. * @returns a new axes viewer with instanced meshes
  112401. */
  112402. createInstance(): AxesViewer;
  112403. /** Releases resources */
  112404. dispose(): void;
  112405. private static _SetRenderingGroupId;
  112406. }
  112407. }
  112408. declare module BABYLON.Debug {
  112409. /**
  112410. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  112411. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  112412. */
  112413. export class BoneAxesViewer extends AxesViewer {
  112414. /**
  112415. * Gets or sets the target mesh where to display the axes viewer
  112416. */
  112417. mesh: Nullable<Mesh>;
  112418. /**
  112419. * Gets or sets the target bone where to display the axes viewer
  112420. */
  112421. bone: Nullable<Bone>;
  112422. /** Gets current position */
  112423. pos: Vector3;
  112424. /** Gets direction of X axis */
  112425. xaxis: Vector3;
  112426. /** Gets direction of Y axis */
  112427. yaxis: Vector3;
  112428. /** Gets direction of Z axis */
  112429. zaxis: Vector3;
  112430. /**
  112431. * Creates a new BoneAxesViewer
  112432. * @param scene defines the hosting scene
  112433. * @param bone defines the target bone
  112434. * @param mesh defines the target mesh
  112435. * @param scaleLines defines a scaling factor for line length (1 by default)
  112436. */
  112437. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  112438. /**
  112439. * Force the viewer to update
  112440. */
  112441. update(): void;
  112442. /** Releases resources */
  112443. dispose(): void;
  112444. }
  112445. }
  112446. declare module BABYLON {
  112447. /**
  112448. * Interface used to define scene explorer extensibility option
  112449. */
  112450. export interface IExplorerExtensibilityOption {
  112451. /**
  112452. * Define the option label
  112453. */
  112454. label: string;
  112455. /**
  112456. * Defines the action to execute on click
  112457. */
  112458. action: (entity: any) => void;
  112459. }
  112460. /**
  112461. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  112462. */
  112463. export interface IExplorerExtensibilityGroup {
  112464. /**
  112465. * Defines a predicate to test if a given type mut be extended
  112466. */
  112467. predicate: (entity: any) => boolean;
  112468. /**
  112469. * Gets the list of options added to a type
  112470. */
  112471. entries: IExplorerExtensibilityOption[];
  112472. }
  112473. /**
  112474. * Interface used to define the options to use to create the Inspector
  112475. */
  112476. export interface IInspectorOptions {
  112477. /**
  112478. * Display in overlay mode (default: false)
  112479. */
  112480. overlay?: boolean;
  112481. /**
  112482. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  112483. */
  112484. globalRoot?: HTMLElement;
  112485. /**
  112486. * Display the Scene explorer
  112487. */
  112488. showExplorer?: boolean;
  112489. /**
  112490. * Display the property inspector
  112491. */
  112492. showInspector?: boolean;
  112493. /**
  112494. * Display in embed mode (both panes on the right)
  112495. */
  112496. embedMode?: boolean;
  112497. /**
  112498. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  112499. */
  112500. handleResize?: boolean;
  112501. /**
  112502. * Allow the panes to popup (default: true)
  112503. */
  112504. enablePopup?: boolean;
  112505. /**
  112506. * Allow the panes to be closed by users (default: true)
  112507. */
  112508. enableClose?: boolean;
  112509. /**
  112510. * Optional list of extensibility entries
  112511. */
  112512. explorerExtensibility?: IExplorerExtensibilityGroup[];
  112513. /**
  112514. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  112515. */
  112516. inspectorURL?: string;
  112517. }
  112518. interface Scene {
  112519. /**
  112520. * @hidden
  112521. * Backing field
  112522. */
  112523. _debugLayer: DebugLayer;
  112524. /**
  112525. * Gets the debug layer (aka Inspector) associated with the scene
  112526. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112527. */
  112528. debugLayer: DebugLayer;
  112529. }
  112530. /**
  112531. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112532. * what is happening in your scene
  112533. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112534. */
  112535. export class DebugLayer {
  112536. /**
  112537. * Define the url to get the inspector script from.
  112538. * By default it uses the babylonjs CDN.
  112539. * @ignoreNaming
  112540. */
  112541. static InspectorURL: string;
  112542. private _scene;
  112543. private BJSINSPECTOR;
  112544. private _onPropertyChangedObservable?;
  112545. /**
  112546. * Observable triggered when a property is changed through the inspector.
  112547. */
  112548. readonly onPropertyChangedObservable: any;
  112549. /**
  112550. * Instantiates a new debug layer.
  112551. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112552. * what is happening in your scene
  112553. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112554. * @param scene Defines the scene to inspect
  112555. */
  112556. constructor(scene: Scene);
  112557. /** Creates the inspector window. */
  112558. private _createInspector;
  112559. /**
  112560. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  112561. * @param entity defines the entity to select
  112562. * @param lineContainerTitle defines the specific block to highlight
  112563. */
  112564. select(entity: any, lineContainerTitle?: string): void;
  112565. /** Get the inspector from bundle or global */
  112566. private _getGlobalInspector;
  112567. /**
  112568. * Get if the inspector is visible or not.
  112569. * @returns true if visible otherwise, false
  112570. */
  112571. isVisible(): boolean;
  112572. /**
  112573. * Hide the inspector and close its window.
  112574. */
  112575. hide(): void;
  112576. /**
  112577. * Launch the debugLayer.
  112578. * @param config Define the configuration of the inspector
  112579. * @return a promise fulfilled when the debug layer is visible
  112580. */
  112581. show(config?: IInspectorOptions): Promise<DebugLayer>;
  112582. }
  112583. }
  112584. declare module BABYLON {
  112585. /**
  112586. * Class containing static functions to help procedurally build meshes
  112587. */
  112588. export class BoxBuilder {
  112589. /**
  112590. * Creates a box mesh
  112591. * * The parameter `size` sets the size (float) of each box side (default 1)
  112592. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  112593. * * 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)
  112594. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  112595. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112596. * * 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
  112597. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112598. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  112599. * @param name defines the name of the mesh
  112600. * @param options defines the options used to create the mesh
  112601. * @param scene defines the hosting scene
  112602. * @returns the box mesh
  112603. */
  112604. static CreateBox(name: string, options: {
  112605. size?: number;
  112606. width?: number;
  112607. height?: number;
  112608. depth?: number;
  112609. faceUV?: Vector4[];
  112610. faceColors?: Color4[];
  112611. sideOrientation?: number;
  112612. frontUVs?: Vector4;
  112613. backUVs?: Vector4;
  112614. wrap?: boolean;
  112615. topBaseAt?: number;
  112616. bottomBaseAt?: number;
  112617. updatable?: boolean;
  112618. }, scene?: Nullable<Scene>): Mesh;
  112619. }
  112620. }
  112621. declare module BABYLON {
  112622. /**
  112623. * Class containing static functions to help procedurally build meshes
  112624. */
  112625. export class SphereBuilder {
  112626. /**
  112627. * Creates a sphere mesh
  112628. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  112629. * * 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`)
  112630. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  112631. * * 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
  112632. * * 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)
  112633. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112634. * * 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
  112635. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112636. * @param name defines the name of the mesh
  112637. * @param options defines the options used to create the mesh
  112638. * @param scene defines the hosting scene
  112639. * @returns the sphere mesh
  112640. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  112641. */
  112642. static CreateSphere(name: string, options: {
  112643. segments?: number;
  112644. diameter?: number;
  112645. diameterX?: number;
  112646. diameterY?: number;
  112647. diameterZ?: number;
  112648. arc?: number;
  112649. slice?: number;
  112650. sideOrientation?: number;
  112651. frontUVs?: Vector4;
  112652. backUVs?: Vector4;
  112653. updatable?: boolean;
  112654. }, scene?: Nullable<Scene>): Mesh;
  112655. }
  112656. }
  112657. declare module BABYLON.Debug {
  112658. /**
  112659. * Used to show the physics impostor around the specific mesh
  112660. */
  112661. export class PhysicsViewer {
  112662. /** @hidden */
  112663. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  112664. /** @hidden */
  112665. protected _meshes: Array<Nullable<AbstractMesh>>;
  112666. /** @hidden */
  112667. protected _scene: Nullable<Scene>;
  112668. /** @hidden */
  112669. protected _numMeshes: number;
  112670. /** @hidden */
  112671. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  112672. private _renderFunction;
  112673. private _utilityLayer;
  112674. private _debugBoxMesh;
  112675. private _debugSphereMesh;
  112676. private _debugCylinderMesh;
  112677. private _debugMaterial;
  112678. private _debugMeshMeshes;
  112679. /**
  112680. * Creates a new PhysicsViewer
  112681. * @param scene defines the hosting scene
  112682. */
  112683. constructor(scene: Scene);
  112684. /** @hidden */
  112685. protected _updateDebugMeshes(): void;
  112686. /**
  112687. * Renders a specified physic impostor
  112688. * @param impostor defines the impostor to render
  112689. * @param targetMesh defines the mesh represented by the impostor
  112690. * @returns the new debug mesh used to render the impostor
  112691. */
  112692. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  112693. /**
  112694. * Hides a specified physic impostor
  112695. * @param impostor defines the impostor to hide
  112696. */
  112697. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  112698. private _getDebugMaterial;
  112699. private _getDebugBoxMesh;
  112700. private _getDebugSphereMesh;
  112701. private _getDebugCylinderMesh;
  112702. private _getDebugMeshMesh;
  112703. private _getDebugMesh;
  112704. /** Releases all resources */
  112705. dispose(): void;
  112706. }
  112707. }
  112708. declare module BABYLON {
  112709. /**
  112710. * Class containing static functions to help procedurally build meshes
  112711. */
  112712. export class LinesBuilder {
  112713. /**
  112714. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  112715. * * 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
  112716. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  112717. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  112718. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  112719. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  112720. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  112721. * * 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
  112722. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  112723. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112724. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  112725. * @param name defines the name of the new line system
  112726. * @param options defines the options used to create the line system
  112727. * @param scene defines the hosting scene
  112728. * @returns a new line system mesh
  112729. */
  112730. static CreateLineSystem(name: string, options: {
  112731. lines: Vector3[][];
  112732. updatable?: boolean;
  112733. instance?: Nullable<LinesMesh>;
  112734. colors?: Nullable<Color4[][]>;
  112735. useVertexAlpha?: boolean;
  112736. }, scene: Nullable<Scene>): LinesMesh;
  112737. /**
  112738. * Creates a line mesh
  112739. * 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
  112740. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112741. * * The parameter `points` is an array successive Vector3
  112742. * * 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
  112743. * * The optional parameter `colors` is an array of successive Color4, one per line point
  112744. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  112745. * * When updating an instance, remember that only point positions can change, not the number of points
  112746. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112747. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  112748. * @param name defines the name of the new line system
  112749. * @param options defines the options used to create the line system
  112750. * @param scene defines the hosting scene
  112751. * @returns a new line mesh
  112752. */
  112753. static CreateLines(name: string, options: {
  112754. points: Vector3[];
  112755. updatable?: boolean;
  112756. instance?: Nullable<LinesMesh>;
  112757. colors?: Color4[];
  112758. useVertexAlpha?: boolean;
  112759. }, scene?: Nullable<Scene>): LinesMesh;
  112760. /**
  112761. * Creates a dashed line mesh
  112762. * * 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
  112763. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112764. * * The parameter `points` is an array successive Vector3
  112765. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  112766. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  112767. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  112768. * * 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
  112769. * * When updating an instance, remember that only point positions can change, not the number of points
  112770. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112771. * @param name defines the name of the mesh
  112772. * @param options defines the options used to create the mesh
  112773. * @param scene defines the hosting scene
  112774. * @returns the dashed line mesh
  112775. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  112776. */
  112777. static CreateDashedLines(name: string, options: {
  112778. points: Vector3[];
  112779. dashSize?: number;
  112780. gapSize?: number;
  112781. dashNb?: number;
  112782. updatable?: boolean;
  112783. instance?: LinesMesh;
  112784. }, scene?: Nullable<Scene>): LinesMesh;
  112785. }
  112786. }
  112787. declare module BABYLON {
  112788. /**
  112789. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112790. * in order to better appreciate the issue one might have.
  112791. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112792. */
  112793. export class RayHelper {
  112794. /**
  112795. * Defines the ray we are currently tryin to visualize.
  112796. */
  112797. ray: Nullable<Ray>;
  112798. private _renderPoints;
  112799. private _renderLine;
  112800. private _renderFunction;
  112801. private _scene;
  112802. private _updateToMeshFunction;
  112803. private _attachedToMesh;
  112804. private _meshSpaceDirection;
  112805. private _meshSpaceOrigin;
  112806. /**
  112807. * Helper function to create a colored helper in a scene in one line.
  112808. * @param ray Defines the ray we are currently tryin to visualize
  112809. * @param scene Defines the scene the ray is used in
  112810. * @param color Defines the color we want to see the ray in
  112811. * @returns The newly created ray helper.
  112812. */
  112813. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  112814. /**
  112815. * Instantiate a new ray helper.
  112816. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112817. * in order to better appreciate the issue one might have.
  112818. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112819. * @param ray Defines the ray we are currently tryin to visualize
  112820. */
  112821. constructor(ray: Ray);
  112822. /**
  112823. * Shows the ray we are willing to debug.
  112824. * @param scene Defines the scene the ray needs to be rendered in
  112825. * @param color Defines the color the ray needs to be rendered in
  112826. */
  112827. show(scene: Scene, color?: Color3): void;
  112828. /**
  112829. * Hides the ray we are debugging.
  112830. */
  112831. hide(): void;
  112832. private _render;
  112833. /**
  112834. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  112835. * @param mesh Defines the mesh we want the helper attached to
  112836. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  112837. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  112838. * @param length Defines the length of the ray
  112839. */
  112840. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  112841. /**
  112842. * Detach the ray helper from the mesh it has previously been attached to.
  112843. */
  112844. detachFromMesh(): void;
  112845. private _updateToMesh;
  112846. /**
  112847. * Dispose the helper and release its associated resources.
  112848. */
  112849. dispose(): void;
  112850. }
  112851. }
  112852. declare module BABYLON.Debug {
  112853. /**
  112854. * Class used to render a debug view of a given skeleton
  112855. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  112856. */
  112857. export class SkeletonViewer {
  112858. /** defines the skeleton to render */
  112859. skeleton: Skeleton;
  112860. /** defines the mesh attached to the skeleton */
  112861. mesh: AbstractMesh;
  112862. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112863. autoUpdateBonesMatrices: boolean;
  112864. /** defines the rendering group id to use with the viewer */
  112865. renderingGroupId: number;
  112866. /** Gets or sets the color used to render the skeleton */
  112867. color: Color3;
  112868. private _scene;
  112869. private _debugLines;
  112870. private _debugMesh;
  112871. private _isEnabled;
  112872. private _renderFunction;
  112873. private _utilityLayer;
  112874. /**
  112875. * Returns the mesh used to render the bones
  112876. */
  112877. readonly debugMesh: Nullable<LinesMesh>;
  112878. /**
  112879. * Creates a new SkeletonViewer
  112880. * @param skeleton defines the skeleton to render
  112881. * @param mesh defines the mesh attached to the skeleton
  112882. * @param scene defines the hosting scene
  112883. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  112884. * @param renderingGroupId defines the rendering group id to use with the viewer
  112885. */
  112886. constructor(
  112887. /** defines the skeleton to render */
  112888. skeleton: Skeleton,
  112889. /** defines the mesh attached to the skeleton */
  112890. mesh: AbstractMesh, scene: Scene,
  112891. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112892. autoUpdateBonesMatrices?: boolean,
  112893. /** defines the rendering group id to use with the viewer */
  112894. renderingGroupId?: number);
  112895. /** Gets or sets a boolean indicating if the viewer is enabled */
  112896. isEnabled: boolean;
  112897. private _getBonePosition;
  112898. private _getLinesForBonesWithLength;
  112899. private _getLinesForBonesNoLength;
  112900. /** Update the viewer to sync with current skeleton state */
  112901. update(): void;
  112902. /** Release associated resources */
  112903. dispose(): void;
  112904. }
  112905. }
  112906. declare module BABYLON {
  112907. /**
  112908. * Options to create the null engine
  112909. */
  112910. export class NullEngineOptions {
  112911. /**
  112912. * Render width (Default: 512)
  112913. */
  112914. renderWidth: number;
  112915. /**
  112916. * Render height (Default: 256)
  112917. */
  112918. renderHeight: number;
  112919. /**
  112920. * Texture size (Default: 512)
  112921. */
  112922. textureSize: number;
  112923. /**
  112924. * If delta time between frames should be constant
  112925. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112926. */
  112927. deterministicLockstep: boolean;
  112928. /**
  112929. * Maximum about of steps between frames (Default: 4)
  112930. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112931. */
  112932. lockstepMaxSteps: number;
  112933. }
  112934. /**
  112935. * The null engine class provides support for headless version of babylon.js.
  112936. * This can be used in server side scenario or for testing purposes
  112937. */
  112938. export class NullEngine extends Engine {
  112939. private _options;
  112940. /**
  112941. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  112942. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112943. * @returns true if engine is in deterministic lock step mode
  112944. */
  112945. isDeterministicLockStep(): boolean;
  112946. /**
  112947. * Gets the max steps when engine is running in deterministic lock step
  112948. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112949. * @returns the max steps
  112950. */
  112951. getLockstepMaxSteps(): number;
  112952. /**
  112953. * Gets the current hardware scaling level.
  112954. * By default the hardware scaling level is computed from the window device ratio.
  112955. * 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.
  112956. * @returns a number indicating the current hardware scaling level
  112957. */
  112958. getHardwareScalingLevel(): number;
  112959. constructor(options?: NullEngineOptions);
  112960. /**
  112961. * Creates a vertex buffer
  112962. * @param vertices the data for the vertex buffer
  112963. * @returns the new WebGL static buffer
  112964. */
  112965. createVertexBuffer(vertices: FloatArray): DataBuffer;
  112966. /**
  112967. * Creates a new index buffer
  112968. * @param indices defines the content of the index buffer
  112969. * @param updatable defines if the index buffer must be updatable
  112970. * @returns a new webGL buffer
  112971. */
  112972. createIndexBuffer(indices: IndicesArray): DataBuffer;
  112973. /**
  112974. * Clear the current render buffer or the current render target (if any is set up)
  112975. * @param color defines the color to use
  112976. * @param backBuffer defines if the back buffer must be cleared
  112977. * @param depth defines if the depth buffer must be cleared
  112978. * @param stencil defines if the stencil buffer must be cleared
  112979. */
  112980. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112981. /**
  112982. * Gets the current render width
  112983. * @param useScreen defines if screen size must be used (or the current render target if any)
  112984. * @returns a number defining the current render width
  112985. */
  112986. getRenderWidth(useScreen?: boolean): number;
  112987. /**
  112988. * Gets the current render height
  112989. * @param useScreen defines if screen size must be used (or the current render target if any)
  112990. * @returns a number defining the current render height
  112991. */
  112992. getRenderHeight(useScreen?: boolean): number;
  112993. /**
  112994. * Set the WebGL's viewport
  112995. * @param viewport defines the viewport element to be used
  112996. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  112997. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  112998. */
  112999. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  113000. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  113001. /**
  113002. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  113003. * @param pipelineContext defines the pipeline context to use
  113004. * @param uniformsNames defines the list of uniform names
  113005. * @returns an array of webGL uniform locations
  113006. */
  113007. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  113008. /**
  113009. * Gets the lsit of active attributes for a given webGL program
  113010. * @param pipelineContext defines the pipeline context to use
  113011. * @param attributesNames defines the list of attribute names to get
  113012. * @returns an array of indices indicating the offset of each attribute
  113013. */
  113014. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  113015. /**
  113016. * Binds an effect to the webGL context
  113017. * @param effect defines the effect to bind
  113018. */
  113019. bindSamplers(effect: Effect): void;
  113020. /**
  113021. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  113022. * @param effect defines the effect to activate
  113023. */
  113024. enableEffect(effect: Effect): void;
  113025. /**
  113026. * Set various states to the webGL context
  113027. * @param culling defines backface culling state
  113028. * @param zOffset defines the value to apply to zOffset (0 by default)
  113029. * @param force defines if states must be applied even if cache is up to date
  113030. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  113031. */
  113032. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  113033. /**
  113034. * Set the value of an uniform to an array of int32
  113035. * @param uniform defines the webGL uniform location where to store the value
  113036. * @param array defines the array of int32 to store
  113037. */
  113038. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  113039. /**
  113040. * Set the value of an uniform to an array of int32 (stored as vec2)
  113041. * @param uniform defines the webGL uniform location where to store the value
  113042. * @param array defines the array of int32 to store
  113043. */
  113044. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  113045. /**
  113046. * Set the value of an uniform to an array of int32 (stored as vec3)
  113047. * @param uniform defines the webGL uniform location where to store the value
  113048. * @param array defines the array of int32 to store
  113049. */
  113050. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  113051. /**
  113052. * Set the value of an uniform to an array of int32 (stored as vec4)
  113053. * @param uniform defines the webGL uniform location where to store the value
  113054. * @param array defines the array of int32 to store
  113055. */
  113056. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  113057. /**
  113058. * Set the value of an uniform to an array of float32
  113059. * @param uniform defines the webGL uniform location where to store the value
  113060. * @param array defines the array of float32 to store
  113061. */
  113062. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  113063. /**
  113064. * Set the value of an uniform to an array of float32 (stored as vec2)
  113065. * @param uniform defines the webGL uniform location where to store the value
  113066. * @param array defines the array of float32 to store
  113067. */
  113068. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  113069. /**
  113070. * Set the value of an uniform to an array of float32 (stored as vec3)
  113071. * @param uniform defines the webGL uniform location where to store the value
  113072. * @param array defines the array of float32 to store
  113073. */
  113074. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  113075. /**
  113076. * Set the value of an uniform to an array of float32 (stored as vec4)
  113077. * @param uniform defines the webGL uniform location where to store the value
  113078. * @param array defines the array of float32 to store
  113079. */
  113080. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  113081. /**
  113082. * Set the value of an uniform to an array of number
  113083. * @param uniform defines the webGL uniform location where to store the value
  113084. * @param array defines the array of number to store
  113085. */
  113086. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  113087. /**
  113088. * Set the value of an uniform to an array of number (stored as vec2)
  113089. * @param uniform defines the webGL uniform location where to store the value
  113090. * @param array defines the array of number to store
  113091. */
  113092. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  113093. /**
  113094. * Set the value of an uniform to an array of number (stored as vec3)
  113095. * @param uniform defines the webGL uniform location where to store the value
  113096. * @param array defines the array of number to store
  113097. */
  113098. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  113099. /**
  113100. * Set the value of an uniform to an array of number (stored as vec4)
  113101. * @param uniform defines the webGL uniform location where to store the value
  113102. * @param array defines the array of number to store
  113103. */
  113104. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  113105. /**
  113106. * Set the value of an uniform to an array of float32 (stored as matrices)
  113107. * @param uniform defines the webGL uniform location where to store the value
  113108. * @param matrices defines the array of float32 to store
  113109. */
  113110. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  113111. /**
  113112. * Set the value of an uniform to a matrix (3x3)
  113113. * @param uniform defines the webGL uniform location where to store the value
  113114. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  113115. */
  113116. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113117. /**
  113118. * Set the value of an uniform to a matrix (2x2)
  113119. * @param uniform defines the webGL uniform location where to store the value
  113120. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  113121. */
  113122. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113123. /**
  113124. * Set the value of an uniform to a number (float)
  113125. * @param uniform defines the webGL uniform location where to store the value
  113126. * @param value defines the float number to store
  113127. */
  113128. setFloat(uniform: WebGLUniformLocation, value: number): void;
  113129. /**
  113130. * Set the value of an uniform to a vec2
  113131. * @param uniform defines the webGL uniform location where to store the value
  113132. * @param x defines the 1st component of the value
  113133. * @param y defines the 2nd component of the value
  113134. */
  113135. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  113136. /**
  113137. * Set the value of an uniform to a vec3
  113138. * @param uniform defines the webGL uniform location where to store the value
  113139. * @param x defines the 1st component of the value
  113140. * @param y defines the 2nd component of the value
  113141. * @param z defines the 3rd component of the value
  113142. */
  113143. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  113144. /**
  113145. * Set the value of an uniform to a boolean
  113146. * @param uniform defines the webGL uniform location where to store the value
  113147. * @param bool defines the boolean to store
  113148. */
  113149. setBool(uniform: WebGLUniformLocation, bool: number): void;
  113150. /**
  113151. * Set the value of an uniform to a vec4
  113152. * @param uniform defines the webGL uniform location where to store the value
  113153. * @param x defines the 1st component of the value
  113154. * @param y defines the 2nd component of the value
  113155. * @param z defines the 3rd component of the value
  113156. * @param w defines the 4th component of the value
  113157. */
  113158. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113159. /**
  113160. * Sets the current alpha mode
  113161. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  113162. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113163. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113164. */
  113165. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113166. /**
  113167. * Bind webGl buffers directly to the webGL context
  113168. * @param vertexBuffers defines the vertex buffer to bind
  113169. * @param indexBuffer defines the index buffer to bind
  113170. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  113171. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  113172. * @param effect defines the effect associated with the vertex buffer
  113173. */
  113174. bindBuffers(vertexBuffers: {
  113175. [key: string]: VertexBuffer;
  113176. }, indexBuffer: DataBuffer, effect: Effect): void;
  113177. /**
  113178. * Force the entire cache to be cleared
  113179. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  113180. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  113181. */
  113182. wipeCaches(bruteForce?: boolean): void;
  113183. /**
  113184. * Send a draw order
  113185. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  113186. * @param indexStart defines the starting index
  113187. * @param indexCount defines the number of index to draw
  113188. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113189. */
  113190. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  113191. /**
  113192. * Draw a list of indexed primitives
  113193. * @param fillMode defines the primitive to use
  113194. * @param indexStart defines the starting index
  113195. * @param indexCount defines the number of index to draw
  113196. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113197. */
  113198. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113199. /**
  113200. * Draw a list of unindexed primitives
  113201. * @param fillMode defines the primitive to use
  113202. * @param verticesStart defines the index of first vertex to draw
  113203. * @param verticesCount defines the count of vertices to draw
  113204. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113205. */
  113206. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113207. /** @hidden */
  113208. _createTexture(): WebGLTexture;
  113209. /** @hidden */
  113210. _releaseTexture(texture: InternalTexture): void;
  113211. /**
  113212. * Usually called from Texture.ts.
  113213. * Passed information to create a WebGLTexture
  113214. * @param urlArg defines a value which contains one of the following:
  113215. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  113216. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  113217. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  113218. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  113219. * @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)
  113220. * @param scene needed for loading to the correct scene
  113221. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  113222. * @param onLoad optional callback to be called upon successful completion
  113223. * @param onError optional callback to be called upon failure
  113224. * @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
  113225. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  113226. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  113227. * @param forcedExtension defines the extension to use to pick the right loader
  113228. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  113229. * @returns a InternalTexture for assignment back into BABYLON.Texture
  113230. */
  113231. 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;
  113232. /**
  113233. * Creates a new render target texture
  113234. * @param size defines the size of the texture
  113235. * @param options defines the options used to create the texture
  113236. * @returns a new render target texture stored in an InternalTexture
  113237. */
  113238. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  113239. /**
  113240. * Update the sampling mode of a given texture
  113241. * @param samplingMode defines the required sampling mode
  113242. * @param texture defines the texture to update
  113243. */
  113244. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  113245. /**
  113246. * Binds the frame buffer to the specified texture.
  113247. * @param texture The texture to render to or null for the default canvas
  113248. * @param faceIndex The face of the texture to render to in case of cube texture
  113249. * @param requiredWidth The width of the target to render to
  113250. * @param requiredHeight The height of the target to render to
  113251. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  113252. * @param depthStencilTexture The depth stencil texture to use to render
  113253. * @param lodLevel defines le lod level to bind to the frame buffer
  113254. */
  113255. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  113256. /**
  113257. * Unbind the current render target texture from the webGL context
  113258. * @param texture defines the render target texture to unbind
  113259. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113260. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113261. */
  113262. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  113263. /**
  113264. * Creates a dynamic vertex buffer
  113265. * @param vertices the data for the dynamic vertex buffer
  113266. * @returns the new WebGL dynamic buffer
  113267. */
  113268. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  113269. /**
  113270. * Update the content of a dynamic texture
  113271. * @param texture defines the texture to update
  113272. * @param canvas defines the canvas containing the source
  113273. * @param invertY defines if data must be stored with Y axis inverted
  113274. * @param premulAlpha defines if alpha is stored as premultiplied
  113275. * @param format defines the format of the data
  113276. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  113277. */
  113278. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  113279. /**
  113280. * Gets a boolean indicating if all created effects are ready
  113281. * @returns true if all effects are ready
  113282. */
  113283. areAllEffectsReady(): boolean;
  113284. /**
  113285. * @hidden
  113286. * Get the current error code of the webGL context
  113287. * @returns the error code
  113288. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  113289. */
  113290. getError(): number;
  113291. /** @hidden */
  113292. _getUnpackAlignement(): number;
  113293. /** @hidden */
  113294. _unpackFlipY(value: boolean): void;
  113295. /**
  113296. * Update a dynamic index buffer
  113297. * @param indexBuffer defines the target index buffer
  113298. * @param indices defines the data to update
  113299. * @param offset defines the offset in the target index buffer where update should start
  113300. */
  113301. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  113302. /**
  113303. * Updates a dynamic vertex buffer.
  113304. * @param vertexBuffer the vertex buffer to update
  113305. * @param vertices the data used to update the vertex buffer
  113306. * @param byteOffset the byte offset of the data (optional)
  113307. * @param byteLength the byte length of the data (optional)
  113308. */
  113309. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  113310. /** @hidden */
  113311. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  113312. /** @hidden */
  113313. _bindTexture(channel: number, texture: InternalTexture): void;
  113314. protected _deleteBuffer(buffer: WebGLBuffer): void;
  113315. /**
  113316. * 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
  113317. */
  113318. releaseEffects(): void;
  113319. displayLoadingUI(): void;
  113320. hideLoadingUI(): void;
  113321. /** @hidden */
  113322. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113323. /** @hidden */
  113324. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113325. /** @hidden */
  113326. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113327. /** @hidden */
  113328. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  113329. }
  113330. }
  113331. declare module BABYLON {
  113332. /** @hidden */
  113333. export class _OcclusionDataStorage {
  113334. /** @hidden */
  113335. occlusionInternalRetryCounter: number;
  113336. /** @hidden */
  113337. isOcclusionQueryInProgress: boolean;
  113338. /** @hidden */
  113339. isOccluded: boolean;
  113340. /** @hidden */
  113341. occlusionRetryCount: number;
  113342. /** @hidden */
  113343. occlusionType: number;
  113344. /** @hidden */
  113345. occlusionQueryAlgorithmType: number;
  113346. }
  113347. interface Engine {
  113348. /**
  113349. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  113350. * @return the new query
  113351. */
  113352. createQuery(): WebGLQuery;
  113353. /**
  113354. * Delete and release a webGL query
  113355. * @param query defines the query to delete
  113356. * @return the current engine
  113357. */
  113358. deleteQuery(query: WebGLQuery): Engine;
  113359. /**
  113360. * Check if a given query has resolved and got its value
  113361. * @param query defines the query to check
  113362. * @returns true if the query got its value
  113363. */
  113364. isQueryResultAvailable(query: WebGLQuery): boolean;
  113365. /**
  113366. * Gets the value of a given query
  113367. * @param query defines the query to check
  113368. * @returns the value of the query
  113369. */
  113370. getQueryResult(query: WebGLQuery): number;
  113371. /**
  113372. * Initiates an occlusion query
  113373. * @param algorithmType defines the algorithm to use
  113374. * @param query defines the query to use
  113375. * @returns the current engine
  113376. * @see http://doc.babylonjs.com/features/occlusionquery
  113377. */
  113378. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  113379. /**
  113380. * Ends an occlusion query
  113381. * @see http://doc.babylonjs.com/features/occlusionquery
  113382. * @param algorithmType defines the algorithm to use
  113383. * @returns the current engine
  113384. */
  113385. endOcclusionQuery(algorithmType: number): Engine;
  113386. /**
  113387. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  113388. * Please note that only one query can be issued at a time
  113389. * @returns a time token used to track the time span
  113390. */
  113391. startTimeQuery(): Nullable<_TimeToken>;
  113392. /**
  113393. * Ends a time query
  113394. * @param token defines the token used to measure the time span
  113395. * @returns the time spent (in ns)
  113396. */
  113397. endTimeQuery(token: _TimeToken): int;
  113398. /** @hidden */
  113399. _currentNonTimestampToken: Nullable<_TimeToken>;
  113400. /** @hidden */
  113401. _createTimeQuery(): WebGLQuery;
  113402. /** @hidden */
  113403. _deleteTimeQuery(query: WebGLQuery): void;
  113404. /** @hidden */
  113405. _getGlAlgorithmType(algorithmType: number): number;
  113406. /** @hidden */
  113407. _getTimeQueryResult(query: WebGLQuery): any;
  113408. /** @hidden */
  113409. _getTimeQueryAvailability(query: WebGLQuery): any;
  113410. }
  113411. interface AbstractMesh {
  113412. /**
  113413. * Backing filed
  113414. * @hidden
  113415. */
  113416. __occlusionDataStorage: _OcclusionDataStorage;
  113417. /**
  113418. * Access property
  113419. * @hidden
  113420. */
  113421. _occlusionDataStorage: _OcclusionDataStorage;
  113422. /**
  113423. * 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.
  113424. * The default value is -1 which means don't break the query and wait till the result
  113425. * @see http://doc.babylonjs.com/features/occlusionquery
  113426. */
  113427. occlusionRetryCount: number;
  113428. /**
  113429. * 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:
  113430. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  113431. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  113432. * * 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.
  113433. * @see http://doc.babylonjs.com/features/occlusionquery
  113434. */
  113435. occlusionType: number;
  113436. /**
  113437. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  113438. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  113439. * * 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.
  113440. * @see http://doc.babylonjs.com/features/occlusionquery
  113441. */
  113442. occlusionQueryAlgorithmType: number;
  113443. /**
  113444. * 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
  113445. * @see http://doc.babylonjs.com/features/occlusionquery
  113446. */
  113447. isOccluded: boolean;
  113448. /**
  113449. * Flag to check the progress status of the query
  113450. * @see http://doc.babylonjs.com/features/occlusionquery
  113451. */
  113452. isOcclusionQueryInProgress: boolean;
  113453. }
  113454. }
  113455. declare module BABYLON {
  113456. /** @hidden */
  113457. export var _forceTransformFeedbackToBundle: boolean;
  113458. interface Engine {
  113459. /**
  113460. * Creates a webGL transform feedback object
  113461. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  113462. * @returns the webGL transform feedback object
  113463. */
  113464. createTransformFeedback(): WebGLTransformFeedback;
  113465. /**
  113466. * Delete a webGL transform feedback object
  113467. * @param value defines the webGL transform feedback object to delete
  113468. */
  113469. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  113470. /**
  113471. * Bind a webGL transform feedback object to the webgl context
  113472. * @param value defines the webGL transform feedback object to bind
  113473. */
  113474. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  113475. /**
  113476. * Begins a transform feedback operation
  113477. * @param usePoints defines if points or triangles must be used
  113478. */
  113479. beginTransformFeedback(usePoints: boolean): void;
  113480. /**
  113481. * Ends a transform feedback operation
  113482. */
  113483. endTransformFeedback(): void;
  113484. /**
  113485. * Specify the varyings to use with transform feedback
  113486. * @param program defines the associated webGL program
  113487. * @param value defines the list of strings representing the varying names
  113488. */
  113489. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  113490. /**
  113491. * Bind a webGL buffer for a transform feedback operation
  113492. * @param value defines the webGL buffer to bind
  113493. */
  113494. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  113495. }
  113496. }
  113497. declare module BABYLON {
  113498. /**
  113499. * Creation options of the multi render target texture.
  113500. */
  113501. export interface IMultiRenderTargetOptions {
  113502. /**
  113503. * Define if the texture needs to create mip maps after render.
  113504. */
  113505. generateMipMaps?: boolean;
  113506. /**
  113507. * Define the types of all the draw buffers we want to create
  113508. */
  113509. types?: number[];
  113510. /**
  113511. * Define the sampling modes of all the draw buffers we want to create
  113512. */
  113513. samplingModes?: number[];
  113514. /**
  113515. * Define if a depth buffer is required
  113516. */
  113517. generateDepthBuffer?: boolean;
  113518. /**
  113519. * Define if a stencil buffer is required
  113520. */
  113521. generateStencilBuffer?: boolean;
  113522. /**
  113523. * Define if a depth texture is required instead of a depth buffer
  113524. */
  113525. generateDepthTexture?: boolean;
  113526. /**
  113527. * Define the number of desired draw buffers
  113528. */
  113529. textureCount?: number;
  113530. /**
  113531. * Define if aspect ratio should be adapted to the texture or stay the scene one
  113532. */
  113533. doNotChangeAspectRatio?: boolean;
  113534. /**
  113535. * Define the default type of the buffers we are creating
  113536. */
  113537. defaultType?: number;
  113538. }
  113539. /**
  113540. * A multi render target, like a render target provides the ability to render to a texture.
  113541. * Unlike the render target, it can render to several draw buffers in one draw.
  113542. * This is specially interesting in deferred rendering or for any effects requiring more than
  113543. * just one color from a single pass.
  113544. */
  113545. export class MultiRenderTarget extends RenderTargetTexture {
  113546. private _internalTextures;
  113547. private _textures;
  113548. private _multiRenderTargetOptions;
  113549. /**
  113550. * Get if draw buffers are currently supported by the used hardware and browser.
  113551. */
  113552. readonly isSupported: boolean;
  113553. /**
  113554. * Get the list of textures generated by the multi render target.
  113555. */
  113556. readonly textures: Texture[];
  113557. /**
  113558. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  113559. */
  113560. readonly depthTexture: Texture;
  113561. /**
  113562. * Set the wrapping mode on U of all the textures we are rendering to.
  113563. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113564. */
  113565. wrapU: number;
  113566. /**
  113567. * Set the wrapping mode on V of all the textures we are rendering to.
  113568. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113569. */
  113570. wrapV: number;
  113571. /**
  113572. * Instantiate a new multi render target texture.
  113573. * A multi render target, like a render target provides the ability to render to a texture.
  113574. * Unlike the render target, it can render to several draw buffers in one draw.
  113575. * This is specially interesting in deferred rendering or for any effects requiring more than
  113576. * just one color from a single pass.
  113577. * @param name Define the name of the texture
  113578. * @param size Define the size of the buffers to render to
  113579. * @param count Define the number of target we are rendering into
  113580. * @param scene Define the scene the texture belongs to
  113581. * @param options Define the options used to create the multi render target
  113582. */
  113583. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  113584. /** @hidden */
  113585. _rebuild(): void;
  113586. private _createInternalTextures;
  113587. private _createTextures;
  113588. /**
  113589. * Define the number of samples used if MSAA is enabled.
  113590. */
  113591. samples: number;
  113592. /**
  113593. * Resize all the textures in the multi render target.
  113594. * Be carrefull as it will recreate all the data in the new texture.
  113595. * @param size Define the new size
  113596. */
  113597. resize(size: any): void;
  113598. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  113599. /**
  113600. * Dispose the render targets and their associated resources
  113601. */
  113602. dispose(): void;
  113603. /**
  113604. * Release all the underlying texture used as draw buffers.
  113605. */
  113606. releaseInternalTextures(): void;
  113607. }
  113608. }
  113609. declare module BABYLON {
  113610. interface ThinEngine {
  113611. /**
  113612. * Unbind a list of render target textures from the webGL context
  113613. * This is used only when drawBuffer extension or webGL2 are active
  113614. * @param textures defines the render target textures to unbind
  113615. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113616. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113617. */
  113618. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  113619. /**
  113620. * Create a multi render target texture
  113621. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  113622. * @param size defines the size of the texture
  113623. * @param options defines the creation options
  113624. * @returns the cube texture as an InternalTexture
  113625. */
  113626. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  113627. /**
  113628. * Update the sample count for a given multiple render target texture
  113629. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  113630. * @param textures defines the textures to update
  113631. * @param samples defines the sample count to set
  113632. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  113633. */
  113634. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  113635. }
  113636. }
  113637. declare module BABYLON {
  113638. /**
  113639. * Class used to define an additional view for the engine
  113640. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113641. */
  113642. export class EngineView {
  113643. /** Defines the canvas where to render the view */
  113644. target: HTMLCanvasElement;
  113645. /** Defines an optional camera used to render the view (will use active camera else) */
  113646. camera?: Camera;
  113647. }
  113648. interface Engine {
  113649. /**
  113650. * Gets or sets the HTML element to use for attaching events
  113651. */
  113652. inputElement: Nullable<HTMLElement>;
  113653. /**
  113654. * Gets the current engine view
  113655. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113656. */
  113657. activeView: Nullable<EngineView>;
  113658. /** Gets or sets the list of views */
  113659. views: EngineView[];
  113660. /**
  113661. * Register a new child canvas
  113662. * @param canvas defines the canvas to register
  113663. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  113664. * @returns the associated view
  113665. */
  113666. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  113667. /**
  113668. * Remove a registered child canvas
  113669. * @param canvas defines the canvas to remove
  113670. * @returns the current engine
  113671. */
  113672. unRegisterView(canvas: HTMLCanvasElement): Engine;
  113673. }
  113674. }
  113675. declare module BABYLON {
  113676. /**
  113677. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  113678. */
  113679. export interface CubeMapInfo {
  113680. /**
  113681. * The pixel array for the front face.
  113682. * This is stored in format, left to right, up to down format.
  113683. */
  113684. front: Nullable<ArrayBufferView>;
  113685. /**
  113686. * The pixel array for the back face.
  113687. * This is stored in format, left to right, up to down format.
  113688. */
  113689. back: Nullable<ArrayBufferView>;
  113690. /**
  113691. * The pixel array for the left face.
  113692. * This is stored in format, left to right, up to down format.
  113693. */
  113694. left: Nullable<ArrayBufferView>;
  113695. /**
  113696. * The pixel array for the right face.
  113697. * This is stored in format, left to right, up to down format.
  113698. */
  113699. right: Nullable<ArrayBufferView>;
  113700. /**
  113701. * The pixel array for the up face.
  113702. * This is stored in format, left to right, up to down format.
  113703. */
  113704. up: Nullable<ArrayBufferView>;
  113705. /**
  113706. * The pixel array for the down face.
  113707. * This is stored in format, left to right, up to down format.
  113708. */
  113709. down: Nullable<ArrayBufferView>;
  113710. /**
  113711. * The size of the cubemap stored.
  113712. *
  113713. * Each faces will be size * size pixels.
  113714. */
  113715. size: number;
  113716. /**
  113717. * The format of the texture.
  113718. *
  113719. * RGBA, RGB.
  113720. */
  113721. format: number;
  113722. /**
  113723. * The type of the texture data.
  113724. *
  113725. * UNSIGNED_INT, FLOAT.
  113726. */
  113727. type: number;
  113728. /**
  113729. * Specifies whether the texture is in gamma space.
  113730. */
  113731. gammaSpace: boolean;
  113732. }
  113733. /**
  113734. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  113735. */
  113736. export class PanoramaToCubeMapTools {
  113737. private static FACE_FRONT;
  113738. private static FACE_BACK;
  113739. private static FACE_RIGHT;
  113740. private static FACE_LEFT;
  113741. private static FACE_DOWN;
  113742. private static FACE_UP;
  113743. /**
  113744. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  113745. *
  113746. * @param float32Array The source data.
  113747. * @param inputWidth The width of the input panorama.
  113748. * @param inputHeight The height of the input panorama.
  113749. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  113750. * @return The cubemap data
  113751. */
  113752. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  113753. private static CreateCubemapTexture;
  113754. private static CalcProjectionSpherical;
  113755. }
  113756. }
  113757. declare module BABYLON {
  113758. /**
  113759. * Helper class dealing with the extraction of spherical polynomial dataArray
  113760. * from a cube map.
  113761. */
  113762. export class CubeMapToSphericalPolynomialTools {
  113763. private static FileFaces;
  113764. /**
  113765. * Converts a texture to the according Spherical Polynomial data.
  113766. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113767. *
  113768. * @param texture The texture to extract the information from.
  113769. * @return The Spherical Polynomial data.
  113770. */
  113771. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  113772. /**
  113773. * Converts a cubemap to the according Spherical Polynomial data.
  113774. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113775. *
  113776. * @param cubeInfo The Cube map to extract the information from.
  113777. * @return The Spherical Polynomial data.
  113778. */
  113779. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  113780. }
  113781. }
  113782. declare module BABYLON {
  113783. interface BaseTexture {
  113784. /**
  113785. * Get the polynomial representation of the texture data.
  113786. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  113787. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  113788. */
  113789. sphericalPolynomial: Nullable<SphericalPolynomial>;
  113790. }
  113791. }
  113792. declare module BABYLON {
  113793. /** @hidden */
  113794. export var rgbdEncodePixelShader: {
  113795. name: string;
  113796. shader: string;
  113797. };
  113798. }
  113799. declare module BABYLON {
  113800. /** @hidden */
  113801. export var rgbdDecodePixelShader: {
  113802. name: string;
  113803. shader: string;
  113804. };
  113805. }
  113806. declare module BABYLON {
  113807. /**
  113808. * Raw texture data and descriptor sufficient for WebGL texture upload
  113809. */
  113810. export interface EnvironmentTextureInfo {
  113811. /**
  113812. * Version of the environment map
  113813. */
  113814. version: number;
  113815. /**
  113816. * Width of image
  113817. */
  113818. width: number;
  113819. /**
  113820. * Irradiance information stored in the file.
  113821. */
  113822. irradiance: any;
  113823. /**
  113824. * Specular information stored in the file.
  113825. */
  113826. specular: any;
  113827. }
  113828. /**
  113829. * Defines One Image in the file. It requires only the position in the file
  113830. * as well as the length.
  113831. */
  113832. interface BufferImageData {
  113833. /**
  113834. * Length of the image data.
  113835. */
  113836. length: number;
  113837. /**
  113838. * Position of the data from the null terminator delimiting the end of the JSON.
  113839. */
  113840. position: number;
  113841. }
  113842. /**
  113843. * Defines the specular data enclosed in the file.
  113844. * This corresponds to the version 1 of the data.
  113845. */
  113846. export interface EnvironmentTextureSpecularInfoV1 {
  113847. /**
  113848. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  113849. */
  113850. specularDataPosition?: number;
  113851. /**
  113852. * This contains all the images data needed to reconstruct the cubemap.
  113853. */
  113854. mipmaps: Array<BufferImageData>;
  113855. /**
  113856. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  113857. */
  113858. lodGenerationScale: number;
  113859. }
  113860. /**
  113861. * Sets of helpers addressing the serialization and deserialization of environment texture
  113862. * stored in a BabylonJS env file.
  113863. * Those files are usually stored as .env files.
  113864. */
  113865. export class EnvironmentTextureTools {
  113866. /**
  113867. * Magic number identifying the env file.
  113868. */
  113869. private static _MagicBytes;
  113870. /**
  113871. * Gets the environment info from an env file.
  113872. * @param data The array buffer containing the .env bytes.
  113873. * @returns the environment file info (the json header) if successfully parsed.
  113874. */
  113875. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  113876. /**
  113877. * Creates an environment texture from a loaded cube texture.
  113878. * @param texture defines the cube texture to convert in env file
  113879. * @return a promise containing the environment data if succesfull.
  113880. */
  113881. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  113882. /**
  113883. * Creates a JSON representation of the spherical data.
  113884. * @param texture defines the texture containing the polynomials
  113885. * @return the JSON representation of the spherical info
  113886. */
  113887. private static _CreateEnvTextureIrradiance;
  113888. /**
  113889. * Creates the ArrayBufferViews used for initializing environment texture image data.
  113890. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  113891. * @param info parameters that determine what views will be created for accessing the underlying buffer
  113892. * @return the views described by info providing access to the underlying buffer
  113893. */
  113894. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  113895. /**
  113896. * Uploads the texture info contained in the env file to the GPU.
  113897. * @param texture defines the internal texture to upload to
  113898. * @param arrayBuffer defines the buffer cotaining the data to load
  113899. * @param info defines the texture info retrieved through the GetEnvInfo method
  113900. * @returns a promise
  113901. */
  113902. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  113903. private static _OnImageReadyAsync;
  113904. /**
  113905. * Uploads the levels of image data to the GPU.
  113906. * @param texture defines the internal texture to upload to
  113907. * @param imageData defines the array buffer views of image data [mipmap][face]
  113908. * @returns a promise
  113909. */
  113910. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  113911. /**
  113912. * Uploads spherical polynomials information to the texture.
  113913. * @param texture defines the texture we are trying to upload the information to
  113914. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  113915. */
  113916. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  113917. /** @hidden */
  113918. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  113919. }
  113920. }
  113921. declare module BABYLON {
  113922. /**
  113923. * Contains position and normal vectors for a vertex
  113924. */
  113925. export class PositionNormalVertex {
  113926. /** the position of the vertex (defaut: 0,0,0) */
  113927. position: Vector3;
  113928. /** the normal of the vertex (defaut: 0,1,0) */
  113929. normal: Vector3;
  113930. /**
  113931. * Creates a PositionNormalVertex
  113932. * @param position the position of the vertex (defaut: 0,0,0)
  113933. * @param normal the normal of the vertex (defaut: 0,1,0)
  113934. */
  113935. constructor(
  113936. /** the position of the vertex (defaut: 0,0,0) */
  113937. position?: Vector3,
  113938. /** the normal of the vertex (defaut: 0,1,0) */
  113939. normal?: Vector3);
  113940. /**
  113941. * Clones the PositionNormalVertex
  113942. * @returns the cloned PositionNormalVertex
  113943. */
  113944. clone(): PositionNormalVertex;
  113945. }
  113946. /**
  113947. * Contains position, normal and uv vectors for a vertex
  113948. */
  113949. export class PositionNormalTextureVertex {
  113950. /** the position of the vertex (defaut: 0,0,0) */
  113951. position: Vector3;
  113952. /** the normal of the vertex (defaut: 0,1,0) */
  113953. normal: Vector3;
  113954. /** the uv of the vertex (default: 0,0) */
  113955. uv: Vector2;
  113956. /**
  113957. * Creates a PositionNormalTextureVertex
  113958. * @param position the position of the vertex (defaut: 0,0,0)
  113959. * @param normal the normal of the vertex (defaut: 0,1,0)
  113960. * @param uv the uv of the vertex (default: 0,0)
  113961. */
  113962. constructor(
  113963. /** the position of the vertex (defaut: 0,0,0) */
  113964. position?: Vector3,
  113965. /** the normal of the vertex (defaut: 0,1,0) */
  113966. normal?: Vector3,
  113967. /** the uv of the vertex (default: 0,0) */
  113968. uv?: Vector2);
  113969. /**
  113970. * Clones the PositionNormalTextureVertex
  113971. * @returns the cloned PositionNormalTextureVertex
  113972. */
  113973. clone(): PositionNormalTextureVertex;
  113974. }
  113975. }
  113976. declare module BABYLON {
  113977. /** @hidden */
  113978. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  113979. private _genericAttributeLocation;
  113980. private _varyingLocationCount;
  113981. private _varyingLocationMap;
  113982. private _replacements;
  113983. private _textureCount;
  113984. private _uniforms;
  113985. lineProcessor(line: string): string;
  113986. attributeProcessor(attribute: string): string;
  113987. varyingProcessor(varying: string, isFragment: boolean): string;
  113988. uniformProcessor(uniform: string): string;
  113989. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  113990. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  113991. }
  113992. }
  113993. declare module BABYLON {
  113994. /**
  113995. * Container for accessors for natively-stored mesh data buffers.
  113996. */
  113997. class NativeDataBuffer extends DataBuffer {
  113998. /**
  113999. * Accessor value used to identify/retrieve a natively-stored index buffer.
  114000. */
  114001. nativeIndexBuffer?: any;
  114002. /**
  114003. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  114004. */
  114005. nativeVertexBuffer?: any;
  114006. }
  114007. /** @hidden */
  114008. class NativeTexture extends InternalTexture {
  114009. getInternalTexture(): InternalTexture;
  114010. getViewCount(): number;
  114011. }
  114012. /** @hidden */
  114013. export class NativeEngine extends Engine {
  114014. private readonly _native;
  114015. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  114016. private readonly INVALID_HANDLE;
  114017. getHardwareScalingLevel(): number;
  114018. constructor();
  114019. /**
  114020. * Can be used to override the current requestAnimationFrame requester.
  114021. * @hidden
  114022. */
  114023. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  114024. /**
  114025. * Override default engine behavior.
  114026. * @param color
  114027. * @param backBuffer
  114028. * @param depth
  114029. * @param stencil
  114030. */
  114031. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  114032. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  114033. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  114034. createVertexBuffer(data: DataArray): NativeDataBuffer;
  114035. recordVertexArrayObject(vertexBuffers: {
  114036. [key: string]: VertexBuffer;
  114037. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  114038. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  114039. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  114040. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  114041. /**
  114042. * Draw a list of indexed primitives
  114043. * @param fillMode defines the primitive to use
  114044. * @param indexStart defines the starting index
  114045. * @param indexCount defines the number of index to draw
  114046. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  114047. */
  114048. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  114049. /**
  114050. * Draw a list of unindexed primitives
  114051. * @param fillMode defines the primitive to use
  114052. * @param verticesStart defines the index of first vertex to draw
  114053. * @param verticesCount defines the count of vertices to draw
  114054. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  114055. */
  114056. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  114057. createPipelineContext(): IPipelineContext;
  114058. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  114059. /** @hidden */
  114060. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  114061. /** @hidden */
  114062. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  114063. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  114064. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  114065. protected _setProgram(program: WebGLProgram): void;
  114066. _releaseEffect(effect: Effect): void;
  114067. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  114068. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  114069. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  114070. bindSamplers(effect: Effect): void;
  114071. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  114072. getRenderWidth(useScreen?: boolean): number;
  114073. getRenderHeight(useScreen?: boolean): number;
  114074. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  114075. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  114076. /**
  114077. * Set the z offset to apply to current rendering
  114078. * @param value defines the offset to apply
  114079. */
  114080. setZOffset(value: number): void;
  114081. /**
  114082. * Gets the current value of the zOffset
  114083. * @returns the current zOffset state
  114084. */
  114085. getZOffset(): number;
  114086. /**
  114087. * Enable or disable depth buffering
  114088. * @param enable defines the state to set
  114089. */
  114090. setDepthBuffer(enable: boolean): void;
  114091. /**
  114092. * Gets a boolean indicating if depth writing is enabled
  114093. * @returns the current depth writing state
  114094. */
  114095. getDepthWrite(): boolean;
  114096. /**
  114097. * Enable or disable depth writing
  114098. * @param enable defines the state to set
  114099. */
  114100. setDepthWrite(enable: boolean): void;
  114101. /**
  114102. * Enable or disable color writing
  114103. * @param enable defines the state to set
  114104. */
  114105. setColorWrite(enable: boolean): void;
  114106. /**
  114107. * Gets a boolean indicating if color writing is enabled
  114108. * @returns the current color writing state
  114109. */
  114110. getColorWrite(): boolean;
  114111. /**
  114112. * Sets alpha constants used by some alpha blending modes
  114113. * @param r defines the red component
  114114. * @param g defines the green component
  114115. * @param b defines the blue component
  114116. * @param a defines the alpha component
  114117. */
  114118. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  114119. /**
  114120. * Sets the current alpha mode
  114121. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  114122. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  114123. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  114124. */
  114125. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  114126. /**
  114127. * Gets the current alpha mode
  114128. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  114129. * @returns the current alpha mode
  114130. */
  114131. getAlphaMode(): number;
  114132. setInt(uniform: WebGLUniformLocation, int: number): void;
  114133. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  114134. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  114135. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  114136. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  114137. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  114138. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  114139. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  114140. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  114141. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  114142. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  114143. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  114144. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  114145. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  114146. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  114147. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  114148. setFloat(uniform: WebGLUniformLocation, value: number): void;
  114149. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  114150. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  114151. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  114152. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  114153. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  114154. wipeCaches(bruteForce?: boolean): void;
  114155. _createTexture(): WebGLTexture;
  114156. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  114157. /**
  114158. * Usually called from BABYLON.Texture.ts.
  114159. * Passed information to create a WebGLTexture
  114160. * @param urlArg defines a value which contains one of the following:
  114161. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  114162. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  114163. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  114164. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  114165. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  114166. * @param scene needed for loading to the correct scene
  114167. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114168. * @param onLoad optional callback to be called upon successful completion
  114169. * @param onError optional callback to be called upon failure
  114170. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  114171. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  114172. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  114173. * @param forcedExtension defines the extension to use to pick the right loader
  114174. * @returns a InternalTexture for assignment back into BABYLON.Texture
  114175. */
  114176. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  114177. /**
  114178. * Creates a cube texture
  114179. * @param rootUrl defines the url where the files to load is located
  114180. * @param scene defines the current scene
  114181. * @param files defines the list of files to load (1 per face)
  114182. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  114183. * @param onLoad defines an optional callback raised when the texture is loaded
  114184. * @param onError defines an optional callback raised if there is an issue to load the texture
  114185. * @param format defines the format of the data
  114186. * @param forcedExtension defines the extension to use to pick the right loader
  114187. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  114188. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114189. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114190. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  114191. * @returns the cube texture as an InternalTexture
  114192. */
  114193. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  114194. private _getSamplingFilter;
  114195. private static _GetNativeTextureFormat;
  114196. createRenderTargetTexture(size: number | {
  114197. width: number;
  114198. height: number;
  114199. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  114200. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  114201. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  114202. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  114203. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  114204. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  114205. /**
  114206. * Updates a dynamic vertex buffer.
  114207. * @param vertexBuffer the vertex buffer to update
  114208. * @param data the data used to update the vertex buffer
  114209. * @param byteOffset the byte offset of the data (optional)
  114210. * @param byteLength the byte length of the data (optional)
  114211. */
  114212. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  114213. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  114214. private _updateAnisotropicLevel;
  114215. private _getAddressMode;
  114216. /** @hidden */
  114217. _bindTexture(channel: number, texture: InternalTexture): void;
  114218. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  114219. releaseEffects(): void;
  114220. /** @hidden */
  114221. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114222. /** @hidden */
  114223. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114224. /** @hidden */
  114225. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114226. /** @hidden */
  114227. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  114228. }
  114229. }
  114230. declare module BABYLON {
  114231. /**
  114232. * Gather the list of clipboard event types as constants.
  114233. */
  114234. export class ClipboardEventTypes {
  114235. /**
  114236. * The clipboard event is fired when a copy command is active (pressed).
  114237. */
  114238. static readonly COPY: number;
  114239. /**
  114240. * The clipboard event is fired when a cut command is active (pressed).
  114241. */
  114242. static readonly CUT: number;
  114243. /**
  114244. * The clipboard event is fired when a paste command is active (pressed).
  114245. */
  114246. static readonly PASTE: number;
  114247. }
  114248. /**
  114249. * This class is used to store clipboard related info for the onClipboardObservable event.
  114250. */
  114251. export class ClipboardInfo {
  114252. /**
  114253. * Defines the type of event (BABYLON.ClipboardEventTypes)
  114254. */
  114255. type: number;
  114256. /**
  114257. * Defines the related dom event
  114258. */
  114259. event: ClipboardEvent;
  114260. /**
  114261. *Creates an instance of ClipboardInfo.
  114262. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  114263. * @param event Defines the related dom event
  114264. */
  114265. constructor(
  114266. /**
  114267. * Defines the type of event (BABYLON.ClipboardEventTypes)
  114268. */
  114269. type: number,
  114270. /**
  114271. * Defines the related dom event
  114272. */
  114273. event: ClipboardEvent);
  114274. /**
  114275. * Get the clipboard event's type from the keycode.
  114276. * @param keyCode Defines the keyCode for the current keyboard event.
  114277. * @return {number}
  114278. */
  114279. static GetTypeFromCharacter(keyCode: number): number;
  114280. }
  114281. }
  114282. declare module BABYLON {
  114283. /**
  114284. * Google Daydream controller
  114285. */
  114286. export class DaydreamController extends WebVRController {
  114287. /**
  114288. * Base Url for the controller model.
  114289. */
  114290. static MODEL_BASE_URL: string;
  114291. /**
  114292. * File name for the controller model.
  114293. */
  114294. static MODEL_FILENAME: string;
  114295. /**
  114296. * Gamepad Id prefix used to identify Daydream Controller.
  114297. */
  114298. static readonly GAMEPAD_ID_PREFIX: string;
  114299. /**
  114300. * Creates a new DaydreamController from a gamepad
  114301. * @param vrGamepad the gamepad that the controller should be created from
  114302. */
  114303. constructor(vrGamepad: any);
  114304. /**
  114305. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  114306. * @param scene scene in which to add meshes
  114307. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  114308. */
  114309. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  114310. /**
  114311. * Called once for each button that changed state since the last frame
  114312. * @param buttonIdx Which button index changed
  114313. * @param state New state of the button
  114314. * @param changes Which properties on the state changed since last frame
  114315. */
  114316. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  114317. }
  114318. }
  114319. declare module BABYLON {
  114320. /**
  114321. * Gear VR Controller
  114322. */
  114323. export class GearVRController extends WebVRController {
  114324. /**
  114325. * Base Url for the controller model.
  114326. */
  114327. static MODEL_BASE_URL: string;
  114328. /**
  114329. * File name for the controller model.
  114330. */
  114331. static MODEL_FILENAME: string;
  114332. /**
  114333. * Gamepad Id prefix used to identify this controller.
  114334. */
  114335. static readonly GAMEPAD_ID_PREFIX: string;
  114336. private readonly _buttonIndexToObservableNameMap;
  114337. /**
  114338. * Creates a new GearVRController from a gamepad
  114339. * @param vrGamepad the gamepad that the controller should be created from
  114340. */
  114341. constructor(vrGamepad: any);
  114342. /**
  114343. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  114344. * @param scene scene in which to add meshes
  114345. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  114346. */
  114347. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  114348. /**
  114349. * Called once for each button that changed state since the last frame
  114350. * @param buttonIdx Which button index changed
  114351. * @param state New state of the button
  114352. * @param changes Which properties on the state changed since last frame
  114353. */
  114354. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  114355. }
  114356. }
  114357. declare module BABYLON {
  114358. /**
  114359. * Class containing static functions to help procedurally build meshes
  114360. */
  114361. export class PolyhedronBuilder {
  114362. /**
  114363. * Creates a polyhedron mesh
  114364. * * 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
  114365. * * The parameter `size` (positive float, default 1) sets the polygon size
  114366. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  114367. * * 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`
  114368. * * 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
  114369. * * 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)`)
  114370. * * 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
  114371. * * 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
  114372. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114373. * * 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
  114374. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114375. * @param name defines the name of the mesh
  114376. * @param options defines the options used to create the mesh
  114377. * @param scene defines the hosting scene
  114378. * @returns the polyhedron mesh
  114379. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  114380. */
  114381. static CreatePolyhedron(name: string, options: {
  114382. type?: number;
  114383. size?: number;
  114384. sizeX?: number;
  114385. sizeY?: number;
  114386. sizeZ?: number;
  114387. custom?: any;
  114388. faceUV?: Vector4[];
  114389. faceColors?: Color4[];
  114390. flat?: boolean;
  114391. updatable?: boolean;
  114392. sideOrientation?: number;
  114393. frontUVs?: Vector4;
  114394. backUVs?: Vector4;
  114395. }, scene?: Nullable<Scene>): Mesh;
  114396. }
  114397. }
  114398. declare module BABYLON {
  114399. /**
  114400. * Gizmo that enables scaling a mesh along 3 axis
  114401. */
  114402. export class ScaleGizmo extends Gizmo {
  114403. /**
  114404. * Internal gizmo used for interactions on the x axis
  114405. */
  114406. xGizmo: AxisScaleGizmo;
  114407. /**
  114408. * Internal gizmo used for interactions on the y axis
  114409. */
  114410. yGizmo: AxisScaleGizmo;
  114411. /**
  114412. * Internal gizmo used for interactions on the z axis
  114413. */
  114414. zGizmo: AxisScaleGizmo;
  114415. /**
  114416. * Internal gizmo used to scale all axis equally
  114417. */
  114418. uniformScaleGizmo: AxisScaleGizmo;
  114419. private _meshAttached;
  114420. private _updateGizmoRotationToMatchAttachedMesh;
  114421. private _snapDistance;
  114422. private _scaleRatio;
  114423. private _uniformScalingMesh;
  114424. private _octahedron;
  114425. private _sensitivity;
  114426. /** Fires an event when any of it's sub gizmos are dragged */
  114427. onDragStartObservable: Observable<unknown>;
  114428. /** Fires an event when any of it's sub gizmos are released from dragging */
  114429. onDragEndObservable: Observable<unknown>;
  114430. attachedMesh: Nullable<AbstractMesh>;
  114431. /**
  114432. * Creates a ScaleGizmo
  114433. * @param gizmoLayer The utility layer the gizmo will be added to
  114434. */
  114435. constructor(gizmoLayer?: UtilityLayerRenderer);
  114436. updateGizmoRotationToMatchAttachedMesh: boolean;
  114437. /**
  114438. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114439. */
  114440. snapDistance: number;
  114441. /**
  114442. * Ratio for the scale of the gizmo (Default: 1)
  114443. */
  114444. scaleRatio: number;
  114445. /**
  114446. * Sensitivity factor for dragging (Default: 1)
  114447. */
  114448. sensitivity: number;
  114449. /**
  114450. * Disposes of the gizmo
  114451. */
  114452. dispose(): void;
  114453. }
  114454. }
  114455. declare module BABYLON {
  114456. /**
  114457. * Single axis scale gizmo
  114458. */
  114459. export class AxisScaleGizmo extends Gizmo {
  114460. /**
  114461. * Drag behavior responsible for the gizmos dragging interactions
  114462. */
  114463. dragBehavior: PointerDragBehavior;
  114464. private _pointerObserver;
  114465. /**
  114466. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114467. */
  114468. snapDistance: number;
  114469. /**
  114470. * Event that fires each time the gizmo snaps to a new location.
  114471. * * snapDistance is the the change in distance
  114472. */
  114473. onSnapObservable: Observable<{
  114474. snapDistance: number;
  114475. }>;
  114476. /**
  114477. * If the scaling operation should be done on all axis (default: false)
  114478. */
  114479. uniformScaling: boolean;
  114480. /**
  114481. * Custom sensitivity value for the drag strength
  114482. */
  114483. sensitivity: number;
  114484. private _isEnabled;
  114485. private _parent;
  114486. private _arrow;
  114487. private _coloredMaterial;
  114488. private _hoverMaterial;
  114489. /**
  114490. * Creates an AxisScaleGizmo
  114491. * @param gizmoLayer The utility layer the gizmo will be added to
  114492. * @param dragAxis The axis which the gizmo will be able to scale on
  114493. * @param color The color of the gizmo
  114494. */
  114495. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  114496. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114497. /**
  114498. * If the gizmo is enabled
  114499. */
  114500. isEnabled: boolean;
  114501. /**
  114502. * Disposes of the gizmo
  114503. */
  114504. dispose(): void;
  114505. /**
  114506. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  114507. * @param mesh The mesh to replace the default mesh of the gizmo
  114508. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  114509. */
  114510. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  114511. }
  114512. }
  114513. declare module BABYLON {
  114514. /**
  114515. * Bounding box gizmo
  114516. */
  114517. export class BoundingBoxGizmo extends Gizmo {
  114518. private _lineBoundingBox;
  114519. private _rotateSpheresParent;
  114520. private _scaleBoxesParent;
  114521. private _boundingDimensions;
  114522. private _renderObserver;
  114523. private _pointerObserver;
  114524. private _scaleDragSpeed;
  114525. private _tmpQuaternion;
  114526. private _tmpVector;
  114527. private _tmpRotationMatrix;
  114528. /**
  114529. * 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)
  114530. */
  114531. ignoreChildren: boolean;
  114532. /**
  114533. * 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)
  114534. */
  114535. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  114536. /**
  114537. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  114538. */
  114539. rotationSphereSize: number;
  114540. /**
  114541. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  114542. */
  114543. scaleBoxSize: number;
  114544. /**
  114545. * 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)
  114546. */
  114547. fixedDragMeshScreenSize: boolean;
  114548. /**
  114549. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  114550. */
  114551. fixedDragMeshScreenSizeDistanceFactor: number;
  114552. /**
  114553. * Fired when a rotation sphere or scale box is dragged
  114554. */
  114555. onDragStartObservable: Observable<{}>;
  114556. /**
  114557. * Fired when a scale box is dragged
  114558. */
  114559. onScaleBoxDragObservable: Observable<{}>;
  114560. /**
  114561. * Fired when a scale box drag is ended
  114562. */
  114563. onScaleBoxDragEndObservable: Observable<{}>;
  114564. /**
  114565. * Fired when a rotation sphere is dragged
  114566. */
  114567. onRotationSphereDragObservable: Observable<{}>;
  114568. /**
  114569. * Fired when a rotation sphere drag is ended
  114570. */
  114571. onRotationSphereDragEndObservable: Observable<{}>;
  114572. /**
  114573. * 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)
  114574. */
  114575. scalePivot: Nullable<Vector3>;
  114576. /**
  114577. * Mesh used as a pivot to rotate the attached mesh
  114578. */
  114579. private _anchorMesh;
  114580. private _existingMeshScale;
  114581. private _dragMesh;
  114582. private pointerDragBehavior;
  114583. private coloredMaterial;
  114584. private hoverColoredMaterial;
  114585. /**
  114586. * Sets the color of the bounding box gizmo
  114587. * @param color the color to set
  114588. */
  114589. setColor(color: Color3): void;
  114590. /**
  114591. * Creates an BoundingBoxGizmo
  114592. * @param gizmoLayer The utility layer the gizmo will be added to
  114593. * @param color The color of the gizmo
  114594. */
  114595. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  114596. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114597. private _selectNode;
  114598. /**
  114599. * Updates the bounding box information for the Gizmo
  114600. */
  114601. updateBoundingBox(): void;
  114602. private _updateRotationSpheres;
  114603. private _updateScaleBoxes;
  114604. /**
  114605. * Enables rotation on the specified axis and disables rotation on the others
  114606. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  114607. */
  114608. setEnabledRotationAxis(axis: string): void;
  114609. /**
  114610. * Enables/disables scaling
  114611. * @param enable if scaling should be enabled
  114612. */
  114613. setEnabledScaling(enable: boolean): void;
  114614. private _updateDummy;
  114615. /**
  114616. * Enables a pointer drag behavior on the bounding box of the gizmo
  114617. */
  114618. enableDragBehavior(): void;
  114619. /**
  114620. * Disposes of the gizmo
  114621. */
  114622. dispose(): void;
  114623. /**
  114624. * 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)
  114625. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  114626. * @returns the bounding box mesh with the passed in mesh as a child
  114627. */
  114628. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  114629. /**
  114630. * CustomMeshes are not supported by this gizmo
  114631. * @param mesh The mesh to replace the default mesh of the gizmo
  114632. */
  114633. setCustomMesh(mesh: Mesh): void;
  114634. }
  114635. }
  114636. declare module BABYLON {
  114637. /**
  114638. * Single plane rotation gizmo
  114639. */
  114640. export class PlaneRotationGizmo extends Gizmo {
  114641. /**
  114642. * Drag behavior responsible for the gizmos dragging interactions
  114643. */
  114644. dragBehavior: PointerDragBehavior;
  114645. private _pointerObserver;
  114646. /**
  114647. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  114648. */
  114649. snapDistance: number;
  114650. /**
  114651. * Event that fires each time the gizmo snaps to a new location.
  114652. * * snapDistance is the the change in distance
  114653. */
  114654. onSnapObservable: Observable<{
  114655. snapDistance: number;
  114656. }>;
  114657. private _isEnabled;
  114658. private _parent;
  114659. /**
  114660. * Creates a PlaneRotationGizmo
  114661. * @param gizmoLayer The utility layer the gizmo will be added to
  114662. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  114663. * @param color The color of the gizmo
  114664. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114665. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114666. */
  114667. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  114668. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114669. /**
  114670. * If the gizmo is enabled
  114671. */
  114672. isEnabled: boolean;
  114673. /**
  114674. * Disposes of the gizmo
  114675. */
  114676. dispose(): void;
  114677. }
  114678. }
  114679. declare module BABYLON {
  114680. /**
  114681. * Gizmo that enables rotating a mesh along 3 axis
  114682. */
  114683. export class RotationGizmo extends Gizmo {
  114684. /**
  114685. * Internal gizmo used for interactions on the x axis
  114686. */
  114687. xGizmo: PlaneRotationGizmo;
  114688. /**
  114689. * Internal gizmo used for interactions on the y axis
  114690. */
  114691. yGizmo: PlaneRotationGizmo;
  114692. /**
  114693. * Internal gizmo used for interactions on the z axis
  114694. */
  114695. zGizmo: PlaneRotationGizmo;
  114696. /** Fires an event when any of it's sub gizmos are dragged */
  114697. onDragStartObservable: Observable<unknown>;
  114698. /** Fires an event when any of it's sub gizmos are released from dragging */
  114699. onDragEndObservable: Observable<unknown>;
  114700. private _meshAttached;
  114701. attachedMesh: Nullable<AbstractMesh>;
  114702. /**
  114703. * Creates a RotationGizmo
  114704. * @param gizmoLayer The utility layer the gizmo will be added to
  114705. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114706. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114707. */
  114708. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  114709. updateGizmoRotationToMatchAttachedMesh: boolean;
  114710. /**
  114711. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114712. */
  114713. snapDistance: number;
  114714. /**
  114715. * Ratio for the scale of the gizmo (Default: 1)
  114716. */
  114717. scaleRatio: number;
  114718. /**
  114719. * Disposes of the gizmo
  114720. */
  114721. dispose(): void;
  114722. /**
  114723. * CustomMeshes are not supported by this gizmo
  114724. * @param mesh The mesh to replace the default mesh of the gizmo
  114725. */
  114726. setCustomMesh(mesh: Mesh): void;
  114727. }
  114728. }
  114729. declare module BABYLON {
  114730. /**
  114731. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  114732. */
  114733. export class GizmoManager implements IDisposable {
  114734. private scene;
  114735. /**
  114736. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  114737. */
  114738. gizmos: {
  114739. positionGizmo: Nullable<PositionGizmo>;
  114740. rotationGizmo: Nullable<RotationGizmo>;
  114741. scaleGizmo: Nullable<ScaleGizmo>;
  114742. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  114743. };
  114744. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  114745. clearGizmoOnEmptyPointerEvent: boolean;
  114746. /** Fires an event when the manager is attached to a mesh */
  114747. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  114748. private _gizmosEnabled;
  114749. private _pointerObserver;
  114750. private _attachedMesh;
  114751. private _boundingBoxColor;
  114752. private _defaultUtilityLayer;
  114753. private _defaultKeepDepthUtilityLayer;
  114754. /**
  114755. * When bounding box gizmo is enabled, this can be used to track drag/end events
  114756. */
  114757. boundingBoxDragBehavior: SixDofDragBehavior;
  114758. /**
  114759. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  114760. */
  114761. attachableMeshes: Nullable<Array<AbstractMesh>>;
  114762. /**
  114763. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  114764. */
  114765. usePointerToAttachGizmos: boolean;
  114766. /**
  114767. * Utility layer that the bounding box gizmo belongs to
  114768. */
  114769. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  114770. /**
  114771. * Utility layer that all gizmos besides bounding box belong to
  114772. */
  114773. readonly utilityLayer: UtilityLayerRenderer;
  114774. /**
  114775. * Instatiates a gizmo manager
  114776. * @param scene the scene to overlay the gizmos on top of
  114777. */
  114778. constructor(scene: Scene);
  114779. /**
  114780. * Attaches a set of gizmos to the specified mesh
  114781. * @param mesh The mesh the gizmo's should be attached to
  114782. */
  114783. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114784. /**
  114785. * If the position gizmo is enabled
  114786. */
  114787. positionGizmoEnabled: boolean;
  114788. /**
  114789. * If the rotation gizmo is enabled
  114790. */
  114791. rotationGizmoEnabled: boolean;
  114792. /**
  114793. * If the scale gizmo is enabled
  114794. */
  114795. scaleGizmoEnabled: boolean;
  114796. /**
  114797. * If the boundingBox gizmo is enabled
  114798. */
  114799. boundingBoxGizmoEnabled: boolean;
  114800. /**
  114801. * Disposes of the gizmo manager
  114802. */
  114803. dispose(): void;
  114804. }
  114805. }
  114806. declare module BABYLON {
  114807. /**
  114808. * A directional light is defined by a direction (what a surprise!).
  114809. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  114810. * 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.
  114811. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114812. */
  114813. export class DirectionalLight extends ShadowLight {
  114814. private _shadowFrustumSize;
  114815. /**
  114816. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  114817. */
  114818. /**
  114819. * Specifies a fix frustum size for the shadow generation.
  114820. */
  114821. shadowFrustumSize: number;
  114822. private _shadowOrthoScale;
  114823. /**
  114824. * Gets the shadow projection scale against the optimal computed one.
  114825. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114826. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114827. */
  114828. /**
  114829. * Sets the shadow projection scale against the optimal computed one.
  114830. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114831. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114832. */
  114833. shadowOrthoScale: number;
  114834. /**
  114835. * Automatically compute the projection matrix to best fit (including all the casters)
  114836. * on each frame.
  114837. */
  114838. autoUpdateExtends: boolean;
  114839. private _orthoLeft;
  114840. private _orthoRight;
  114841. private _orthoTop;
  114842. private _orthoBottom;
  114843. /**
  114844. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  114845. * The directional light is emitted from everywhere in the given direction.
  114846. * It can cast shadows.
  114847. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114848. * @param name The friendly name of the light
  114849. * @param direction The direction of the light
  114850. * @param scene The scene the light belongs to
  114851. */
  114852. constructor(name: string, direction: Vector3, scene: Scene);
  114853. /**
  114854. * Returns the string "DirectionalLight".
  114855. * @return The class name
  114856. */
  114857. getClassName(): string;
  114858. /**
  114859. * Returns the integer 1.
  114860. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114861. */
  114862. getTypeID(): number;
  114863. /**
  114864. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  114865. * Returns the DirectionalLight Shadow projection matrix.
  114866. */
  114867. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114868. /**
  114869. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  114870. * Returns the DirectionalLight Shadow projection matrix.
  114871. */
  114872. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  114873. /**
  114874. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  114875. * Returns the DirectionalLight Shadow projection matrix.
  114876. */
  114877. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114878. protected _buildUniformLayout(): void;
  114879. /**
  114880. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  114881. * @param effect The effect to update
  114882. * @param lightIndex The index of the light in the effect to update
  114883. * @returns The directional light
  114884. */
  114885. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  114886. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  114887. /**
  114888. * Gets the minZ used for shadow according to both the scene and the light.
  114889. *
  114890. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114891. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114892. * @param activeCamera The camera we are returning the min for
  114893. * @returns the depth min z
  114894. */
  114895. getDepthMinZ(activeCamera: Camera): number;
  114896. /**
  114897. * Gets the maxZ used for shadow according to both the scene and the light.
  114898. *
  114899. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114900. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114901. * @param activeCamera The camera we are returning the max for
  114902. * @returns the depth max z
  114903. */
  114904. getDepthMaxZ(activeCamera: Camera): number;
  114905. /**
  114906. * Prepares the list of defines specific to the light type.
  114907. * @param defines the list of defines
  114908. * @param lightIndex defines the index of the light for the effect
  114909. */
  114910. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114911. }
  114912. }
  114913. declare module BABYLON {
  114914. /**
  114915. * Class containing static functions to help procedurally build meshes
  114916. */
  114917. export class HemisphereBuilder {
  114918. /**
  114919. * Creates a hemisphere mesh
  114920. * @param name defines the name of the mesh
  114921. * @param options defines the options used to create the mesh
  114922. * @param scene defines the hosting scene
  114923. * @returns the hemisphere mesh
  114924. */
  114925. static CreateHemisphere(name: string, options: {
  114926. segments?: number;
  114927. diameter?: number;
  114928. sideOrientation?: number;
  114929. }, scene: any): Mesh;
  114930. }
  114931. }
  114932. declare module BABYLON {
  114933. /**
  114934. * A spot light is defined by a position, a direction, an angle, and an exponent.
  114935. * These values define a cone of light starting from the position, emitting toward the direction.
  114936. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  114937. * and the exponent defines the speed of the decay of the light with distance (reach).
  114938. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114939. */
  114940. export class SpotLight extends ShadowLight {
  114941. private _angle;
  114942. private _innerAngle;
  114943. private _cosHalfAngle;
  114944. private _lightAngleScale;
  114945. private _lightAngleOffset;
  114946. /**
  114947. * Gets the cone angle of the spot light in Radians.
  114948. */
  114949. /**
  114950. * Sets the cone angle of the spot light in Radians.
  114951. */
  114952. angle: number;
  114953. /**
  114954. * Only used in gltf falloff mode, this defines the angle where
  114955. * the directional falloff will start before cutting at angle which could be seen
  114956. * as outer angle.
  114957. */
  114958. /**
  114959. * Only used in gltf falloff mode, this defines the angle where
  114960. * the directional falloff will start before cutting at angle which could be seen
  114961. * as outer angle.
  114962. */
  114963. innerAngle: number;
  114964. private _shadowAngleScale;
  114965. /**
  114966. * Allows scaling the angle of the light for shadow generation only.
  114967. */
  114968. /**
  114969. * Allows scaling the angle of the light for shadow generation only.
  114970. */
  114971. shadowAngleScale: number;
  114972. /**
  114973. * The light decay speed with the distance from the emission spot.
  114974. */
  114975. exponent: number;
  114976. private _projectionTextureMatrix;
  114977. /**
  114978. * Allows reading the projecton texture
  114979. */
  114980. readonly projectionTextureMatrix: Matrix;
  114981. protected _projectionTextureLightNear: number;
  114982. /**
  114983. * Gets the near clip of the Spotlight for texture projection.
  114984. */
  114985. /**
  114986. * Sets the near clip of the Spotlight for texture projection.
  114987. */
  114988. projectionTextureLightNear: number;
  114989. protected _projectionTextureLightFar: number;
  114990. /**
  114991. * Gets the far clip of the Spotlight for texture projection.
  114992. */
  114993. /**
  114994. * Sets the far clip of the Spotlight for texture projection.
  114995. */
  114996. projectionTextureLightFar: number;
  114997. protected _projectionTextureUpDirection: Vector3;
  114998. /**
  114999. * Gets the Up vector of the Spotlight for texture projection.
  115000. */
  115001. /**
  115002. * Sets the Up vector of the Spotlight for texture projection.
  115003. */
  115004. projectionTextureUpDirection: Vector3;
  115005. private _projectionTexture;
  115006. /**
  115007. * Gets the projection texture of the light.
  115008. */
  115009. /**
  115010. * Sets the projection texture of the light.
  115011. */
  115012. projectionTexture: Nullable<BaseTexture>;
  115013. private _projectionTextureViewLightDirty;
  115014. private _projectionTextureProjectionLightDirty;
  115015. private _projectionTextureDirty;
  115016. private _projectionTextureViewTargetVector;
  115017. private _projectionTextureViewLightMatrix;
  115018. private _projectionTextureProjectionLightMatrix;
  115019. private _projectionTextureScalingMatrix;
  115020. /**
  115021. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  115022. * It can cast shadows.
  115023. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115024. * @param name The light friendly name
  115025. * @param position The position of the spot light in the scene
  115026. * @param direction The direction of the light in the scene
  115027. * @param angle The cone angle of the light in Radians
  115028. * @param exponent The light decay speed with the distance from the emission spot
  115029. * @param scene The scene the lights belongs to
  115030. */
  115031. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  115032. /**
  115033. * Returns the string "SpotLight".
  115034. * @returns the class name
  115035. */
  115036. getClassName(): string;
  115037. /**
  115038. * Returns the integer 2.
  115039. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115040. */
  115041. getTypeID(): number;
  115042. /**
  115043. * Overrides the direction setter to recompute the projection texture view light Matrix.
  115044. */
  115045. protected _setDirection(value: Vector3): void;
  115046. /**
  115047. * Overrides the position setter to recompute the projection texture view light Matrix.
  115048. */
  115049. protected _setPosition(value: Vector3): void;
  115050. /**
  115051. * 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.
  115052. * Returns the SpotLight.
  115053. */
  115054. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115055. protected _computeProjectionTextureViewLightMatrix(): void;
  115056. protected _computeProjectionTextureProjectionLightMatrix(): void;
  115057. /**
  115058. * Main function for light texture projection matrix computing.
  115059. */
  115060. protected _computeProjectionTextureMatrix(): void;
  115061. protected _buildUniformLayout(): void;
  115062. private _computeAngleValues;
  115063. /**
  115064. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  115065. * @param effect The effect to update
  115066. * @param lightIndex The index of the light in the effect to update
  115067. * @returns The spot light
  115068. */
  115069. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  115070. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115071. /**
  115072. * Disposes the light and the associated resources.
  115073. */
  115074. dispose(): void;
  115075. /**
  115076. * Prepares the list of defines specific to the light type.
  115077. * @param defines the list of defines
  115078. * @param lightIndex defines the index of the light for the effect
  115079. */
  115080. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115081. }
  115082. }
  115083. declare module BABYLON {
  115084. /**
  115085. * Gizmo that enables viewing a light
  115086. */
  115087. export class LightGizmo extends Gizmo {
  115088. private _lightMesh;
  115089. private _material;
  115090. private _cachedPosition;
  115091. private _cachedForward;
  115092. private _attachedMeshParent;
  115093. /**
  115094. * Creates a LightGizmo
  115095. * @param gizmoLayer The utility layer the gizmo will be added to
  115096. */
  115097. constructor(gizmoLayer?: UtilityLayerRenderer);
  115098. private _light;
  115099. /**
  115100. * The light that the gizmo is attached to
  115101. */
  115102. light: Nullable<Light>;
  115103. /**
  115104. * Gets the material used to render the light gizmo
  115105. */
  115106. readonly material: StandardMaterial;
  115107. /**
  115108. * @hidden
  115109. * Updates the gizmo to match the attached mesh's position/rotation
  115110. */
  115111. protected _update(): void;
  115112. private static _Scale;
  115113. /**
  115114. * Creates the lines for a light mesh
  115115. */
  115116. private static _CreateLightLines;
  115117. /**
  115118. * Disposes of the light gizmo
  115119. */
  115120. dispose(): void;
  115121. private static _CreateHemisphericLightMesh;
  115122. private static _CreatePointLightMesh;
  115123. private static _CreateSpotLightMesh;
  115124. private static _CreateDirectionalLightMesh;
  115125. }
  115126. }
  115127. declare module BABYLON {
  115128. /** @hidden */
  115129. export var backgroundFragmentDeclaration: {
  115130. name: string;
  115131. shader: string;
  115132. };
  115133. }
  115134. declare module BABYLON {
  115135. /** @hidden */
  115136. export var backgroundUboDeclaration: {
  115137. name: string;
  115138. shader: string;
  115139. };
  115140. }
  115141. declare module BABYLON {
  115142. /** @hidden */
  115143. export var backgroundPixelShader: {
  115144. name: string;
  115145. shader: string;
  115146. };
  115147. }
  115148. declare module BABYLON {
  115149. /** @hidden */
  115150. export var backgroundVertexDeclaration: {
  115151. name: string;
  115152. shader: string;
  115153. };
  115154. }
  115155. declare module BABYLON {
  115156. /** @hidden */
  115157. export var backgroundVertexShader: {
  115158. name: string;
  115159. shader: string;
  115160. };
  115161. }
  115162. declare module BABYLON {
  115163. /**
  115164. * Background material used to create an efficient environement around your scene.
  115165. */
  115166. export class BackgroundMaterial extends PushMaterial {
  115167. /**
  115168. * Standard reflectance value at parallel view angle.
  115169. */
  115170. static StandardReflectance0: number;
  115171. /**
  115172. * Standard reflectance value at grazing angle.
  115173. */
  115174. static StandardReflectance90: number;
  115175. protected _primaryColor: Color3;
  115176. /**
  115177. * Key light Color (multiply against the environement texture)
  115178. */
  115179. primaryColor: Color3;
  115180. protected __perceptualColor: Nullable<Color3>;
  115181. /**
  115182. * Experimental Internal Use Only.
  115183. *
  115184. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  115185. * This acts as a helper to set the primary color to a more "human friendly" value.
  115186. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  115187. * output color as close as possible from the chosen value.
  115188. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  115189. * part of lighting setup.)
  115190. */
  115191. _perceptualColor: Nullable<Color3>;
  115192. protected _primaryColorShadowLevel: float;
  115193. /**
  115194. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  115195. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  115196. */
  115197. primaryColorShadowLevel: float;
  115198. protected _primaryColorHighlightLevel: float;
  115199. /**
  115200. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  115201. * The primary color is used at the level chosen to define what the white area would look.
  115202. */
  115203. primaryColorHighlightLevel: float;
  115204. protected _reflectionTexture: Nullable<BaseTexture>;
  115205. /**
  115206. * Reflection Texture used in the material.
  115207. * Should be author in a specific way for the best result (refer to the documentation).
  115208. */
  115209. reflectionTexture: Nullable<BaseTexture>;
  115210. protected _reflectionBlur: float;
  115211. /**
  115212. * Reflection Texture level of blur.
  115213. *
  115214. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  115215. * texture twice.
  115216. */
  115217. reflectionBlur: float;
  115218. protected _diffuseTexture: Nullable<BaseTexture>;
  115219. /**
  115220. * Diffuse Texture used in the material.
  115221. * Should be author in a specific way for the best result (refer to the documentation).
  115222. */
  115223. diffuseTexture: Nullable<BaseTexture>;
  115224. protected _shadowLights: Nullable<IShadowLight[]>;
  115225. /**
  115226. * Specify the list of lights casting shadow on the material.
  115227. * All scene shadow lights will be included if null.
  115228. */
  115229. shadowLights: Nullable<IShadowLight[]>;
  115230. protected _shadowLevel: float;
  115231. /**
  115232. * Helps adjusting the shadow to a softer level if required.
  115233. * 0 means black shadows and 1 means no shadows.
  115234. */
  115235. shadowLevel: float;
  115236. protected _sceneCenter: Vector3;
  115237. /**
  115238. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  115239. * It is usually zero but might be interesting to modify according to your setup.
  115240. */
  115241. sceneCenter: Vector3;
  115242. protected _opacityFresnel: boolean;
  115243. /**
  115244. * This helps specifying that the material is falling off to the sky box at grazing angle.
  115245. * This helps ensuring a nice transition when the camera goes under the ground.
  115246. */
  115247. opacityFresnel: boolean;
  115248. protected _reflectionFresnel: boolean;
  115249. /**
  115250. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  115251. * This helps adding a mirror texture on the ground.
  115252. */
  115253. reflectionFresnel: boolean;
  115254. protected _reflectionFalloffDistance: number;
  115255. /**
  115256. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  115257. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  115258. */
  115259. reflectionFalloffDistance: number;
  115260. protected _reflectionAmount: number;
  115261. /**
  115262. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  115263. */
  115264. reflectionAmount: number;
  115265. protected _reflectionReflectance0: number;
  115266. /**
  115267. * This specifies the weight of the reflection at grazing angle.
  115268. */
  115269. reflectionReflectance0: number;
  115270. protected _reflectionReflectance90: number;
  115271. /**
  115272. * This specifies the weight of the reflection at a perpendicular point of view.
  115273. */
  115274. reflectionReflectance90: number;
  115275. /**
  115276. * Sets the reflection reflectance fresnel values according to the default standard
  115277. * empirically know to work well :-)
  115278. */
  115279. reflectionStandardFresnelWeight: number;
  115280. protected _useRGBColor: boolean;
  115281. /**
  115282. * Helps to directly use the maps channels instead of their level.
  115283. */
  115284. useRGBColor: boolean;
  115285. protected _enableNoise: boolean;
  115286. /**
  115287. * This helps reducing the banding effect that could occur on the background.
  115288. */
  115289. enableNoise: boolean;
  115290. /**
  115291. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115292. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  115293. * Recommended to be keep at 1.0 except for special cases.
  115294. */
  115295. fovMultiplier: number;
  115296. private _fovMultiplier;
  115297. /**
  115298. * Enable the FOV adjustment feature controlled by fovMultiplier.
  115299. */
  115300. useEquirectangularFOV: boolean;
  115301. private _maxSimultaneousLights;
  115302. /**
  115303. * Number of Simultaneous lights allowed on the material.
  115304. */
  115305. maxSimultaneousLights: int;
  115306. /**
  115307. * Default configuration related to image processing available in the Background Material.
  115308. */
  115309. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115310. /**
  115311. * Keep track of the image processing observer to allow dispose and replace.
  115312. */
  115313. private _imageProcessingObserver;
  115314. /**
  115315. * Attaches a new image processing configuration to the PBR Material.
  115316. * @param configuration (if null the scene configuration will be use)
  115317. */
  115318. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115319. /**
  115320. * Gets the image processing configuration used either in this material.
  115321. */
  115322. /**
  115323. * Sets the Default image processing configuration used either in the this material.
  115324. *
  115325. * If sets to null, the scene one is in use.
  115326. */
  115327. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  115328. /**
  115329. * Gets wether the color curves effect is enabled.
  115330. */
  115331. /**
  115332. * Sets wether the color curves effect is enabled.
  115333. */
  115334. cameraColorCurvesEnabled: boolean;
  115335. /**
  115336. * Gets wether the color grading effect is enabled.
  115337. */
  115338. /**
  115339. * Gets wether the color grading effect is enabled.
  115340. */
  115341. cameraColorGradingEnabled: boolean;
  115342. /**
  115343. * Gets wether tonemapping is enabled or not.
  115344. */
  115345. /**
  115346. * Sets wether tonemapping is enabled or not
  115347. */
  115348. cameraToneMappingEnabled: boolean;
  115349. /**
  115350. * The camera exposure used on this material.
  115351. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115352. * This corresponds to a photographic exposure.
  115353. */
  115354. /**
  115355. * The camera exposure used on this material.
  115356. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115357. * This corresponds to a photographic exposure.
  115358. */
  115359. cameraExposure: float;
  115360. /**
  115361. * Gets The camera contrast used on this material.
  115362. */
  115363. /**
  115364. * Sets The camera contrast used on this material.
  115365. */
  115366. cameraContrast: float;
  115367. /**
  115368. * Gets the Color Grading 2D Lookup Texture.
  115369. */
  115370. /**
  115371. * Sets the Color Grading 2D Lookup Texture.
  115372. */
  115373. cameraColorGradingTexture: Nullable<BaseTexture>;
  115374. /**
  115375. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115376. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115377. * 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;
  115378. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115379. */
  115380. /**
  115381. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115382. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115383. * 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;
  115384. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115385. */
  115386. cameraColorCurves: Nullable<ColorCurves>;
  115387. /**
  115388. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  115389. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  115390. */
  115391. switchToBGR: boolean;
  115392. private _renderTargets;
  115393. private _reflectionControls;
  115394. private _white;
  115395. private _primaryShadowColor;
  115396. private _primaryHighlightColor;
  115397. /**
  115398. * Instantiates a Background Material in the given scene
  115399. * @param name The friendly name of the material
  115400. * @param scene The scene to add the material to
  115401. */
  115402. constructor(name: string, scene: Scene);
  115403. /**
  115404. * Gets a boolean indicating that current material needs to register RTT
  115405. */
  115406. readonly hasRenderTargetTextures: boolean;
  115407. /**
  115408. * The entire material has been created in order to prevent overdraw.
  115409. * @returns false
  115410. */
  115411. needAlphaTesting(): boolean;
  115412. /**
  115413. * The entire material has been created in order to prevent overdraw.
  115414. * @returns true if blending is enable
  115415. */
  115416. needAlphaBlending(): boolean;
  115417. /**
  115418. * Checks wether the material is ready to be rendered for a given mesh.
  115419. * @param mesh The mesh to render
  115420. * @param subMesh The submesh to check against
  115421. * @param useInstances Specify wether or not the material is used with instances
  115422. * @returns true if all the dependencies are ready (Textures, Effects...)
  115423. */
  115424. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115425. /**
  115426. * Compute the primary color according to the chosen perceptual color.
  115427. */
  115428. private _computePrimaryColorFromPerceptualColor;
  115429. /**
  115430. * Compute the highlights and shadow colors according to their chosen levels.
  115431. */
  115432. private _computePrimaryColors;
  115433. /**
  115434. * Build the uniform buffer used in the material.
  115435. */
  115436. buildUniformLayout(): void;
  115437. /**
  115438. * Unbind the material.
  115439. */
  115440. unbind(): void;
  115441. /**
  115442. * Bind only the world matrix to the material.
  115443. * @param world The world matrix to bind.
  115444. */
  115445. bindOnlyWorldMatrix(world: Matrix): void;
  115446. /**
  115447. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  115448. * @param world The world matrix to bind.
  115449. * @param subMesh The submesh to bind for.
  115450. */
  115451. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115452. /**
  115453. * Checks to see if a texture is used in the material.
  115454. * @param texture - Base texture to use.
  115455. * @returns - Boolean specifying if a texture is used in the material.
  115456. */
  115457. hasTexture(texture: BaseTexture): boolean;
  115458. /**
  115459. * Dispose the material.
  115460. * @param forceDisposeEffect Force disposal of the associated effect.
  115461. * @param forceDisposeTextures Force disposal of the associated textures.
  115462. */
  115463. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  115464. /**
  115465. * Clones the material.
  115466. * @param name The cloned name.
  115467. * @returns The cloned material.
  115468. */
  115469. clone(name: string): BackgroundMaterial;
  115470. /**
  115471. * Serializes the current material to its JSON representation.
  115472. * @returns The JSON representation.
  115473. */
  115474. serialize(): any;
  115475. /**
  115476. * Gets the class name of the material
  115477. * @returns "BackgroundMaterial"
  115478. */
  115479. getClassName(): string;
  115480. /**
  115481. * Parse a JSON input to create back a background material.
  115482. * @param source The JSON data to parse
  115483. * @param scene The scene to create the parsed material in
  115484. * @param rootUrl The root url of the assets the material depends upon
  115485. * @returns the instantiated BackgroundMaterial.
  115486. */
  115487. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  115488. }
  115489. }
  115490. declare module BABYLON {
  115491. /**
  115492. * Represents the different options available during the creation of
  115493. * a Environment helper.
  115494. *
  115495. * This can control the default ground, skybox and image processing setup of your scene.
  115496. */
  115497. export interface IEnvironmentHelperOptions {
  115498. /**
  115499. * Specifies wether or not to create a ground.
  115500. * True by default.
  115501. */
  115502. createGround: boolean;
  115503. /**
  115504. * Specifies the ground size.
  115505. * 15 by default.
  115506. */
  115507. groundSize: number;
  115508. /**
  115509. * The texture used on the ground for the main color.
  115510. * Comes from the BabylonJS CDN by default.
  115511. *
  115512. * Remarks: Can be either a texture or a url.
  115513. */
  115514. groundTexture: string | BaseTexture;
  115515. /**
  115516. * The color mixed in the ground texture by default.
  115517. * BabylonJS clearColor by default.
  115518. */
  115519. groundColor: Color3;
  115520. /**
  115521. * Specifies the ground opacity.
  115522. * 1 by default.
  115523. */
  115524. groundOpacity: number;
  115525. /**
  115526. * Enables the ground to receive shadows.
  115527. * True by default.
  115528. */
  115529. enableGroundShadow: boolean;
  115530. /**
  115531. * Helps preventing the shadow to be fully black on the ground.
  115532. * 0.5 by default.
  115533. */
  115534. groundShadowLevel: number;
  115535. /**
  115536. * Creates a mirror texture attach to the ground.
  115537. * false by default.
  115538. */
  115539. enableGroundMirror: boolean;
  115540. /**
  115541. * Specifies the ground mirror size ratio.
  115542. * 0.3 by default as the default kernel is 64.
  115543. */
  115544. groundMirrorSizeRatio: number;
  115545. /**
  115546. * Specifies the ground mirror blur kernel size.
  115547. * 64 by default.
  115548. */
  115549. groundMirrorBlurKernel: number;
  115550. /**
  115551. * Specifies the ground mirror visibility amount.
  115552. * 1 by default
  115553. */
  115554. groundMirrorAmount: number;
  115555. /**
  115556. * Specifies the ground mirror reflectance weight.
  115557. * This uses the standard weight of the background material to setup the fresnel effect
  115558. * of the mirror.
  115559. * 1 by default.
  115560. */
  115561. groundMirrorFresnelWeight: number;
  115562. /**
  115563. * Specifies the ground mirror Falloff distance.
  115564. * This can helps reducing the size of the reflection.
  115565. * 0 by Default.
  115566. */
  115567. groundMirrorFallOffDistance: number;
  115568. /**
  115569. * Specifies the ground mirror texture type.
  115570. * Unsigned Int by Default.
  115571. */
  115572. groundMirrorTextureType: number;
  115573. /**
  115574. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  115575. * the shown objects.
  115576. */
  115577. groundYBias: number;
  115578. /**
  115579. * Specifies wether or not to create a skybox.
  115580. * True by default.
  115581. */
  115582. createSkybox: boolean;
  115583. /**
  115584. * Specifies the skybox size.
  115585. * 20 by default.
  115586. */
  115587. skyboxSize: number;
  115588. /**
  115589. * The texture used on the skybox for the main color.
  115590. * Comes from the BabylonJS CDN by default.
  115591. *
  115592. * Remarks: Can be either a texture or a url.
  115593. */
  115594. skyboxTexture: string | BaseTexture;
  115595. /**
  115596. * The color mixed in the skybox texture by default.
  115597. * BabylonJS clearColor by default.
  115598. */
  115599. skyboxColor: Color3;
  115600. /**
  115601. * The background rotation around the Y axis of the scene.
  115602. * This helps aligning the key lights of your scene with the background.
  115603. * 0 by default.
  115604. */
  115605. backgroundYRotation: number;
  115606. /**
  115607. * Compute automatically the size of the elements to best fit with the scene.
  115608. */
  115609. sizeAuto: boolean;
  115610. /**
  115611. * Default position of the rootMesh if autoSize is not true.
  115612. */
  115613. rootPosition: Vector3;
  115614. /**
  115615. * Sets up the image processing in the scene.
  115616. * true by default.
  115617. */
  115618. setupImageProcessing: boolean;
  115619. /**
  115620. * The texture used as your environment texture in the scene.
  115621. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  115622. *
  115623. * Remarks: Can be either a texture or a url.
  115624. */
  115625. environmentTexture: string | BaseTexture;
  115626. /**
  115627. * The value of the exposure to apply to the scene.
  115628. * 0.6 by default if setupImageProcessing is true.
  115629. */
  115630. cameraExposure: number;
  115631. /**
  115632. * The value of the contrast to apply to the scene.
  115633. * 1.6 by default if setupImageProcessing is true.
  115634. */
  115635. cameraContrast: number;
  115636. /**
  115637. * Specifies wether or not tonemapping should be enabled in the scene.
  115638. * true by default if setupImageProcessing is true.
  115639. */
  115640. toneMappingEnabled: boolean;
  115641. }
  115642. /**
  115643. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  115644. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  115645. * It also helps with the default setup of your imageProcessing configuration.
  115646. */
  115647. export class EnvironmentHelper {
  115648. /**
  115649. * Default ground texture URL.
  115650. */
  115651. private static _groundTextureCDNUrl;
  115652. /**
  115653. * Default skybox texture URL.
  115654. */
  115655. private static _skyboxTextureCDNUrl;
  115656. /**
  115657. * Default environment texture URL.
  115658. */
  115659. private static _environmentTextureCDNUrl;
  115660. /**
  115661. * Creates the default options for the helper.
  115662. */
  115663. private static _getDefaultOptions;
  115664. private _rootMesh;
  115665. /**
  115666. * Gets the root mesh created by the helper.
  115667. */
  115668. readonly rootMesh: Mesh;
  115669. private _skybox;
  115670. /**
  115671. * Gets the skybox created by the helper.
  115672. */
  115673. readonly skybox: Nullable<Mesh>;
  115674. private _skyboxTexture;
  115675. /**
  115676. * Gets the skybox texture created by the helper.
  115677. */
  115678. readonly skyboxTexture: Nullable<BaseTexture>;
  115679. private _skyboxMaterial;
  115680. /**
  115681. * Gets the skybox material created by the helper.
  115682. */
  115683. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  115684. private _ground;
  115685. /**
  115686. * Gets the ground mesh created by the helper.
  115687. */
  115688. readonly ground: Nullable<Mesh>;
  115689. private _groundTexture;
  115690. /**
  115691. * Gets the ground texture created by the helper.
  115692. */
  115693. readonly groundTexture: Nullable<BaseTexture>;
  115694. private _groundMirror;
  115695. /**
  115696. * Gets the ground mirror created by the helper.
  115697. */
  115698. readonly groundMirror: Nullable<MirrorTexture>;
  115699. /**
  115700. * Gets the ground mirror render list to helps pushing the meshes
  115701. * you wish in the ground reflection.
  115702. */
  115703. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  115704. private _groundMaterial;
  115705. /**
  115706. * Gets the ground material created by the helper.
  115707. */
  115708. readonly groundMaterial: Nullable<BackgroundMaterial>;
  115709. /**
  115710. * Stores the creation options.
  115711. */
  115712. private readonly _scene;
  115713. private _options;
  115714. /**
  115715. * This observable will be notified with any error during the creation of the environment,
  115716. * mainly texture creation errors.
  115717. */
  115718. onErrorObservable: Observable<{
  115719. message?: string;
  115720. exception?: any;
  115721. }>;
  115722. /**
  115723. * constructor
  115724. * @param options Defines the options we want to customize the helper
  115725. * @param scene The scene to add the material to
  115726. */
  115727. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  115728. /**
  115729. * Updates the background according to the new options
  115730. * @param options
  115731. */
  115732. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  115733. /**
  115734. * Sets the primary color of all the available elements.
  115735. * @param color the main color to affect to the ground and the background
  115736. */
  115737. setMainColor(color: Color3): void;
  115738. /**
  115739. * Setup the image processing according to the specified options.
  115740. */
  115741. private _setupImageProcessing;
  115742. /**
  115743. * Setup the environment texture according to the specified options.
  115744. */
  115745. private _setupEnvironmentTexture;
  115746. /**
  115747. * Setup the background according to the specified options.
  115748. */
  115749. private _setupBackground;
  115750. /**
  115751. * Get the scene sizes according to the setup.
  115752. */
  115753. private _getSceneSize;
  115754. /**
  115755. * Setup the ground according to the specified options.
  115756. */
  115757. private _setupGround;
  115758. /**
  115759. * Setup the ground material according to the specified options.
  115760. */
  115761. private _setupGroundMaterial;
  115762. /**
  115763. * Setup the ground diffuse texture according to the specified options.
  115764. */
  115765. private _setupGroundDiffuseTexture;
  115766. /**
  115767. * Setup the ground mirror texture according to the specified options.
  115768. */
  115769. private _setupGroundMirrorTexture;
  115770. /**
  115771. * Setup the ground to receive the mirror texture.
  115772. */
  115773. private _setupMirrorInGroundMaterial;
  115774. /**
  115775. * Setup the skybox according to the specified options.
  115776. */
  115777. private _setupSkybox;
  115778. /**
  115779. * Setup the skybox material according to the specified options.
  115780. */
  115781. private _setupSkyboxMaterial;
  115782. /**
  115783. * Setup the skybox reflection texture according to the specified options.
  115784. */
  115785. private _setupSkyboxReflectionTexture;
  115786. private _errorHandler;
  115787. /**
  115788. * Dispose all the elements created by the Helper.
  115789. */
  115790. dispose(): void;
  115791. }
  115792. }
  115793. declare module BABYLON {
  115794. /**
  115795. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  115796. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  115797. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  115798. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  115799. */
  115800. export class PhotoDome extends TransformNode {
  115801. /**
  115802. * Define the image as a Monoscopic panoramic 360 image.
  115803. */
  115804. static readonly MODE_MONOSCOPIC: number;
  115805. /**
  115806. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115807. */
  115808. static readonly MODE_TOPBOTTOM: number;
  115809. /**
  115810. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115811. */
  115812. static readonly MODE_SIDEBYSIDE: number;
  115813. private _useDirectMapping;
  115814. /**
  115815. * The texture being displayed on the sphere
  115816. */
  115817. protected _photoTexture: Texture;
  115818. /**
  115819. * Gets or sets the texture being displayed on the sphere
  115820. */
  115821. photoTexture: Texture;
  115822. /**
  115823. * Observable raised when an error occured while loading the 360 image
  115824. */
  115825. onLoadErrorObservable: Observable<string>;
  115826. /**
  115827. * The skybox material
  115828. */
  115829. protected _material: BackgroundMaterial;
  115830. /**
  115831. * The surface used for the skybox
  115832. */
  115833. protected _mesh: Mesh;
  115834. /**
  115835. * Gets the mesh used for the skybox.
  115836. */
  115837. readonly mesh: Mesh;
  115838. /**
  115839. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115840. * Also see the options.resolution property.
  115841. */
  115842. fovMultiplier: number;
  115843. private _imageMode;
  115844. /**
  115845. * Gets or set the current video mode for the video. It can be:
  115846. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  115847. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115848. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115849. */
  115850. imageMode: number;
  115851. /**
  115852. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  115853. * @param name Element's name, child elements will append suffixes for their own names.
  115854. * @param urlsOfPhoto defines the url of the photo to display
  115855. * @param options defines an object containing optional or exposed sub element properties
  115856. * @param onError defines a callback called when an error occured while loading the texture
  115857. */
  115858. constructor(name: string, urlOfPhoto: string, options: {
  115859. resolution?: number;
  115860. size?: number;
  115861. useDirectMapping?: boolean;
  115862. faceForward?: boolean;
  115863. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  115864. private _onBeforeCameraRenderObserver;
  115865. private _changeImageMode;
  115866. /**
  115867. * Releases resources associated with this node.
  115868. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  115869. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  115870. */
  115871. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  115872. }
  115873. }
  115874. declare module BABYLON {
  115875. /**
  115876. * Class used to host RGBD texture specific utilities
  115877. */
  115878. export class RGBDTextureTools {
  115879. /**
  115880. * Expand the RGBD Texture from RGBD to Half Float if possible.
  115881. * @param texture the texture to expand.
  115882. */
  115883. static ExpandRGBDTexture(texture: Texture): void;
  115884. }
  115885. }
  115886. declare module BABYLON {
  115887. /**
  115888. * Class used to host texture specific utilities
  115889. */
  115890. export class BRDFTextureTools {
  115891. /**
  115892. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  115893. * @param scene defines the hosting scene
  115894. * @returns the environment BRDF texture
  115895. */
  115896. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  115897. private static _environmentBRDFBase64Texture;
  115898. }
  115899. }
  115900. declare module BABYLON {
  115901. /**
  115902. * @hidden
  115903. */
  115904. export interface IMaterialClearCoatDefines {
  115905. CLEARCOAT: boolean;
  115906. CLEARCOAT_DEFAULTIOR: boolean;
  115907. CLEARCOAT_TEXTURE: boolean;
  115908. CLEARCOAT_TEXTUREDIRECTUV: number;
  115909. CLEARCOAT_BUMP: boolean;
  115910. CLEARCOAT_BUMPDIRECTUV: number;
  115911. CLEARCOAT_TINT: boolean;
  115912. CLEARCOAT_TINT_TEXTURE: boolean;
  115913. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115914. /** @hidden */
  115915. _areTexturesDirty: boolean;
  115916. }
  115917. /**
  115918. * Define the code related to the clear coat parameters of the pbr material.
  115919. */
  115920. export class PBRClearCoatConfiguration {
  115921. /**
  115922. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115923. * The default fits with a polyurethane material.
  115924. */
  115925. private static readonly _DefaultIndexOfRefraction;
  115926. private _isEnabled;
  115927. /**
  115928. * Defines if the clear coat is enabled in the material.
  115929. */
  115930. isEnabled: boolean;
  115931. /**
  115932. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  115933. */
  115934. intensity: number;
  115935. /**
  115936. * Defines the clear coat layer roughness.
  115937. */
  115938. roughness: number;
  115939. private _indexOfRefraction;
  115940. /**
  115941. * Defines the index of refraction of the clear coat.
  115942. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115943. * The default fits with a polyurethane material.
  115944. * Changing the default value is more performance intensive.
  115945. */
  115946. indexOfRefraction: number;
  115947. private _texture;
  115948. /**
  115949. * Stores the clear coat values in a texture.
  115950. */
  115951. texture: Nullable<BaseTexture>;
  115952. private _bumpTexture;
  115953. /**
  115954. * Define the clear coat specific bump texture.
  115955. */
  115956. bumpTexture: Nullable<BaseTexture>;
  115957. private _isTintEnabled;
  115958. /**
  115959. * Defines if the clear coat tint is enabled in the material.
  115960. */
  115961. isTintEnabled: boolean;
  115962. /**
  115963. * Defines the clear coat tint of the material.
  115964. * This is only use if tint is enabled
  115965. */
  115966. tintColor: Color3;
  115967. /**
  115968. * Defines the distance at which the tint color should be found in the
  115969. * clear coat media.
  115970. * This is only use if tint is enabled
  115971. */
  115972. tintColorAtDistance: number;
  115973. /**
  115974. * Defines the clear coat layer thickness.
  115975. * This is only use if tint is enabled
  115976. */
  115977. tintThickness: number;
  115978. private _tintTexture;
  115979. /**
  115980. * Stores the clear tint values in a texture.
  115981. * rgb is tint
  115982. * a is a thickness factor
  115983. */
  115984. tintTexture: Nullable<BaseTexture>;
  115985. /** @hidden */
  115986. private _internalMarkAllSubMeshesAsTexturesDirty;
  115987. /** @hidden */
  115988. _markAllSubMeshesAsTexturesDirty(): void;
  115989. /**
  115990. * Instantiate a new istance of clear coat configuration.
  115991. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115992. */
  115993. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115994. /**
  115995. * Gets wehter the submesh is ready to be used or not.
  115996. * @param defines the list of "defines" to update.
  115997. * @param scene defines the scene the material belongs to.
  115998. * @param engine defines the engine the material belongs to.
  115999. * @param disableBumpMap defines wether the material disables bump or not.
  116000. * @returns - boolean indicating that the submesh is ready or not.
  116001. */
  116002. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  116003. /**
  116004. * Checks to see if a texture is used in the material.
  116005. * @param defines the list of "defines" to update.
  116006. * @param scene defines the scene to the material belongs to.
  116007. */
  116008. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  116009. /**
  116010. * Binds the material data.
  116011. * @param uniformBuffer defines the Uniform buffer to fill in.
  116012. * @param scene defines the scene the material belongs to.
  116013. * @param engine defines the engine the material belongs to.
  116014. * @param disableBumpMap defines wether the material disables bump or not.
  116015. * @param isFrozen defines wether the material is frozen or not.
  116016. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  116017. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  116018. */
  116019. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  116020. /**
  116021. * Checks to see if a texture is used in the material.
  116022. * @param texture - Base texture to use.
  116023. * @returns - Boolean specifying if a texture is used in the material.
  116024. */
  116025. hasTexture(texture: BaseTexture): boolean;
  116026. /**
  116027. * Returns an array of the actively used textures.
  116028. * @param activeTextures Array of BaseTextures
  116029. */
  116030. getActiveTextures(activeTextures: BaseTexture[]): void;
  116031. /**
  116032. * Returns the animatable textures.
  116033. * @param animatables Array of animatable textures.
  116034. */
  116035. getAnimatables(animatables: IAnimatable[]): void;
  116036. /**
  116037. * Disposes the resources of the material.
  116038. * @param forceDisposeTextures - Forces the disposal of all textures.
  116039. */
  116040. dispose(forceDisposeTextures?: boolean): void;
  116041. /**
  116042. * Get the current class name of the texture useful for serialization or dynamic coding.
  116043. * @returns "PBRClearCoatConfiguration"
  116044. */
  116045. getClassName(): string;
  116046. /**
  116047. * Add fallbacks to the effect fallbacks list.
  116048. * @param defines defines the Base texture to use.
  116049. * @param fallbacks defines the current fallback list.
  116050. * @param currentRank defines the current fallback rank.
  116051. * @returns the new fallback rank.
  116052. */
  116053. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116054. /**
  116055. * Add the required uniforms to the current list.
  116056. * @param uniforms defines the current uniform list.
  116057. */
  116058. static AddUniforms(uniforms: string[]): void;
  116059. /**
  116060. * Add the required samplers to the current list.
  116061. * @param samplers defines the current sampler list.
  116062. */
  116063. static AddSamplers(samplers: string[]): void;
  116064. /**
  116065. * Add the required uniforms to the current buffer.
  116066. * @param uniformBuffer defines the current uniform buffer.
  116067. */
  116068. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116069. /**
  116070. * Makes a duplicate of the current configuration into another one.
  116071. * @param clearCoatConfiguration define the config where to copy the info
  116072. */
  116073. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  116074. /**
  116075. * Serializes this clear coat configuration.
  116076. * @returns - An object with the serialized config.
  116077. */
  116078. serialize(): any;
  116079. /**
  116080. * Parses a anisotropy Configuration from a serialized object.
  116081. * @param source - Serialized object.
  116082. * @param scene Defines the scene we are parsing for
  116083. * @param rootUrl Defines the rootUrl to load from
  116084. */
  116085. parse(source: any, scene: Scene, rootUrl: string): void;
  116086. }
  116087. }
  116088. declare module BABYLON {
  116089. /**
  116090. * @hidden
  116091. */
  116092. export interface IMaterialAnisotropicDefines {
  116093. ANISOTROPIC: boolean;
  116094. ANISOTROPIC_TEXTURE: boolean;
  116095. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116096. MAINUV1: boolean;
  116097. _areTexturesDirty: boolean;
  116098. _needUVs: boolean;
  116099. }
  116100. /**
  116101. * Define the code related to the anisotropic parameters of the pbr material.
  116102. */
  116103. export class PBRAnisotropicConfiguration {
  116104. private _isEnabled;
  116105. /**
  116106. * Defines if the anisotropy is enabled in the material.
  116107. */
  116108. isEnabled: boolean;
  116109. /**
  116110. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  116111. */
  116112. intensity: number;
  116113. /**
  116114. * Defines if the effect is along the tangents, bitangents or in between.
  116115. * By default, the effect is "strectching" the highlights along the tangents.
  116116. */
  116117. direction: Vector2;
  116118. private _texture;
  116119. /**
  116120. * Stores the anisotropy values in a texture.
  116121. * rg is direction (like normal from -1 to 1)
  116122. * b is a intensity
  116123. */
  116124. texture: Nullable<BaseTexture>;
  116125. /** @hidden */
  116126. private _internalMarkAllSubMeshesAsTexturesDirty;
  116127. /** @hidden */
  116128. _markAllSubMeshesAsTexturesDirty(): void;
  116129. /**
  116130. * Instantiate a new istance of anisotropy configuration.
  116131. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116132. */
  116133. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116134. /**
  116135. * Specifies that the submesh is ready to be used.
  116136. * @param defines the list of "defines" to update.
  116137. * @param scene defines the scene the material belongs to.
  116138. * @returns - boolean indicating that the submesh is ready or not.
  116139. */
  116140. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  116141. /**
  116142. * Checks to see if a texture is used in the material.
  116143. * @param defines the list of "defines" to update.
  116144. * @param mesh the mesh we are preparing the defines for.
  116145. * @param scene defines the scene the material belongs to.
  116146. */
  116147. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  116148. /**
  116149. * Binds the material data.
  116150. * @param uniformBuffer defines the Uniform buffer to fill in.
  116151. * @param scene defines the scene the material belongs to.
  116152. * @param isFrozen defines wether the material is frozen or not.
  116153. */
  116154. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  116155. /**
  116156. * Checks to see if a texture is used in the material.
  116157. * @param texture - Base texture to use.
  116158. * @returns - Boolean specifying if a texture is used in the material.
  116159. */
  116160. hasTexture(texture: BaseTexture): boolean;
  116161. /**
  116162. * Returns an array of the actively used textures.
  116163. * @param activeTextures Array of BaseTextures
  116164. */
  116165. getActiveTextures(activeTextures: BaseTexture[]): void;
  116166. /**
  116167. * Returns the animatable textures.
  116168. * @param animatables Array of animatable textures.
  116169. */
  116170. getAnimatables(animatables: IAnimatable[]): void;
  116171. /**
  116172. * Disposes the resources of the material.
  116173. * @param forceDisposeTextures - Forces the disposal of all textures.
  116174. */
  116175. dispose(forceDisposeTextures?: boolean): void;
  116176. /**
  116177. * Get the current class name of the texture useful for serialization or dynamic coding.
  116178. * @returns "PBRAnisotropicConfiguration"
  116179. */
  116180. getClassName(): string;
  116181. /**
  116182. * Add fallbacks to the effect fallbacks list.
  116183. * @param defines defines the Base texture to use.
  116184. * @param fallbacks defines the current fallback list.
  116185. * @param currentRank defines the current fallback rank.
  116186. * @returns the new fallback rank.
  116187. */
  116188. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116189. /**
  116190. * Add the required uniforms to the current list.
  116191. * @param uniforms defines the current uniform list.
  116192. */
  116193. static AddUniforms(uniforms: string[]): void;
  116194. /**
  116195. * Add the required uniforms to the current buffer.
  116196. * @param uniformBuffer defines the current uniform buffer.
  116197. */
  116198. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116199. /**
  116200. * Add the required samplers to the current list.
  116201. * @param samplers defines the current sampler list.
  116202. */
  116203. static AddSamplers(samplers: string[]): void;
  116204. /**
  116205. * Makes a duplicate of the current configuration into another one.
  116206. * @param anisotropicConfiguration define the config where to copy the info
  116207. */
  116208. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  116209. /**
  116210. * Serializes this anisotropy configuration.
  116211. * @returns - An object with the serialized config.
  116212. */
  116213. serialize(): any;
  116214. /**
  116215. * Parses a anisotropy Configuration from a serialized object.
  116216. * @param source - Serialized object.
  116217. * @param scene Defines the scene we are parsing for
  116218. * @param rootUrl Defines the rootUrl to load from
  116219. */
  116220. parse(source: any, scene: Scene, rootUrl: string): void;
  116221. }
  116222. }
  116223. declare module BABYLON {
  116224. /**
  116225. * @hidden
  116226. */
  116227. export interface IMaterialBRDFDefines {
  116228. BRDF_V_HEIGHT_CORRELATED: boolean;
  116229. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116230. SPHERICAL_HARMONICS: boolean;
  116231. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116232. /** @hidden */
  116233. _areMiscDirty: boolean;
  116234. }
  116235. /**
  116236. * Define the code related to the BRDF parameters of the pbr material.
  116237. */
  116238. export class PBRBRDFConfiguration {
  116239. /**
  116240. * Default value used for the energy conservation.
  116241. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  116242. */
  116243. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  116244. /**
  116245. * Default value used for the Smith Visibility Height Correlated mode.
  116246. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  116247. */
  116248. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  116249. /**
  116250. * Default value used for the IBL diffuse part.
  116251. * This can help switching back to the polynomials mode globally which is a tiny bit
  116252. * less GPU intensive at the drawback of a lower quality.
  116253. */
  116254. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  116255. /**
  116256. * Default value used for activating energy conservation for the specular workflow.
  116257. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  116258. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  116259. */
  116260. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  116261. private _useEnergyConservation;
  116262. /**
  116263. * Defines if the material uses energy conservation.
  116264. */
  116265. useEnergyConservation: boolean;
  116266. private _useSmithVisibilityHeightCorrelated;
  116267. /**
  116268. * LEGACY Mode set to false
  116269. * Defines if the material uses height smith correlated visibility term.
  116270. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  116271. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  116272. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  116273. * Not relying on height correlated will also disable energy conservation.
  116274. */
  116275. useSmithVisibilityHeightCorrelated: boolean;
  116276. private _useSphericalHarmonics;
  116277. /**
  116278. * LEGACY Mode set to false
  116279. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  116280. * diffuse part of the IBL.
  116281. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  116282. * to the ground truth.
  116283. */
  116284. useSphericalHarmonics: boolean;
  116285. private _useSpecularGlossinessInputEnergyConservation;
  116286. /**
  116287. * Defines if the material uses energy conservation, when the specular workflow is active.
  116288. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  116289. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  116290. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  116291. */
  116292. useSpecularGlossinessInputEnergyConservation: boolean;
  116293. /** @hidden */
  116294. private _internalMarkAllSubMeshesAsMiscDirty;
  116295. /** @hidden */
  116296. _markAllSubMeshesAsMiscDirty(): void;
  116297. /**
  116298. * Instantiate a new istance of clear coat configuration.
  116299. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  116300. */
  116301. constructor(markAllSubMeshesAsMiscDirty: () => void);
  116302. /**
  116303. * Checks to see if a texture is used in the material.
  116304. * @param defines the list of "defines" to update.
  116305. */
  116306. prepareDefines(defines: IMaterialBRDFDefines): void;
  116307. /**
  116308. * Get the current class name of the texture useful for serialization or dynamic coding.
  116309. * @returns "PBRClearCoatConfiguration"
  116310. */
  116311. getClassName(): string;
  116312. /**
  116313. * Makes a duplicate of the current configuration into another one.
  116314. * @param brdfConfiguration define the config where to copy the info
  116315. */
  116316. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  116317. /**
  116318. * Serializes this BRDF configuration.
  116319. * @returns - An object with the serialized config.
  116320. */
  116321. serialize(): any;
  116322. /**
  116323. * Parses a anisotropy Configuration from a serialized object.
  116324. * @param source - Serialized object.
  116325. * @param scene Defines the scene we are parsing for
  116326. * @param rootUrl Defines the rootUrl to load from
  116327. */
  116328. parse(source: any, scene: Scene, rootUrl: string): void;
  116329. }
  116330. }
  116331. declare module BABYLON {
  116332. /**
  116333. * @hidden
  116334. */
  116335. export interface IMaterialSheenDefines {
  116336. SHEEN: boolean;
  116337. SHEEN_TEXTURE: boolean;
  116338. SHEEN_TEXTUREDIRECTUV: number;
  116339. SHEEN_LINKWITHALBEDO: boolean;
  116340. /** @hidden */
  116341. _areTexturesDirty: boolean;
  116342. }
  116343. /**
  116344. * Define the code related to the Sheen parameters of the pbr material.
  116345. */
  116346. export class PBRSheenConfiguration {
  116347. private _isEnabled;
  116348. /**
  116349. * Defines if the material uses sheen.
  116350. */
  116351. isEnabled: boolean;
  116352. private _linkSheenWithAlbedo;
  116353. /**
  116354. * Defines if the sheen is linked to the sheen color.
  116355. */
  116356. linkSheenWithAlbedo: boolean;
  116357. /**
  116358. * Defines the sheen intensity.
  116359. */
  116360. intensity: number;
  116361. /**
  116362. * Defines the sheen color.
  116363. */
  116364. color: Color3;
  116365. private _texture;
  116366. /**
  116367. * Stores the sheen tint values in a texture.
  116368. * rgb is tint
  116369. * a is a intensity
  116370. */
  116371. texture: Nullable<BaseTexture>;
  116372. /** @hidden */
  116373. private _internalMarkAllSubMeshesAsTexturesDirty;
  116374. /** @hidden */
  116375. _markAllSubMeshesAsTexturesDirty(): void;
  116376. /**
  116377. * Instantiate a new istance of clear coat configuration.
  116378. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116379. */
  116380. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116381. /**
  116382. * Specifies that the submesh is ready to be used.
  116383. * @param defines the list of "defines" to update.
  116384. * @param scene defines the scene the material belongs to.
  116385. * @returns - boolean indicating that the submesh is ready or not.
  116386. */
  116387. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  116388. /**
  116389. * Checks to see if a texture is used in the material.
  116390. * @param defines the list of "defines" to update.
  116391. * @param scene defines the scene the material belongs to.
  116392. */
  116393. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  116394. /**
  116395. * Binds the material data.
  116396. * @param uniformBuffer defines the Uniform buffer to fill in.
  116397. * @param scene defines the scene the material belongs to.
  116398. * @param isFrozen defines wether the material is frozen or not.
  116399. */
  116400. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  116401. /**
  116402. * Checks to see if a texture is used in the material.
  116403. * @param texture - Base texture to use.
  116404. * @returns - Boolean specifying if a texture is used in the material.
  116405. */
  116406. hasTexture(texture: BaseTexture): boolean;
  116407. /**
  116408. * Returns an array of the actively used textures.
  116409. * @param activeTextures Array of BaseTextures
  116410. */
  116411. getActiveTextures(activeTextures: BaseTexture[]): void;
  116412. /**
  116413. * Returns the animatable textures.
  116414. * @param animatables Array of animatable textures.
  116415. */
  116416. getAnimatables(animatables: IAnimatable[]): void;
  116417. /**
  116418. * Disposes the resources of the material.
  116419. * @param forceDisposeTextures - Forces the disposal of all textures.
  116420. */
  116421. dispose(forceDisposeTextures?: boolean): void;
  116422. /**
  116423. * Get the current class name of the texture useful for serialization or dynamic coding.
  116424. * @returns "PBRSheenConfiguration"
  116425. */
  116426. getClassName(): string;
  116427. /**
  116428. * Add fallbacks to the effect fallbacks list.
  116429. * @param defines defines the Base texture to use.
  116430. * @param fallbacks defines the current fallback list.
  116431. * @param currentRank defines the current fallback rank.
  116432. * @returns the new fallback rank.
  116433. */
  116434. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116435. /**
  116436. * Add the required uniforms to the current list.
  116437. * @param uniforms defines the current uniform list.
  116438. */
  116439. static AddUniforms(uniforms: string[]): void;
  116440. /**
  116441. * Add the required uniforms to the current buffer.
  116442. * @param uniformBuffer defines the current uniform buffer.
  116443. */
  116444. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116445. /**
  116446. * Add the required samplers to the current list.
  116447. * @param samplers defines the current sampler list.
  116448. */
  116449. static AddSamplers(samplers: string[]): void;
  116450. /**
  116451. * Makes a duplicate of the current configuration into another one.
  116452. * @param sheenConfiguration define the config where to copy the info
  116453. */
  116454. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  116455. /**
  116456. * Serializes this BRDF configuration.
  116457. * @returns - An object with the serialized config.
  116458. */
  116459. serialize(): any;
  116460. /**
  116461. * Parses a anisotropy Configuration from a serialized object.
  116462. * @param source - Serialized object.
  116463. * @param scene Defines the scene we are parsing for
  116464. * @param rootUrl Defines the rootUrl to load from
  116465. */
  116466. parse(source: any, scene: Scene, rootUrl: string): void;
  116467. }
  116468. }
  116469. declare module BABYLON {
  116470. /**
  116471. * @hidden
  116472. */
  116473. export interface IMaterialSubSurfaceDefines {
  116474. SUBSURFACE: boolean;
  116475. SS_REFRACTION: boolean;
  116476. SS_TRANSLUCENCY: boolean;
  116477. SS_SCATERRING: boolean;
  116478. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116479. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116480. SS_REFRACTIONMAP_3D: boolean;
  116481. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116482. SS_LODINREFRACTIONALPHA: boolean;
  116483. SS_GAMMAREFRACTION: boolean;
  116484. SS_RGBDREFRACTION: boolean;
  116485. SS_LINEARSPECULARREFRACTION: boolean;
  116486. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116487. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116488. /** @hidden */
  116489. _areTexturesDirty: boolean;
  116490. }
  116491. /**
  116492. * Define the code related to the sub surface parameters of the pbr material.
  116493. */
  116494. export class PBRSubSurfaceConfiguration {
  116495. private _isRefractionEnabled;
  116496. /**
  116497. * Defines if the refraction is enabled in the material.
  116498. */
  116499. isRefractionEnabled: boolean;
  116500. private _isTranslucencyEnabled;
  116501. /**
  116502. * Defines if the translucency is enabled in the material.
  116503. */
  116504. isTranslucencyEnabled: boolean;
  116505. private _isScatteringEnabled;
  116506. /**
  116507. * Defines the refraction intensity of the material.
  116508. * The refraction when enabled replaces the Diffuse part of the material.
  116509. * The intensity helps transitionning between diffuse and refraction.
  116510. */
  116511. refractionIntensity: number;
  116512. /**
  116513. * Defines the translucency intensity of the material.
  116514. * When translucency has been enabled, this defines how much of the "translucency"
  116515. * is addded to the diffuse part of the material.
  116516. */
  116517. translucencyIntensity: number;
  116518. /**
  116519. * Defines the scattering intensity of the material.
  116520. * When scattering has been enabled, this defines how much of the "scattered light"
  116521. * is addded to the diffuse part of the material.
  116522. */
  116523. scatteringIntensity: number;
  116524. private _thicknessTexture;
  116525. /**
  116526. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  116527. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  116528. * 0 would mean minimumThickness
  116529. * 1 would mean maximumThickness
  116530. * The other channels might be use as a mask to vary the different effects intensity.
  116531. */
  116532. thicknessTexture: Nullable<BaseTexture>;
  116533. private _refractionTexture;
  116534. /**
  116535. * Defines the texture to use for refraction.
  116536. */
  116537. refractionTexture: Nullable<BaseTexture>;
  116538. private _indexOfRefraction;
  116539. /**
  116540. * Defines the index of refraction used in the material.
  116541. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  116542. */
  116543. indexOfRefraction: number;
  116544. private _invertRefractionY;
  116545. /**
  116546. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116547. */
  116548. invertRefractionY: boolean;
  116549. private _linkRefractionWithTransparency;
  116550. /**
  116551. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116552. * Materials half opaque for instance using refraction could benefit from this control.
  116553. */
  116554. linkRefractionWithTransparency: boolean;
  116555. /**
  116556. * Defines the minimum thickness stored in the thickness map.
  116557. * If no thickness map is defined, this value will be used to simulate thickness.
  116558. */
  116559. minimumThickness: number;
  116560. /**
  116561. * Defines the maximum thickness stored in the thickness map.
  116562. */
  116563. maximumThickness: number;
  116564. /**
  116565. * Defines the volume tint of the material.
  116566. * This is used for both translucency and scattering.
  116567. */
  116568. tintColor: Color3;
  116569. /**
  116570. * Defines the distance at which the tint color should be found in the media.
  116571. * This is used for refraction only.
  116572. */
  116573. tintColorAtDistance: number;
  116574. /**
  116575. * Defines how far each channel transmit through the media.
  116576. * It is defined as a color to simplify it selection.
  116577. */
  116578. diffusionDistance: Color3;
  116579. private _useMaskFromThicknessTexture;
  116580. /**
  116581. * Stores the intensity of the different subsurface effects in the thickness texture.
  116582. * * the green channel is the translucency intensity.
  116583. * * the blue channel is the scattering intensity.
  116584. * * the alpha channel is the refraction intensity.
  116585. */
  116586. useMaskFromThicknessTexture: boolean;
  116587. /** @hidden */
  116588. private _internalMarkAllSubMeshesAsTexturesDirty;
  116589. /** @hidden */
  116590. _markAllSubMeshesAsTexturesDirty(): void;
  116591. /**
  116592. * Instantiate a new istance of sub surface configuration.
  116593. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116594. */
  116595. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116596. /**
  116597. * Gets wehter the submesh is ready to be used or not.
  116598. * @param defines the list of "defines" to update.
  116599. * @param scene defines the scene the material belongs to.
  116600. * @returns - boolean indicating that the submesh is ready or not.
  116601. */
  116602. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  116603. /**
  116604. * Checks to see if a texture is used in the material.
  116605. * @param defines the list of "defines" to update.
  116606. * @param scene defines the scene to the material belongs to.
  116607. */
  116608. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  116609. /**
  116610. * Binds the material data.
  116611. * @param uniformBuffer defines the Uniform buffer to fill in.
  116612. * @param scene defines the scene the material belongs to.
  116613. * @param engine defines the engine the material belongs to.
  116614. * @param isFrozen defines wether the material is frozen or not.
  116615. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  116616. */
  116617. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  116618. /**
  116619. * Unbinds the material from the mesh.
  116620. * @param activeEffect defines the effect that should be unbound from.
  116621. * @returns true if unbound, otherwise false
  116622. */
  116623. unbind(activeEffect: Effect): boolean;
  116624. /**
  116625. * Returns the texture used for refraction or null if none is used.
  116626. * @param scene defines the scene the material belongs to.
  116627. * @returns - Refraction texture if present. If no refraction texture and refraction
  116628. * is linked with transparency, returns environment texture. Otherwise, returns null.
  116629. */
  116630. private _getRefractionTexture;
  116631. /**
  116632. * Returns true if alpha blending should be disabled.
  116633. */
  116634. readonly disableAlphaBlending: boolean;
  116635. /**
  116636. * Fills the list of render target textures.
  116637. * @param renderTargets the list of render targets to update
  116638. */
  116639. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  116640. /**
  116641. * Checks to see if a texture is used in the material.
  116642. * @param texture - Base texture to use.
  116643. * @returns - Boolean specifying if a texture is used in the material.
  116644. */
  116645. hasTexture(texture: BaseTexture): boolean;
  116646. /**
  116647. * Gets a boolean indicating that current material needs to register RTT
  116648. * @returns true if this uses a render target otherwise false.
  116649. */
  116650. hasRenderTargetTextures(): boolean;
  116651. /**
  116652. * Returns an array of the actively used textures.
  116653. * @param activeTextures Array of BaseTextures
  116654. */
  116655. getActiveTextures(activeTextures: BaseTexture[]): void;
  116656. /**
  116657. * Returns the animatable textures.
  116658. * @param animatables Array of animatable textures.
  116659. */
  116660. getAnimatables(animatables: IAnimatable[]): void;
  116661. /**
  116662. * Disposes the resources of the material.
  116663. * @param forceDisposeTextures - Forces the disposal of all textures.
  116664. */
  116665. dispose(forceDisposeTextures?: boolean): void;
  116666. /**
  116667. * Get the current class name of the texture useful for serialization or dynamic coding.
  116668. * @returns "PBRSubSurfaceConfiguration"
  116669. */
  116670. getClassName(): string;
  116671. /**
  116672. * Add fallbacks to the effect fallbacks list.
  116673. * @param defines defines the Base texture to use.
  116674. * @param fallbacks defines the current fallback list.
  116675. * @param currentRank defines the current fallback rank.
  116676. * @returns the new fallback rank.
  116677. */
  116678. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116679. /**
  116680. * Add the required uniforms to the current list.
  116681. * @param uniforms defines the current uniform list.
  116682. */
  116683. static AddUniforms(uniforms: string[]): void;
  116684. /**
  116685. * Add the required samplers to the current list.
  116686. * @param samplers defines the current sampler list.
  116687. */
  116688. static AddSamplers(samplers: string[]): void;
  116689. /**
  116690. * Add the required uniforms to the current buffer.
  116691. * @param uniformBuffer defines the current uniform buffer.
  116692. */
  116693. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116694. /**
  116695. * Makes a duplicate of the current configuration into another one.
  116696. * @param configuration define the config where to copy the info
  116697. */
  116698. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  116699. /**
  116700. * Serializes this Sub Surface configuration.
  116701. * @returns - An object with the serialized config.
  116702. */
  116703. serialize(): any;
  116704. /**
  116705. * Parses a anisotropy Configuration from a serialized object.
  116706. * @param source - Serialized object.
  116707. * @param scene Defines the scene we are parsing for
  116708. * @param rootUrl Defines the rootUrl to load from
  116709. */
  116710. parse(source: any, scene: Scene, rootUrl: string): void;
  116711. }
  116712. }
  116713. declare module BABYLON {
  116714. /** @hidden */
  116715. export var pbrFragmentDeclaration: {
  116716. name: string;
  116717. shader: string;
  116718. };
  116719. }
  116720. declare module BABYLON {
  116721. /** @hidden */
  116722. export var pbrUboDeclaration: {
  116723. name: string;
  116724. shader: string;
  116725. };
  116726. }
  116727. declare module BABYLON {
  116728. /** @hidden */
  116729. export var pbrFragmentExtraDeclaration: {
  116730. name: string;
  116731. shader: string;
  116732. };
  116733. }
  116734. declare module BABYLON {
  116735. /** @hidden */
  116736. export var pbrFragmentSamplersDeclaration: {
  116737. name: string;
  116738. shader: string;
  116739. };
  116740. }
  116741. declare module BABYLON {
  116742. /** @hidden */
  116743. export var pbrHelperFunctions: {
  116744. name: string;
  116745. shader: string;
  116746. };
  116747. }
  116748. declare module BABYLON {
  116749. /** @hidden */
  116750. export var harmonicsFunctions: {
  116751. name: string;
  116752. shader: string;
  116753. };
  116754. }
  116755. declare module BABYLON {
  116756. /** @hidden */
  116757. export var pbrDirectLightingSetupFunctions: {
  116758. name: string;
  116759. shader: string;
  116760. };
  116761. }
  116762. declare module BABYLON {
  116763. /** @hidden */
  116764. export var pbrDirectLightingFalloffFunctions: {
  116765. name: string;
  116766. shader: string;
  116767. };
  116768. }
  116769. declare module BABYLON {
  116770. /** @hidden */
  116771. export var pbrBRDFFunctions: {
  116772. name: string;
  116773. shader: string;
  116774. };
  116775. }
  116776. declare module BABYLON {
  116777. /** @hidden */
  116778. export var pbrDirectLightingFunctions: {
  116779. name: string;
  116780. shader: string;
  116781. };
  116782. }
  116783. declare module BABYLON {
  116784. /** @hidden */
  116785. export var pbrIBLFunctions: {
  116786. name: string;
  116787. shader: string;
  116788. };
  116789. }
  116790. declare module BABYLON {
  116791. /** @hidden */
  116792. export var pbrDebug: {
  116793. name: string;
  116794. shader: string;
  116795. };
  116796. }
  116797. declare module BABYLON {
  116798. /** @hidden */
  116799. export var pbrPixelShader: {
  116800. name: string;
  116801. shader: string;
  116802. };
  116803. }
  116804. declare module BABYLON {
  116805. /** @hidden */
  116806. export var pbrVertexDeclaration: {
  116807. name: string;
  116808. shader: string;
  116809. };
  116810. }
  116811. declare module BABYLON {
  116812. /** @hidden */
  116813. export var pbrVertexShader: {
  116814. name: string;
  116815. shader: string;
  116816. };
  116817. }
  116818. declare module BABYLON {
  116819. /**
  116820. * Manages the defines for the PBR Material.
  116821. * @hidden
  116822. */
  116823. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  116824. PBR: boolean;
  116825. MAINUV1: boolean;
  116826. MAINUV2: boolean;
  116827. UV1: boolean;
  116828. UV2: boolean;
  116829. ALBEDO: boolean;
  116830. ALBEDODIRECTUV: number;
  116831. VERTEXCOLOR: boolean;
  116832. AMBIENT: boolean;
  116833. AMBIENTDIRECTUV: number;
  116834. AMBIENTINGRAYSCALE: boolean;
  116835. OPACITY: boolean;
  116836. VERTEXALPHA: boolean;
  116837. OPACITYDIRECTUV: number;
  116838. OPACITYRGB: boolean;
  116839. ALPHATEST: boolean;
  116840. DEPTHPREPASS: boolean;
  116841. ALPHABLEND: boolean;
  116842. ALPHAFROMALBEDO: boolean;
  116843. ALPHATESTVALUE: string;
  116844. SPECULAROVERALPHA: boolean;
  116845. RADIANCEOVERALPHA: boolean;
  116846. ALPHAFRESNEL: boolean;
  116847. LINEARALPHAFRESNEL: boolean;
  116848. PREMULTIPLYALPHA: boolean;
  116849. EMISSIVE: boolean;
  116850. EMISSIVEDIRECTUV: number;
  116851. REFLECTIVITY: boolean;
  116852. REFLECTIVITYDIRECTUV: number;
  116853. SPECULARTERM: boolean;
  116854. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  116855. MICROSURFACEAUTOMATIC: boolean;
  116856. LODBASEDMICROSFURACE: boolean;
  116857. MICROSURFACEMAP: boolean;
  116858. MICROSURFACEMAPDIRECTUV: number;
  116859. METALLICWORKFLOW: boolean;
  116860. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  116861. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  116862. METALLNESSSTOREINMETALMAPBLUE: boolean;
  116863. AOSTOREINMETALMAPRED: boolean;
  116864. METALLICF0FACTORFROMMETALLICMAP: boolean;
  116865. ENVIRONMENTBRDF: boolean;
  116866. ENVIRONMENTBRDF_RGBD: boolean;
  116867. NORMAL: boolean;
  116868. TANGENT: boolean;
  116869. BUMP: boolean;
  116870. BUMPDIRECTUV: number;
  116871. OBJECTSPACE_NORMALMAP: boolean;
  116872. PARALLAX: boolean;
  116873. PARALLAXOCCLUSION: boolean;
  116874. NORMALXYSCALE: boolean;
  116875. LIGHTMAP: boolean;
  116876. LIGHTMAPDIRECTUV: number;
  116877. USELIGHTMAPASSHADOWMAP: boolean;
  116878. GAMMALIGHTMAP: boolean;
  116879. RGBDLIGHTMAP: boolean;
  116880. REFLECTION: boolean;
  116881. REFLECTIONMAP_3D: boolean;
  116882. REFLECTIONMAP_SPHERICAL: boolean;
  116883. REFLECTIONMAP_PLANAR: boolean;
  116884. REFLECTIONMAP_CUBIC: boolean;
  116885. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  116886. REFLECTIONMAP_PROJECTION: boolean;
  116887. REFLECTIONMAP_SKYBOX: boolean;
  116888. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  116889. REFLECTIONMAP_EXPLICIT: boolean;
  116890. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  116891. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  116892. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  116893. INVERTCUBICMAP: boolean;
  116894. USESPHERICALFROMREFLECTIONMAP: boolean;
  116895. USEIRRADIANCEMAP: boolean;
  116896. SPHERICAL_HARMONICS: boolean;
  116897. USESPHERICALINVERTEX: boolean;
  116898. REFLECTIONMAP_OPPOSITEZ: boolean;
  116899. LODINREFLECTIONALPHA: boolean;
  116900. GAMMAREFLECTION: boolean;
  116901. RGBDREFLECTION: boolean;
  116902. LINEARSPECULARREFLECTION: boolean;
  116903. RADIANCEOCCLUSION: boolean;
  116904. HORIZONOCCLUSION: boolean;
  116905. INSTANCES: boolean;
  116906. NUM_BONE_INFLUENCERS: number;
  116907. BonesPerMesh: number;
  116908. BONETEXTURE: boolean;
  116909. NONUNIFORMSCALING: boolean;
  116910. MORPHTARGETS: boolean;
  116911. MORPHTARGETS_NORMAL: boolean;
  116912. MORPHTARGETS_TANGENT: boolean;
  116913. MORPHTARGETS_UV: boolean;
  116914. NUM_MORPH_INFLUENCERS: number;
  116915. IMAGEPROCESSING: boolean;
  116916. VIGNETTE: boolean;
  116917. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116918. VIGNETTEBLENDMODEOPAQUE: boolean;
  116919. TONEMAPPING: boolean;
  116920. TONEMAPPING_ACES: boolean;
  116921. CONTRAST: boolean;
  116922. COLORCURVES: boolean;
  116923. COLORGRADING: boolean;
  116924. COLORGRADING3D: boolean;
  116925. SAMPLER3DGREENDEPTH: boolean;
  116926. SAMPLER3DBGRMAP: boolean;
  116927. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116928. EXPOSURE: boolean;
  116929. MULTIVIEW: boolean;
  116930. USEPHYSICALLIGHTFALLOFF: boolean;
  116931. USEGLTFLIGHTFALLOFF: boolean;
  116932. TWOSIDEDLIGHTING: boolean;
  116933. SHADOWFLOAT: boolean;
  116934. CLIPPLANE: boolean;
  116935. CLIPPLANE2: boolean;
  116936. CLIPPLANE3: boolean;
  116937. CLIPPLANE4: boolean;
  116938. POINTSIZE: boolean;
  116939. FOG: boolean;
  116940. LOGARITHMICDEPTH: boolean;
  116941. FORCENORMALFORWARD: boolean;
  116942. SPECULARAA: boolean;
  116943. CLEARCOAT: boolean;
  116944. CLEARCOAT_DEFAULTIOR: boolean;
  116945. CLEARCOAT_TEXTURE: boolean;
  116946. CLEARCOAT_TEXTUREDIRECTUV: number;
  116947. CLEARCOAT_BUMP: boolean;
  116948. CLEARCOAT_BUMPDIRECTUV: number;
  116949. CLEARCOAT_TINT: boolean;
  116950. CLEARCOAT_TINT_TEXTURE: boolean;
  116951. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  116952. ANISOTROPIC: boolean;
  116953. ANISOTROPIC_TEXTURE: boolean;
  116954. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116955. BRDF_V_HEIGHT_CORRELATED: boolean;
  116956. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116957. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116958. SHEEN: boolean;
  116959. SHEEN_TEXTURE: boolean;
  116960. SHEEN_TEXTUREDIRECTUV: number;
  116961. SHEEN_LINKWITHALBEDO: boolean;
  116962. SUBSURFACE: boolean;
  116963. SS_REFRACTION: boolean;
  116964. SS_TRANSLUCENCY: boolean;
  116965. SS_SCATERRING: boolean;
  116966. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116967. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116968. SS_REFRACTIONMAP_3D: boolean;
  116969. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116970. SS_LODINREFRACTIONALPHA: boolean;
  116971. SS_GAMMAREFRACTION: boolean;
  116972. SS_RGBDREFRACTION: boolean;
  116973. SS_LINEARSPECULARREFRACTION: boolean;
  116974. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116975. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116976. UNLIT: boolean;
  116977. DEBUGMODE: number;
  116978. /**
  116979. * Initializes the PBR Material defines.
  116980. */
  116981. constructor();
  116982. /**
  116983. * Resets the PBR Material defines.
  116984. */
  116985. reset(): void;
  116986. }
  116987. /**
  116988. * The Physically based material base class of BJS.
  116989. *
  116990. * This offers the main features of a standard PBR material.
  116991. * For more information, please refer to the documentation :
  116992. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116993. */
  116994. export abstract class PBRBaseMaterial extends PushMaterial {
  116995. /**
  116996. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116997. */
  116998. static readonly PBRMATERIAL_OPAQUE: number;
  116999. /**
  117000. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  117001. */
  117002. static readonly PBRMATERIAL_ALPHATEST: number;
  117003. /**
  117004. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117005. */
  117006. static readonly PBRMATERIAL_ALPHABLEND: number;
  117007. /**
  117008. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117009. * They are also discarded below the alpha cutoff threshold to improve performances.
  117010. */
  117011. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  117012. /**
  117013. * Defines the default value of how much AO map is occluding the analytical lights
  117014. * (point spot...).
  117015. */
  117016. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  117017. /**
  117018. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  117019. */
  117020. static readonly LIGHTFALLOFF_PHYSICAL: number;
  117021. /**
  117022. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  117023. * to enhance interoperability with other engines.
  117024. */
  117025. static readonly LIGHTFALLOFF_GLTF: number;
  117026. /**
  117027. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  117028. * to enhance interoperability with other materials.
  117029. */
  117030. static readonly LIGHTFALLOFF_STANDARD: number;
  117031. /**
  117032. * Intensity of the direct lights e.g. the four lights available in your scene.
  117033. * This impacts both the direct diffuse and specular highlights.
  117034. */
  117035. protected _directIntensity: number;
  117036. /**
  117037. * Intensity of the emissive part of the material.
  117038. * This helps controlling the emissive effect without modifying the emissive color.
  117039. */
  117040. protected _emissiveIntensity: number;
  117041. /**
  117042. * Intensity of the environment e.g. how much the environment will light the object
  117043. * either through harmonics for rough material or through the refelction for shiny ones.
  117044. */
  117045. protected _environmentIntensity: number;
  117046. /**
  117047. * This is a special control allowing the reduction of the specular highlights coming from the
  117048. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  117049. */
  117050. protected _specularIntensity: number;
  117051. /**
  117052. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  117053. */
  117054. private _lightingInfos;
  117055. /**
  117056. * Debug Control allowing disabling the bump map on this material.
  117057. */
  117058. protected _disableBumpMap: boolean;
  117059. /**
  117060. * AKA Diffuse Texture in standard nomenclature.
  117061. */
  117062. protected _albedoTexture: Nullable<BaseTexture>;
  117063. /**
  117064. * AKA Occlusion Texture in other nomenclature.
  117065. */
  117066. protected _ambientTexture: Nullable<BaseTexture>;
  117067. /**
  117068. * AKA Occlusion Texture Intensity in other nomenclature.
  117069. */
  117070. protected _ambientTextureStrength: number;
  117071. /**
  117072. * Defines how much the AO map is occluding the analytical lights (point spot...).
  117073. * 1 means it completely occludes it
  117074. * 0 mean it has no impact
  117075. */
  117076. protected _ambientTextureImpactOnAnalyticalLights: number;
  117077. /**
  117078. * Stores the alpha values in a texture.
  117079. */
  117080. protected _opacityTexture: Nullable<BaseTexture>;
  117081. /**
  117082. * Stores the reflection values in a texture.
  117083. */
  117084. protected _reflectionTexture: Nullable<BaseTexture>;
  117085. /**
  117086. * Stores the emissive values in a texture.
  117087. */
  117088. protected _emissiveTexture: Nullable<BaseTexture>;
  117089. /**
  117090. * AKA Specular texture in other nomenclature.
  117091. */
  117092. protected _reflectivityTexture: Nullable<BaseTexture>;
  117093. /**
  117094. * Used to switch from specular/glossiness to metallic/roughness workflow.
  117095. */
  117096. protected _metallicTexture: Nullable<BaseTexture>;
  117097. /**
  117098. * Specifies the metallic scalar of the metallic/roughness workflow.
  117099. * Can also be used to scale the metalness values of the metallic texture.
  117100. */
  117101. protected _metallic: Nullable<number>;
  117102. /**
  117103. * Specifies the roughness scalar of the metallic/roughness workflow.
  117104. * Can also be used to scale the roughness values of the metallic texture.
  117105. */
  117106. protected _roughness: Nullable<number>;
  117107. /**
  117108. * Specifies the an F0 factor to help configuring the material F0.
  117109. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  117110. * to 0.5 the previously hard coded value stays the same.
  117111. * Can also be used to scale the F0 values of the metallic texture.
  117112. */
  117113. protected _metallicF0Factor: number;
  117114. /**
  117115. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  117116. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  117117. * your expectation as it multiplies with the texture data.
  117118. */
  117119. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  117120. /**
  117121. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  117122. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  117123. */
  117124. protected _microSurfaceTexture: Nullable<BaseTexture>;
  117125. /**
  117126. * Stores surface normal data used to displace a mesh in a texture.
  117127. */
  117128. protected _bumpTexture: Nullable<BaseTexture>;
  117129. /**
  117130. * Stores the pre-calculated light information of a mesh in a texture.
  117131. */
  117132. protected _lightmapTexture: Nullable<BaseTexture>;
  117133. /**
  117134. * The color of a material in ambient lighting.
  117135. */
  117136. protected _ambientColor: Color3;
  117137. /**
  117138. * AKA Diffuse Color in other nomenclature.
  117139. */
  117140. protected _albedoColor: Color3;
  117141. /**
  117142. * AKA Specular Color in other nomenclature.
  117143. */
  117144. protected _reflectivityColor: Color3;
  117145. /**
  117146. * The color applied when light is reflected from a material.
  117147. */
  117148. protected _reflectionColor: Color3;
  117149. /**
  117150. * The color applied when light is emitted from a material.
  117151. */
  117152. protected _emissiveColor: Color3;
  117153. /**
  117154. * AKA Glossiness in other nomenclature.
  117155. */
  117156. protected _microSurface: number;
  117157. /**
  117158. * Specifies that the material will use the light map as a show map.
  117159. */
  117160. protected _useLightmapAsShadowmap: boolean;
  117161. /**
  117162. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117163. * makes the reflect vector face the model (under horizon).
  117164. */
  117165. protected _useHorizonOcclusion: boolean;
  117166. /**
  117167. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117168. * too much the area relying on ambient texture to define their ambient occlusion.
  117169. */
  117170. protected _useRadianceOcclusion: boolean;
  117171. /**
  117172. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117173. */
  117174. protected _useAlphaFromAlbedoTexture: boolean;
  117175. /**
  117176. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  117177. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117178. */
  117179. protected _useSpecularOverAlpha: boolean;
  117180. /**
  117181. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117182. */
  117183. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117184. /**
  117185. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117186. */
  117187. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  117188. /**
  117189. * Specifies if the metallic texture contains the roughness information in its green channel.
  117190. */
  117191. protected _useRoughnessFromMetallicTextureGreen: boolean;
  117192. /**
  117193. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117194. */
  117195. protected _useMetallnessFromMetallicTextureBlue: boolean;
  117196. /**
  117197. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117198. */
  117199. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  117200. /**
  117201. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117202. */
  117203. protected _useAmbientInGrayScale: boolean;
  117204. /**
  117205. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117206. * The material will try to infer what glossiness each pixel should be.
  117207. */
  117208. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  117209. /**
  117210. * Defines the falloff type used in this material.
  117211. * It by default is Physical.
  117212. */
  117213. protected _lightFalloff: number;
  117214. /**
  117215. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117216. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117217. */
  117218. protected _useRadianceOverAlpha: boolean;
  117219. /**
  117220. * Allows using an object space normal map (instead of tangent space).
  117221. */
  117222. protected _useObjectSpaceNormalMap: boolean;
  117223. /**
  117224. * Allows using the bump map in parallax mode.
  117225. */
  117226. protected _useParallax: boolean;
  117227. /**
  117228. * Allows using the bump map in parallax occlusion mode.
  117229. */
  117230. protected _useParallaxOcclusion: boolean;
  117231. /**
  117232. * Controls the scale bias of the parallax mode.
  117233. */
  117234. protected _parallaxScaleBias: number;
  117235. /**
  117236. * If sets to true, disables all the lights affecting the material.
  117237. */
  117238. protected _disableLighting: boolean;
  117239. /**
  117240. * Number of Simultaneous lights allowed on the material.
  117241. */
  117242. protected _maxSimultaneousLights: number;
  117243. /**
  117244. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  117245. */
  117246. protected _invertNormalMapX: boolean;
  117247. /**
  117248. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  117249. */
  117250. protected _invertNormalMapY: boolean;
  117251. /**
  117252. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117253. */
  117254. protected _twoSidedLighting: boolean;
  117255. /**
  117256. * Defines the alpha limits in alpha test mode.
  117257. */
  117258. protected _alphaCutOff: number;
  117259. /**
  117260. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117261. */
  117262. protected _forceAlphaTest: boolean;
  117263. /**
  117264. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117265. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117266. */
  117267. protected _useAlphaFresnel: boolean;
  117268. /**
  117269. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117270. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117271. */
  117272. protected _useLinearAlphaFresnel: boolean;
  117273. /**
  117274. * The transparency mode of the material.
  117275. */
  117276. protected _transparencyMode: Nullable<number>;
  117277. /**
  117278. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  117279. * from cos thetav and roughness:
  117280. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  117281. */
  117282. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  117283. /**
  117284. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117285. */
  117286. protected _forceIrradianceInFragment: boolean;
  117287. /**
  117288. * Force normal to face away from face.
  117289. */
  117290. protected _forceNormalForward: boolean;
  117291. /**
  117292. * Enables specular anti aliasing in the PBR shader.
  117293. * It will both interacts on the Geometry for analytical and IBL lighting.
  117294. * It also prefilter the roughness map based on the bump values.
  117295. */
  117296. protected _enableSpecularAntiAliasing: boolean;
  117297. /**
  117298. * Default configuration related to image processing available in the PBR Material.
  117299. */
  117300. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  117301. /**
  117302. * Keep track of the image processing observer to allow dispose and replace.
  117303. */
  117304. private _imageProcessingObserver;
  117305. /**
  117306. * Attaches a new image processing configuration to the PBR Material.
  117307. * @param configuration
  117308. */
  117309. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  117310. /**
  117311. * Stores the available render targets.
  117312. */
  117313. private _renderTargets;
  117314. /**
  117315. * Sets the global ambient color for the material used in lighting calculations.
  117316. */
  117317. private _globalAmbientColor;
  117318. /**
  117319. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  117320. */
  117321. private _useLogarithmicDepth;
  117322. /**
  117323. * If set to true, no lighting calculations will be applied.
  117324. */
  117325. private _unlit;
  117326. private _debugMode;
  117327. /**
  117328. * @hidden
  117329. * This is reserved for the inspector.
  117330. * Defines the material debug mode.
  117331. * It helps seeing only some components of the material while troubleshooting.
  117332. */
  117333. debugMode: number;
  117334. /**
  117335. * @hidden
  117336. * This is reserved for the inspector.
  117337. * Specify from where on screen the debug mode should start.
  117338. * The value goes from -1 (full screen) to 1 (not visible)
  117339. * It helps with side by side comparison against the final render
  117340. * This defaults to -1
  117341. */
  117342. private debugLimit;
  117343. /**
  117344. * @hidden
  117345. * This is reserved for the inspector.
  117346. * As the default viewing range might not be enough (if the ambient is really small for instance)
  117347. * You can use the factor to better multiply the final value.
  117348. */
  117349. private debugFactor;
  117350. /**
  117351. * Defines the clear coat layer parameters for the material.
  117352. */
  117353. readonly clearCoat: PBRClearCoatConfiguration;
  117354. /**
  117355. * Defines the anisotropic parameters for the material.
  117356. */
  117357. readonly anisotropy: PBRAnisotropicConfiguration;
  117358. /**
  117359. * Defines the BRDF parameters for the material.
  117360. */
  117361. readonly brdf: PBRBRDFConfiguration;
  117362. /**
  117363. * Defines the Sheen parameters for the material.
  117364. */
  117365. readonly sheen: PBRSheenConfiguration;
  117366. /**
  117367. * Defines the SubSurface parameters for the material.
  117368. */
  117369. readonly subSurface: PBRSubSurfaceConfiguration;
  117370. /**
  117371. * Custom callback helping to override the default shader used in the material.
  117372. */
  117373. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  117374. protected _rebuildInParallel: boolean;
  117375. /**
  117376. * Instantiates a new PBRMaterial instance.
  117377. *
  117378. * @param name The material name
  117379. * @param scene The scene the material will be use in.
  117380. */
  117381. constructor(name: string, scene: Scene);
  117382. /**
  117383. * Gets a boolean indicating that current material needs to register RTT
  117384. */
  117385. readonly hasRenderTargetTextures: boolean;
  117386. /**
  117387. * Gets the name of the material class.
  117388. */
  117389. getClassName(): string;
  117390. /**
  117391. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117392. */
  117393. /**
  117394. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117395. */
  117396. useLogarithmicDepth: boolean;
  117397. /**
  117398. * Gets the current transparency mode.
  117399. */
  117400. /**
  117401. * Sets the transparency mode of the material.
  117402. *
  117403. * | Value | Type | Description |
  117404. * | ----- | ----------------------------------- | ----------- |
  117405. * | 0 | OPAQUE | |
  117406. * | 1 | ALPHATEST | |
  117407. * | 2 | ALPHABLEND | |
  117408. * | 3 | ALPHATESTANDBLEND | |
  117409. *
  117410. */
  117411. transparencyMode: Nullable<number>;
  117412. /**
  117413. * Returns true if alpha blending should be disabled.
  117414. */
  117415. private readonly _disableAlphaBlending;
  117416. /**
  117417. * Specifies whether or not this material should be rendered in alpha blend mode.
  117418. */
  117419. needAlphaBlending(): boolean;
  117420. /**
  117421. * Specifies if the mesh will require alpha blending.
  117422. * @param mesh - BJS mesh.
  117423. */
  117424. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  117425. /**
  117426. * Specifies whether or not this material should be rendered in alpha test mode.
  117427. */
  117428. needAlphaTesting(): boolean;
  117429. /**
  117430. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  117431. */
  117432. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  117433. /**
  117434. * Gets the texture used for the alpha test.
  117435. */
  117436. getAlphaTestTexture(): Nullable<BaseTexture>;
  117437. /**
  117438. * Specifies that the submesh is ready to be used.
  117439. * @param mesh - BJS mesh.
  117440. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  117441. * @param useInstances - Specifies that instances should be used.
  117442. * @returns - boolean indicating that the submesh is ready or not.
  117443. */
  117444. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117445. /**
  117446. * Specifies if the material uses metallic roughness workflow.
  117447. * @returns boolean specifiying if the material uses metallic roughness workflow.
  117448. */
  117449. isMetallicWorkflow(): boolean;
  117450. private _prepareEffect;
  117451. private _prepareDefines;
  117452. /**
  117453. * Force shader compilation
  117454. */
  117455. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  117456. /**
  117457. * Initializes the uniform buffer layout for the shader.
  117458. */
  117459. buildUniformLayout(): void;
  117460. /**
  117461. * Unbinds the material from the mesh
  117462. */
  117463. unbind(): void;
  117464. /**
  117465. * Binds the submesh data.
  117466. * @param world - The world matrix.
  117467. * @param mesh - The BJS mesh.
  117468. * @param subMesh - A submesh of the BJS mesh.
  117469. */
  117470. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117471. /**
  117472. * Returns the animatable textures.
  117473. * @returns - Array of animatable textures.
  117474. */
  117475. getAnimatables(): IAnimatable[];
  117476. /**
  117477. * Returns the texture used for reflections.
  117478. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  117479. */
  117480. private _getReflectionTexture;
  117481. /**
  117482. * Returns an array of the actively used textures.
  117483. * @returns - Array of BaseTextures
  117484. */
  117485. getActiveTextures(): BaseTexture[];
  117486. /**
  117487. * Checks to see if a texture is used in the material.
  117488. * @param texture - Base texture to use.
  117489. * @returns - Boolean specifying if a texture is used in the material.
  117490. */
  117491. hasTexture(texture: BaseTexture): boolean;
  117492. /**
  117493. * Disposes the resources of the material.
  117494. * @param forceDisposeEffect - Forces the disposal of effects.
  117495. * @param forceDisposeTextures - Forces the disposal of all textures.
  117496. */
  117497. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  117498. }
  117499. }
  117500. declare module BABYLON {
  117501. /**
  117502. * The Physically based material of BJS.
  117503. *
  117504. * This offers the main features of a standard PBR material.
  117505. * For more information, please refer to the documentation :
  117506. * https://doc.babylonjs.com/how_to/physically_based_rendering
  117507. */
  117508. export class PBRMaterial extends PBRBaseMaterial {
  117509. /**
  117510. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  117511. */
  117512. static readonly PBRMATERIAL_OPAQUE: number;
  117513. /**
  117514. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  117515. */
  117516. static readonly PBRMATERIAL_ALPHATEST: number;
  117517. /**
  117518. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117519. */
  117520. static readonly PBRMATERIAL_ALPHABLEND: number;
  117521. /**
  117522. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117523. * They are also discarded below the alpha cutoff threshold to improve performances.
  117524. */
  117525. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  117526. /**
  117527. * Defines the default value of how much AO map is occluding the analytical lights
  117528. * (point spot...).
  117529. */
  117530. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  117531. /**
  117532. * Intensity of the direct lights e.g. the four lights available in your scene.
  117533. * This impacts both the direct diffuse and specular highlights.
  117534. */
  117535. directIntensity: number;
  117536. /**
  117537. * Intensity of the emissive part of the material.
  117538. * This helps controlling the emissive effect without modifying the emissive color.
  117539. */
  117540. emissiveIntensity: number;
  117541. /**
  117542. * Intensity of the environment e.g. how much the environment will light the object
  117543. * either through harmonics for rough material or through the refelction for shiny ones.
  117544. */
  117545. environmentIntensity: number;
  117546. /**
  117547. * This is a special control allowing the reduction of the specular highlights coming from the
  117548. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  117549. */
  117550. specularIntensity: number;
  117551. /**
  117552. * Debug Control allowing disabling the bump map on this material.
  117553. */
  117554. disableBumpMap: boolean;
  117555. /**
  117556. * AKA Diffuse Texture in standard nomenclature.
  117557. */
  117558. albedoTexture: BaseTexture;
  117559. /**
  117560. * AKA Occlusion Texture in other nomenclature.
  117561. */
  117562. ambientTexture: BaseTexture;
  117563. /**
  117564. * AKA Occlusion Texture Intensity in other nomenclature.
  117565. */
  117566. ambientTextureStrength: number;
  117567. /**
  117568. * Defines how much the AO map is occluding the analytical lights (point spot...).
  117569. * 1 means it completely occludes it
  117570. * 0 mean it has no impact
  117571. */
  117572. ambientTextureImpactOnAnalyticalLights: number;
  117573. /**
  117574. * Stores the alpha values in a texture.
  117575. */
  117576. opacityTexture: BaseTexture;
  117577. /**
  117578. * Stores the reflection values in a texture.
  117579. */
  117580. reflectionTexture: Nullable<BaseTexture>;
  117581. /**
  117582. * Stores the emissive values in a texture.
  117583. */
  117584. emissiveTexture: BaseTexture;
  117585. /**
  117586. * AKA Specular texture in other nomenclature.
  117587. */
  117588. reflectivityTexture: BaseTexture;
  117589. /**
  117590. * Used to switch from specular/glossiness to metallic/roughness workflow.
  117591. */
  117592. metallicTexture: BaseTexture;
  117593. /**
  117594. * Specifies the metallic scalar of the metallic/roughness workflow.
  117595. * Can also be used to scale the metalness values of the metallic texture.
  117596. */
  117597. metallic: Nullable<number>;
  117598. /**
  117599. * Specifies the roughness scalar of the metallic/roughness workflow.
  117600. * Can also be used to scale the roughness values of the metallic texture.
  117601. */
  117602. roughness: Nullable<number>;
  117603. /**
  117604. * Specifies the an F0 factor to help configuring the material F0.
  117605. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  117606. * to 0.5 the previously hard coded value stays the same.
  117607. * Can also be used to scale the F0 values of the metallic texture.
  117608. */
  117609. metallicF0Factor: number;
  117610. /**
  117611. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  117612. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  117613. * your expectation as it multiplies with the texture data.
  117614. */
  117615. useMetallicF0FactorFromMetallicTexture: boolean;
  117616. /**
  117617. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  117618. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  117619. */
  117620. microSurfaceTexture: BaseTexture;
  117621. /**
  117622. * Stores surface normal data used to displace a mesh in a texture.
  117623. */
  117624. bumpTexture: BaseTexture;
  117625. /**
  117626. * Stores the pre-calculated light information of a mesh in a texture.
  117627. */
  117628. lightmapTexture: BaseTexture;
  117629. /**
  117630. * Stores the refracted light information in a texture.
  117631. */
  117632. refractionTexture: Nullable<BaseTexture>;
  117633. /**
  117634. * The color of a material in ambient lighting.
  117635. */
  117636. ambientColor: Color3;
  117637. /**
  117638. * AKA Diffuse Color in other nomenclature.
  117639. */
  117640. albedoColor: Color3;
  117641. /**
  117642. * AKA Specular Color in other nomenclature.
  117643. */
  117644. reflectivityColor: Color3;
  117645. /**
  117646. * The color reflected from the material.
  117647. */
  117648. reflectionColor: Color3;
  117649. /**
  117650. * The color emitted from the material.
  117651. */
  117652. emissiveColor: Color3;
  117653. /**
  117654. * AKA Glossiness in other nomenclature.
  117655. */
  117656. microSurface: number;
  117657. /**
  117658. * source material index of refraction (IOR)' / 'destination material IOR.
  117659. */
  117660. indexOfRefraction: number;
  117661. /**
  117662. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  117663. */
  117664. invertRefractionY: boolean;
  117665. /**
  117666. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  117667. * Materials half opaque for instance using refraction could benefit from this control.
  117668. */
  117669. linkRefractionWithTransparency: boolean;
  117670. /**
  117671. * If true, the light map contains occlusion information instead of lighting info.
  117672. */
  117673. useLightmapAsShadowmap: boolean;
  117674. /**
  117675. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117676. */
  117677. useAlphaFromAlbedoTexture: boolean;
  117678. /**
  117679. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117680. */
  117681. forceAlphaTest: boolean;
  117682. /**
  117683. * Defines the alpha limits in alpha test mode.
  117684. */
  117685. alphaCutOff: number;
  117686. /**
  117687. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  117688. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117689. */
  117690. useSpecularOverAlpha: boolean;
  117691. /**
  117692. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117693. */
  117694. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117695. /**
  117696. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117697. */
  117698. useRoughnessFromMetallicTextureAlpha: boolean;
  117699. /**
  117700. * Specifies if the metallic texture contains the roughness information in its green channel.
  117701. */
  117702. useRoughnessFromMetallicTextureGreen: boolean;
  117703. /**
  117704. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117705. */
  117706. useMetallnessFromMetallicTextureBlue: boolean;
  117707. /**
  117708. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117709. */
  117710. useAmbientOcclusionFromMetallicTextureRed: boolean;
  117711. /**
  117712. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117713. */
  117714. useAmbientInGrayScale: boolean;
  117715. /**
  117716. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117717. * The material will try to infer what glossiness each pixel should be.
  117718. */
  117719. useAutoMicroSurfaceFromReflectivityMap: boolean;
  117720. /**
  117721. * BJS is using an harcoded light falloff based on a manually sets up range.
  117722. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117723. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117724. */
  117725. /**
  117726. * BJS is using an harcoded light falloff based on a manually sets up range.
  117727. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117728. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117729. */
  117730. usePhysicalLightFalloff: boolean;
  117731. /**
  117732. * In order to support the falloff compatibility with gltf, a special mode has been added
  117733. * to reproduce the gltf light falloff.
  117734. */
  117735. /**
  117736. * In order to support the falloff compatibility with gltf, a special mode has been added
  117737. * to reproduce the gltf light falloff.
  117738. */
  117739. useGLTFLightFalloff: boolean;
  117740. /**
  117741. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117742. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117743. */
  117744. useRadianceOverAlpha: boolean;
  117745. /**
  117746. * Allows using an object space normal map (instead of tangent space).
  117747. */
  117748. useObjectSpaceNormalMap: boolean;
  117749. /**
  117750. * Allows using the bump map in parallax mode.
  117751. */
  117752. useParallax: boolean;
  117753. /**
  117754. * Allows using the bump map in parallax occlusion mode.
  117755. */
  117756. useParallaxOcclusion: boolean;
  117757. /**
  117758. * Controls the scale bias of the parallax mode.
  117759. */
  117760. parallaxScaleBias: number;
  117761. /**
  117762. * If sets to true, disables all the lights affecting the material.
  117763. */
  117764. disableLighting: boolean;
  117765. /**
  117766. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117767. */
  117768. forceIrradianceInFragment: boolean;
  117769. /**
  117770. * Number of Simultaneous lights allowed on the material.
  117771. */
  117772. maxSimultaneousLights: number;
  117773. /**
  117774. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  117775. */
  117776. invertNormalMapX: boolean;
  117777. /**
  117778. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  117779. */
  117780. invertNormalMapY: boolean;
  117781. /**
  117782. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117783. */
  117784. twoSidedLighting: boolean;
  117785. /**
  117786. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117787. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117788. */
  117789. useAlphaFresnel: boolean;
  117790. /**
  117791. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117792. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117793. */
  117794. useLinearAlphaFresnel: boolean;
  117795. /**
  117796. * Let user defines the brdf lookup texture used for IBL.
  117797. * A default 8bit version is embedded but you could point at :
  117798. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  117799. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  117800. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  117801. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  117802. */
  117803. environmentBRDFTexture: Nullable<BaseTexture>;
  117804. /**
  117805. * Force normal to face away from face.
  117806. */
  117807. forceNormalForward: boolean;
  117808. /**
  117809. * Enables specular anti aliasing in the PBR shader.
  117810. * It will both interacts on the Geometry for analytical and IBL lighting.
  117811. * It also prefilter the roughness map based on the bump values.
  117812. */
  117813. enableSpecularAntiAliasing: boolean;
  117814. /**
  117815. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117816. * makes the reflect vector face the model (under horizon).
  117817. */
  117818. useHorizonOcclusion: boolean;
  117819. /**
  117820. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117821. * too much the area relying on ambient texture to define their ambient occlusion.
  117822. */
  117823. useRadianceOcclusion: boolean;
  117824. /**
  117825. * If set to true, no lighting calculations will be applied.
  117826. */
  117827. unlit: boolean;
  117828. /**
  117829. * Gets the image processing configuration used either in this material.
  117830. */
  117831. /**
  117832. * Sets the Default image processing configuration used either in the this material.
  117833. *
  117834. * If sets to null, the scene one is in use.
  117835. */
  117836. imageProcessingConfiguration: ImageProcessingConfiguration;
  117837. /**
  117838. * Gets wether the color curves effect is enabled.
  117839. */
  117840. /**
  117841. * Sets wether the color curves effect is enabled.
  117842. */
  117843. cameraColorCurvesEnabled: boolean;
  117844. /**
  117845. * Gets wether the color grading effect is enabled.
  117846. */
  117847. /**
  117848. * Gets wether the color grading effect is enabled.
  117849. */
  117850. cameraColorGradingEnabled: boolean;
  117851. /**
  117852. * Gets wether tonemapping is enabled or not.
  117853. */
  117854. /**
  117855. * Sets wether tonemapping is enabled or not
  117856. */
  117857. cameraToneMappingEnabled: boolean;
  117858. /**
  117859. * The camera exposure used on this material.
  117860. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117861. * This corresponds to a photographic exposure.
  117862. */
  117863. /**
  117864. * The camera exposure used on this material.
  117865. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117866. * This corresponds to a photographic exposure.
  117867. */
  117868. cameraExposure: number;
  117869. /**
  117870. * Gets The camera contrast used on this material.
  117871. */
  117872. /**
  117873. * Sets The camera contrast used on this material.
  117874. */
  117875. cameraContrast: number;
  117876. /**
  117877. * Gets the Color Grading 2D Lookup Texture.
  117878. */
  117879. /**
  117880. * Sets the Color Grading 2D Lookup Texture.
  117881. */
  117882. cameraColorGradingTexture: Nullable<BaseTexture>;
  117883. /**
  117884. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117885. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117886. * 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;
  117887. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117888. */
  117889. /**
  117890. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117891. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117892. * 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;
  117893. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117894. */
  117895. cameraColorCurves: Nullable<ColorCurves>;
  117896. /**
  117897. * Instantiates a new PBRMaterial instance.
  117898. *
  117899. * @param name The material name
  117900. * @param scene The scene the material will be use in.
  117901. */
  117902. constructor(name: string, scene: Scene);
  117903. /**
  117904. * Returns the name of this material class.
  117905. */
  117906. getClassName(): string;
  117907. /**
  117908. * Makes a duplicate of the current material.
  117909. * @param name - name to use for the new material.
  117910. */
  117911. clone(name: string): PBRMaterial;
  117912. /**
  117913. * Serializes this PBR Material.
  117914. * @returns - An object with the serialized material.
  117915. */
  117916. serialize(): any;
  117917. /**
  117918. * Parses a PBR Material from a serialized object.
  117919. * @param source - Serialized object.
  117920. * @param scene - BJS scene instance.
  117921. * @param rootUrl - url for the scene object
  117922. * @returns - PBRMaterial
  117923. */
  117924. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  117925. }
  117926. }
  117927. declare module BABYLON {
  117928. /**
  117929. * Direct draw surface info
  117930. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  117931. */
  117932. export interface DDSInfo {
  117933. /**
  117934. * Width of the texture
  117935. */
  117936. width: number;
  117937. /**
  117938. * Width of the texture
  117939. */
  117940. height: number;
  117941. /**
  117942. * Number of Mipmaps for the texture
  117943. * @see https://en.wikipedia.org/wiki/Mipmap
  117944. */
  117945. mipmapCount: number;
  117946. /**
  117947. * If the textures format is a known fourCC format
  117948. * @see https://www.fourcc.org/
  117949. */
  117950. isFourCC: boolean;
  117951. /**
  117952. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  117953. */
  117954. isRGB: boolean;
  117955. /**
  117956. * If the texture is a lumincance format
  117957. */
  117958. isLuminance: boolean;
  117959. /**
  117960. * If this is a cube texture
  117961. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  117962. */
  117963. isCube: boolean;
  117964. /**
  117965. * If the texture is a compressed format eg. FOURCC_DXT1
  117966. */
  117967. isCompressed: boolean;
  117968. /**
  117969. * The dxgiFormat of the texture
  117970. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  117971. */
  117972. dxgiFormat: number;
  117973. /**
  117974. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  117975. */
  117976. textureType: number;
  117977. /**
  117978. * Sphericle polynomial created for the dds texture
  117979. */
  117980. sphericalPolynomial?: SphericalPolynomial;
  117981. }
  117982. /**
  117983. * Class used to provide DDS decompression tools
  117984. */
  117985. export class DDSTools {
  117986. /**
  117987. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  117988. */
  117989. static StoreLODInAlphaChannel: boolean;
  117990. /**
  117991. * Gets DDS information from an array buffer
  117992. * @param arrayBuffer defines the array buffer to read data from
  117993. * @returns the DDS information
  117994. */
  117995. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  117996. private static _FloatView;
  117997. private static _Int32View;
  117998. private static _ToHalfFloat;
  117999. private static _FromHalfFloat;
  118000. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  118001. private static _GetHalfFloatRGBAArrayBuffer;
  118002. private static _GetFloatRGBAArrayBuffer;
  118003. private static _GetFloatAsUIntRGBAArrayBuffer;
  118004. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  118005. private static _GetRGBAArrayBuffer;
  118006. private static _ExtractLongWordOrder;
  118007. private static _GetRGBArrayBuffer;
  118008. private static _GetLuminanceArrayBuffer;
  118009. /**
  118010. * Uploads DDS Levels to a Babylon Texture
  118011. * @hidden
  118012. */
  118013. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  118014. }
  118015. interface ThinEngine {
  118016. /**
  118017. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  118018. * @param rootUrl defines the url where the file to load is located
  118019. * @param scene defines the current scene
  118020. * @param lodScale defines scale to apply to the mip map selection
  118021. * @param lodOffset defines offset to apply to the mip map selection
  118022. * @param onLoad defines an optional callback raised when the texture is loaded
  118023. * @param onError defines an optional callback raised if there is an issue to load the texture
  118024. * @param format defines the format of the data
  118025. * @param forcedExtension defines the extension to use to pick the right loader
  118026. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  118027. * @returns the cube texture as an InternalTexture
  118028. */
  118029. 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;
  118030. }
  118031. }
  118032. declare module BABYLON {
  118033. /**
  118034. * Implementation of the DDS Texture Loader.
  118035. * @hidden
  118036. */
  118037. export class _DDSTextureLoader implements IInternalTextureLoader {
  118038. /**
  118039. * Defines wether the loader supports cascade loading the different faces.
  118040. */
  118041. readonly supportCascades: boolean;
  118042. /**
  118043. * This returns if the loader support the current file information.
  118044. * @param extension defines the file extension of the file being loaded
  118045. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118046. * @param fallback defines the fallback internal texture if any
  118047. * @param isBase64 defines whether the texture is encoded as a base64
  118048. * @param isBuffer defines whether the texture data are stored as a buffer
  118049. * @returns true if the loader can load the specified file
  118050. */
  118051. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  118052. /**
  118053. * Transform the url before loading if required.
  118054. * @param rootUrl the url of the texture
  118055. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118056. * @returns the transformed texture
  118057. */
  118058. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  118059. /**
  118060. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  118061. * @param rootUrl the url of the texture
  118062. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118063. * @returns the fallback texture
  118064. */
  118065. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  118066. /**
  118067. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  118068. * @param data contains the texture data
  118069. * @param texture defines the BabylonJS internal texture
  118070. * @param createPolynomials will be true if polynomials have been requested
  118071. * @param onLoad defines the callback to trigger once the texture is ready
  118072. * @param onError defines the callback to trigger in case of error
  118073. */
  118074. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  118075. /**
  118076. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  118077. * @param data contains the texture data
  118078. * @param texture defines the BabylonJS internal texture
  118079. * @param callback defines the method to call once ready to upload
  118080. */
  118081. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  118082. }
  118083. }
  118084. declare module BABYLON {
  118085. /**
  118086. * Implementation of the ENV Texture Loader.
  118087. * @hidden
  118088. */
  118089. export class _ENVTextureLoader implements IInternalTextureLoader {
  118090. /**
  118091. * Defines wether the loader supports cascade loading the different faces.
  118092. */
  118093. readonly supportCascades: boolean;
  118094. /**
  118095. * This returns if the loader support the current file information.
  118096. * @param extension defines the file extension of the file being loaded
  118097. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118098. * @param fallback defines the fallback internal texture if any
  118099. * @param isBase64 defines whether the texture is encoded as a base64
  118100. * @param isBuffer defines whether the texture data are stored as a buffer
  118101. * @returns true if the loader can load the specified file
  118102. */
  118103. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  118104. /**
  118105. * Transform the url before loading if required.
  118106. * @param rootUrl the url of the texture
  118107. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118108. * @returns the transformed texture
  118109. */
  118110. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  118111. /**
  118112. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  118113. * @param rootUrl the url of the texture
  118114. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118115. * @returns the fallback texture
  118116. */
  118117. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  118118. /**
  118119. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  118120. * @param data contains the texture data
  118121. * @param texture defines the BabylonJS internal texture
  118122. * @param createPolynomials will be true if polynomials have been requested
  118123. * @param onLoad defines the callback to trigger once the texture is ready
  118124. * @param onError defines the callback to trigger in case of error
  118125. */
  118126. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  118127. /**
  118128. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  118129. * @param data contains the texture data
  118130. * @param texture defines the BabylonJS internal texture
  118131. * @param callback defines the method to call once ready to upload
  118132. */
  118133. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  118134. }
  118135. }
  118136. declare module BABYLON {
  118137. /**
  118138. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  118139. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  118140. */
  118141. export class KhronosTextureContainer {
  118142. /** contents of the KTX container file */
  118143. arrayBuffer: any;
  118144. private static HEADER_LEN;
  118145. private static COMPRESSED_2D;
  118146. private static COMPRESSED_3D;
  118147. private static TEX_2D;
  118148. private static TEX_3D;
  118149. /**
  118150. * Gets the openGL type
  118151. */
  118152. glType: number;
  118153. /**
  118154. * Gets the openGL type size
  118155. */
  118156. glTypeSize: number;
  118157. /**
  118158. * Gets the openGL format
  118159. */
  118160. glFormat: number;
  118161. /**
  118162. * Gets the openGL internal format
  118163. */
  118164. glInternalFormat: number;
  118165. /**
  118166. * Gets the base internal format
  118167. */
  118168. glBaseInternalFormat: number;
  118169. /**
  118170. * Gets image width in pixel
  118171. */
  118172. pixelWidth: number;
  118173. /**
  118174. * Gets image height in pixel
  118175. */
  118176. pixelHeight: number;
  118177. /**
  118178. * Gets image depth in pixels
  118179. */
  118180. pixelDepth: number;
  118181. /**
  118182. * Gets the number of array elements
  118183. */
  118184. numberOfArrayElements: number;
  118185. /**
  118186. * Gets the number of faces
  118187. */
  118188. numberOfFaces: number;
  118189. /**
  118190. * Gets the number of mipmap levels
  118191. */
  118192. numberOfMipmapLevels: number;
  118193. /**
  118194. * Gets the bytes of key value data
  118195. */
  118196. bytesOfKeyValueData: number;
  118197. /**
  118198. * Gets the load type
  118199. */
  118200. loadType: number;
  118201. /**
  118202. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  118203. */
  118204. isInvalid: boolean;
  118205. /**
  118206. * Creates a new KhronosTextureContainer
  118207. * @param arrayBuffer contents of the KTX container file
  118208. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  118209. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  118210. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  118211. */
  118212. constructor(
  118213. /** contents of the KTX container file */
  118214. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  118215. /**
  118216. * Uploads KTX content to a Babylon Texture.
  118217. * It is assumed that the texture has already been created & is currently bound
  118218. * @hidden
  118219. */
  118220. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  118221. private _upload2DCompressedLevels;
  118222. }
  118223. }
  118224. declare module BABYLON {
  118225. /**
  118226. * Implementation of the KTX Texture Loader.
  118227. * @hidden
  118228. */
  118229. export class _KTXTextureLoader implements IInternalTextureLoader {
  118230. /**
  118231. * Defines wether the loader supports cascade loading the different faces.
  118232. */
  118233. readonly supportCascades: boolean;
  118234. /**
  118235. * This returns if the loader support the current file information.
  118236. * @param extension defines the file extension of the file being loaded
  118237. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118238. * @param fallback defines the fallback internal texture if any
  118239. * @param isBase64 defines whether the texture is encoded as a base64
  118240. * @param isBuffer defines whether the texture data are stored as a buffer
  118241. * @returns true if the loader can load the specified file
  118242. */
  118243. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  118244. /**
  118245. * Transform the url before loading if required.
  118246. * @param rootUrl the url of the texture
  118247. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118248. * @returns the transformed texture
  118249. */
  118250. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  118251. /**
  118252. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  118253. * @param rootUrl the url of the texture
  118254. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118255. * @returns the fallback texture
  118256. */
  118257. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  118258. /**
  118259. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  118260. * @param data contains the texture data
  118261. * @param texture defines the BabylonJS internal texture
  118262. * @param createPolynomials will be true if polynomials have been requested
  118263. * @param onLoad defines the callback to trigger once the texture is ready
  118264. * @param onError defines the callback to trigger in case of error
  118265. */
  118266. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  118267. /**
  118268. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  118269. * @param data contains the texture data
  118270. * @param texture defines the BabylonJS internal texture
  118271. * @param callback defines the method to call once ready to upload
  118272. */
  118273. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  118274. }
  118275. }
  118276. declare module BABYLON {
  118277. /** @hidden */
  118278. export var _forceSceneHelpersToBundle: boolean;
  118279. interface Scene {
  118280. /**
  118281. * Creates a default light for the scene.
  118282. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  118283. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  118284. */
  118285. createDefaultLight(replace?: boolean): void;
  118286. /**
  118287. * Creates a default camera for the scene.
  118288. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  118289. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  118290. * @param replace has default false, when true replaces the active camera in the scene
  118291. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  118292. */
  118293. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  118294. /**
  118295. * Creates a default camera and a default light.
  118296. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  118297. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  118298. * @param replace has the default false, when true replaces the active camera/light in the scene
  118299. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  118300. */
  118301. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  118302. /**
  118303. * Creates a new sky box
  118304. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  118305. * @param environmentTexture defines the texture to use as environment texture
  118306. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  118307. * @param scale defines the overall scale of the skybox
  118308. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  118309. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  118310. * @returns a new mesh holding the sky box
  118311. */
  118312. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  118313. /**
  118314. * Creates a new environment
  118315. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  118316. * @param options defines the options you can use to configure the environment
  118317. * @returns the new EnvironmentHelper
  118318. */
  118319. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  118320. /**
  118321. * Creates a new VREXperienceHelper
  118322. * @see http://doc.babylonjs.com/how_to/webvr_helper
  118323. * @param webVROptions defines the options used to create the new VREXperienceHelper
  118324. * @returns a new VREXperienceHelper
  118325. */
  118326. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  118327. /**
  118328. * Creates a new WebXRDefaultExperience
  118329. * @see http://doc.babylonjs.com/how_to/webxr
  118330. * @param options experience options
  118331. * @returns a promise for a new WebXRDefaultExperience
  118332. */
  118333. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  118334. }
  118335. }
  118336. declare module BABYLON {
  118337. /**
  118338. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118339. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118340. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118341. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118342. */
  118343. export class VideoDome extends TransformNode {
  118344. /**
  118345. * Define the video source as a Monoscopic panoramic 360 video.
  118346. */
  118347. static readonly MODE_MONOSCOPIC: number;
  118348. /**
  118349. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118350. */
  118351. static readonly MODE_TOPBOTTOM: number;
  118352. /**
  118353. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118354. */
  118355. static readonly MODE_SIDEBYSIDE: number;
  118356. private _halfDome;
  118357. private _useDirectMapping;
  118358. /**
  118359. * The video texture being displayed on the sphere
  118360. */
  118361. protected _videoTexture: VideoTexture;
  118362. /**
  118363. * Gets the video texture being displayed on the sphere
  118364. */
  118365. readonly videoTexture: VideoTexture;
  118366. /**
  118367. * The skybox material
  118368. */
  118369. protected _material: BackgroundMaterial;
  118370. /**
  118371. * The surface used for the skybox
  118372. */
  118373. protected _mesh: Mesh;
  118374. /**
  118375. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  118376. */
  118377. private _halfDomeMask;
  118378. /**
  118379. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118380. * Also see the options.resolution property.
  118381. */
  118382. fovMultiplier: number;
  118383. private _videoMode;
  118384. /**
  118385. * Gets or set the current video mode for the video. It can be:
  118386. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  118387. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118388. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118389. */
  118390. videoMode: number;
  118391. /**
  118392. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  118393. *
  118394. */
  118395. /**
  118396. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  118397. */
  118398. halfDome: boolean;
  118399. /**
  118400. * Oberserver used in Stereoscopic VR Mode.
  118401. */
  118402. private _onBeforeCameraRenderObserver;
  118403. /**
  118404. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118405. * @param name Element's name, child elements will append suffixes for their own names.
  118406. * @param urlsOrVideo defines the url(s) or the video element to use
  118407. * @param options An object containing optional or exposed sub element properties
  118408. */
  118409. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  118410. resolution?: number;
  118411. clickToPlay?: boolean;
  118412. autoPlay?: boolean;
  118413. loop?: boolean;
  118414. size?: number;
  118415. poster?: string;
  118416. faceForward?: boolean;
  118417. useDirectMapping?: boolean;
  118418. halfDomeMode?: boolean;
  118419. }, scene: Scene);
  118420. private _changeVideoMode;
  118421. /**
  118422. * Releases resources associated with this node.
  118423. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118424. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118425. */
  118426. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  118427. }
  118428. }
  118429. declare module BABYLON {
  118430. /**
  118431. * This class can be used to get instrumentation data from a Babylon engine
  118432. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118433. */
  118434. export class EngineInstrumentation implements IDisposable {
  118435. /**
  118436. * Define the instrumented engine.
  118437. */
  118438. engine: Engine;
  118439. private _captureGPUFrameTime;
  118440. private _gpuFrameTimeToken;
  118441. private _gpuFrameTime;
  118442. private _captureShaderCompilationTime;
  118443. private _shaderCompilationTime;
  118444. private _onBeginFrameObserver;
  118445. private _onEndFrameObserver;
  118446. private _onBeforeShaderCompilationObserver;
  118447. private _onAfterShaderCompilationObserver;
  118448. /**
  118449. * Gets the perf counter used for GPU frame time
  118450. */
  118451. readonly gpuFrameTimeCounter: PerfCounter;
  118452. /**
  118453. * Gets the GPU frame time capture status
  118454. */
  118455. /**
  118456. * Enable or disable the GPU frame time capture
  118457. */
  118458. captureGPUFrameTime: boolean;
  118459. /**
  118460. * Gets the perf counter used for shader compilation time
  118461. */
  118462. readonly shaderCompilationTimeCounter: PerfCounter;
  118463. /**
  118464. * Gets the shader compilation time capture status
  118465. */
  118466. /**
  118467. * Enable or disable the shader compilation time capture
  118468. */
  118469. captureShaderCompilationTime: boolean;
  118470. /**
  118471. * Instantiates a new engine instrumentation.
  118472. * This class can be used to get instrumentation data from a Babylon engine
  118473. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118474. * @param engine Defines the engine to instrument
  118475. */
  118476. constructor(
  118477. /**
  118478. * Define the instrumented engine.
  118479. */
  118480. engine: Engine);
  118481. /**
  118482. * Dispose and release associated resources.
  118483. */
  118484. dispose(): void;
  118485. }
  118486. }
  118487. declare module BABYLON {
  118488. /**
  118489. * This class can be used to get instrumentation data from a Babylon engine
  118490. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118491. */
  118492. export class SceneInstrumentation implements IDisposable {
  118493. /**
  118494. * Defines the scene to instrument
  118495. */
  118496. scene: Scene;
  118497. private _captureActiveMeshesEvaluationTime;
  118498. private _activeMeshesEvaluationTime;
  118499. private _captureRenderTargetsRenderTime;
  118500. private _renderTargetsRenderTime;
  118501. private _captureFrameTime;
  118502. private _frameTime;
  118503. private _captureRenderTime;
  118504. private _renderTime;
  118505. private _captureInterFrameTime;
  118506. private _interFrameTime;
  118507. private _captureParticlesRenderTime;
  118508. private _particlesRenderTime;
  118509. private _captureSpritesRenderTime;
  118510. private _spritesRenderTime;
  118511. private _capturePhysicsTime;
  118512. private _physicsTime;
  118513. private _captureAnimationsTime;
  118514. private _animationsTime;
  118515. private _captureCameraRenderTime;
  118516. private _cameraRenderTime;
  118517. private _onBeforeActiveMeshesEvaluationObserver;
  118518. private _onAfterActiveMeshesEvaluationObserver;
  118519. private _onBeforeRenderTargetsRenderObserver;
  118520. private _onAfterRenderTargetsRenderObserver;
  118521. private _onAfterRenderObserver;
  118522. private _onBeforeDrawPhaseObserver;
  118523. private _onAfterDrawPhaseObserver;
  118524. private _onBeforeAnimationsObserver;
  118525. private _onBeforeParticlesRenderingObserver;
  118526. private _onAfterParticlesRenderingObserver;
  118527. private _onBeforeSpritesRenderingObserver;
  118528. private _onAfterSpritesRenderingObserver;
  118529. private _onBeforePhysicsObserver;
  118530. private _onAfterPhysicsObserver;
  118531. private _onAfterAnimationsObserver;
  118532. private _onBeforeCameraRenderObserver;
  118533. private _onAfterCameraRenderObserver;
  118534. /**
  118535. * Gets the perf counter used for active meshes evaluation time
  118536. */
  118537. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  118538. /**
  118539. * Gets the active meshes evaluation time capture status
  118540. */
  118541. /**
  118542. * Enable or disable the active meshes evaluation time capture
  118543. */
  118544. captureActiveMeshesEvaluationTime: boolean;
  118545. /**
  118546. * Gets the perf counter used for render targets render time
  118547. */
  118548. readonly renderTargetsRenderTimeCounter: PerfCounter;
  118549. /**
  118550. * Gets the render targets render time capture status
  118551. */
  118552. /**
  118553. * Enable or disable the render targets render time capture
  118554. */
  118555. captureRenderTargetsRenderTime: boolean;
  118556. /**
  118557. * Gets the perf counter used for particles render time
  118558. */
  118559. readonly particlesRenderTimeCounter: PerfCounter;
  118560. /**
  118561. * Gets the particles render time capture status
  118562. */
  118563. /**
  118564. * Enable or disable the particles render time capture
  118565. */
  118566. captureParticlesRenderTime: boolean;
  118567. /**
  118568. * Gets the perf counter used for sprites render time
  118569. */
  118570. readonly spritesRenderTimeCounter: PerfCounter;
  118571. /**
  118572. * Gets the sprites render time capture status
  118573. */
  118574. /**
  118575. * Enable or disable the sprites render time capture
  118576. */
  118577. captureSpritesRenderTime: boolean;
  118578. /**
  118579. * Gets the perf counter used for physics time
  118580. */
  118581. readonly physicsTimeCounter: PerfCounter;
  118582. /**
  118583. * Gets the physics time capture status
  118584. */
  118585. /**
  118586. * Enable or disable the physics time capture
  118587. */
  118588. capturePhysicsTime: boolean;
  118589. /**
  118590. * Gets the perf counter used for animations time
  118591. */
  118592. readonly animationsTimeCounter: PerfCounter;
  118593. /**
  118594. * Gets the animations time capture status
  118595. */
  118596. /**
  118597. * Enable or disable the animations time capture
  118598. */
  118599. captureAnimationsTime: boolean;
  118600. /**
  118601. * Gets the perf counter used for frame time capture
  118602. */
  118603. readonly frameTimeCounter: PerfCounter;
  118604. /**
  118605. * Gets the frame time capture status
  118606. */
  118607. /**
  118608. * Enable or disable the frame time capture
  118609. */
  118610. captureFrameTime: boolean;
  118611. /**
  118612. * Gets the perf counter used for inter-frames time capture
  118613. */
  118614. readonly interFrameTimeCounter: PerfCounter;
  118615. /**
  118616. * Gets the inter-frames time capture status
  118617. */
  118618. /**
  118619. * Enable or disable the inter-frames time capture
  118620. */
  118621. captureInterFrameTime: boolean;
  118622. /**
  118623. * Gets the perf counter used for render time capture
  118624. */
  118625. readonly renderTimeCounter: PerfCounter;
  118626. /**
  118627. * Gets the render time capture status
  118628. */
  118629. /**
  118630. * Enable or disable the render time capture
  118631. */
  118632. captureRenderTime: boolean;
  118633. /**
  118634. * Gets the perf counter used for camera render time capture
  118635. */
  118636. readonly cameraRenderTimeCounter: PerfCounter;
  118637. /**
  118638. * Gets the camera render time capture status
  118639. */
  118640. /**
  118641. * Enable or disable the camera render time capture
  118642. */
  118643. captureCameraRenderTime: boolean;
  118644. /**
  118645. * Gets the perf counter used for draw calls
  118646. */
  118647. readonly drawCallsCounter: PerfCounter;
  118648. /**
  118649. * Instantiates a new scene instrumentation.
  118650. * This class can be used to get instrumentation data from a Babylon engine
  118651. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118652. * @param scene Defines the scene to instrument
  118653. */
  118654. constructor(
  118655. /**
  118656. * Defines the scene to instrument
  118657. */
  118658. scene: Scene);
  118659. /**
  118660. * Dispose and release associated resources.
  118661. */
  118662. dispose(): void;
  118663. }
  118664. }
  118665. declare module BABYLON {
  118666. /** @hidden */
  118667. export var glowMapGenerationPixelShader: {
  118668. name: string;
  118669. shader: string;
  118670. };
  118671. }
  118672. declare module BABYLON {
  118673. /** @hidden */
  118674. export var glowMapGenerationVertexShader: {
  118675. name: string;
  118676. shader: string;
  118677. };
  118678. }
  118679. declare module BABYLON {
  118680. /**
  118681. * Effect layer options. This helps customizing the behaviour
  118682. * of the effect layer.
  118683. */
  118684. export interface IEffectLayerOptions {
  118685. /**
  118686. * Multiplication factor apply to the canvas size to compute the render target size
  118687. * used to generated the objects (the smaller the faster).
  118688. */
  118689. mainTextureRatio: number;
  118690. /**
  118691. * Enforces a fixed size texture to ensure effect stability across devices.
  118692. */
  118693. mainTextureFixedSize?: number;
  118694. /**
  118695. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  118696. */
  118697. alphaBlendingMode: number;
  118698. /**
  118699. * The camera attached to the layer.
  118700. */
  118701. camera: Nullable<Camera>;
  118702. /**
  118703. * The rendering group to draw the layer in.
  118704. */
  118705. renderingGroupId: number;
  118706. }
  118707. /**
  118708. * The effect layer Helps adding post process effect blended with the main pass.
  118709. *
  118710. * This can be for instance use to generate glow or higlight effects on the scene.
  118711. *
  118712. * The effect layer class can not be used directly and is intented to inherited from to be
  118713. * customized per effects.
  118714. */
  118715. export abstract class EffectLayer {
  118716. private _vertexBuffers;
  118717. private _indexBuffer;
  118718. private _cachedDefines;
  118719. private _effectLayerMapGenerationEffect;
  118720. private _effectLayerOptions;
  118721. private _mergeEffect;
  118722. protected _scene: Scene;
  118723. protected _engine: Engine;
  118724. protected _maxSize: number;
  118725. protected _mainTextureDesiredSize: ISize;
  118726. protected _mainTexture: RenderTargetTexture;
  118727. protected _shouldRender: boolean;
  118728. protected _postProcesses: PostProcess[];
  118729. protected _textures: BaseTexture[];
  118730. protected _emissiveTextureAndColor: {
  118731. texture: Nullable<BaseTexture>;
  118732. color: Color4;
  118733. };
  118734. /**
  118735. * The name of the layer
  118736. */
  118737. name: string;
  118738. /**
  118739. * The clear color of the texture used to generate the glow map.
  118740. */
  118741. neutralColor: Color4;
  118742. /**
  118743. * Specifies wether the highlight layer is enabled or not.
  118744. */
  118745. isEnabled: boolean;
  118746. /**
  118747. * Gets the camera attached to the layer.
  118748. */
  118749. readonly camera: Nullable<Camera>;
  118750. /**
  118751. * Gets the rendering group id the layer should render in.
  118752. */
  118753. renderingGroupId: number;
  118754. /**
  118755. * An event triggered when the effect layer has been disposed.
  118756. */
  118757. onDisposeObservable: Observable<EffectLayer>;
  118758. /**
  118759. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  118760. */
  118761. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  118762. /**
  118763. * An event triggered when the generated texture is being merged in the scene.
  118764. */
  118765. onBeforeComposeObservable: Observable<EffectLayer>;
  118766. /**
  118767. * An event triggered when the mesh is rendered into the effect render target.
  118768. */
  118769. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  118770. /**
  118771. * An event triggered after the mesh has been rendered into the effect render target.
  118772. */
  118773. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  118774. /**
  118775. * An event triggered when the generated texture has been merged in the scene.
  118776. */
  118777. onAfterComposeObservable: Observable<EffectLayer>;
  118778. /**
  118779. * An event triggered when the efffect layer changes its size.
  118780. */
  118781. onSizeChangedObservable: Observable<EffectLayer>;
  118782. /** @hidden */
  118783. static _SceneComponentInitialization: (scene: Scene) => void;
  118784. /**
  118785. * Instantiates a new effect Layer and references it in the scene.
  118786. * @param name The name of the layer
  118787. * @param scene The scene to use the layer in
  118788. */
  118789. constructor(
  118790. /** The Friendly of the effect in the scene */
  118791. name: string, scene: Scene);
  118792. /**
  118793. * Get the effect name of the layer.
  118794. * @return The effect name
  118795. */
  118796. abstract getEffectName(): string;
  118797. /**
  118798. * Checks for the readiness of the element composing the layer.
  118799. * @param subMesh the mesh to check for
  118800. * @param useInstances specify wether or not to use instances to render the mesh
  118801. * @return true if ready otherwise, false
  118802. */
  118803. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118804. /**
  118805. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118806. * @returns true if the effect requires stencil during the main canvas render pass.
  118807. */
  118808. abstract needStencil(): boolean;
  118809. /**
  118810. * Create the merge effect. This is the shader use to blit the information back
  118811. * to the main canvas at the end of the scene rendering.
  118812. * @returns The effect containing the shader used to merge the effect on the main canvas
  118813. */
  118814. protected abstract _createMergeEffect(): Effect;
  118815. /**
  118816. * Creates the render target textures and post processes used in the effect layer.
  118817. */
  118818. protected abstract _createTextureAndPostProcesses(): void;
  118819. /**
  118820. * Implementation specific of rendering the generating effect on the main canvas.
  118821. * @param effect The effect used to render through
  118822. */
  118823. protected abstract _internalRender(effect: Effect): void;
  118824. /**
  118825. * Sets the required values for both the emissive texture and and the main color.
  118826. */
  118827. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118828. /**
  118829. * Free any resources and references associated to a mesh.
  118830. * Internal use
  118831. * @param mesh The mesh to free.
  118832. */
  118833. abstract _disposeMesh(mesh: Mesh): void;
  118834. /**
  118835. * Serializes this layer (Glow or Highlight for example)
  118836. * @returns a serialized layer object
  118837. */
  118838. abstract serialize?(): any;
  118839. /**
  118840. * Initializes the effect layer with the required options.
  118841. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  118842. */
  118843. protected _init(options: Partial<IEffectLayerOptions>): void;
  118844. /**
  118845. * Generates the index buffer of the full screen quad blending to the main canvas.
  118846. */
  118847. private _generateIndexBuffer;
  118848. /**
  118849. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  118850. */
  118851. private _generateVertexBuffer;
  118852. /**
  118853. * Sets the main texture desired size which is the closest power of two
  118854. * of the engine canvas size.
  118855. */
  118856. private _setMainTextureSize;
  118857. /**
  118858. * Creates the main texture for the effect layer.
  118859. */
  118860. protected _createMainTexture(): void;
  118861. /**
  118862. * Adds specific effects defines.
  118863. * @param defines The defines to add specifics to.
  118864. */
  118865. protected _addCustomEffectDefines(defines: string[]): void;
  118866. /**
  118867. * Checks for the readiness of the element composing the layer.
  118868. * @param subMesh the mesh to check for
  118869. * @param useInstances specify wether or not to use instances to render the mesh
  118870. * @param emissiveTexture the associated emissive texture used to generate the glow
  118871. * @return true if ready otherwise, false
  118872. */
  118873. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  118874. /**
  118875. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  118876. */
  118877. render(): void;
  118878. /**
  118879. * Determine if a given mesh will be used in the current effect.
  118880. * @param mesh mesh to test
  118881. * @returns true if the mesh will be used
  118882. */
  118883. hasMesh(mesh: AbstractMesh): boolean;
  118884. /**
  118885. * Returns true if the layer contains information to display, otherwise false.
  118886. * @returns true if the glow layer should be rendered
  118887. */
  118888. shouldRender(): boolean;
  118889. /**
  118890. * Returns true if the mesh should render, otherwise false.
  118891. * @param mesh The mesh to render
  118892. * @returns true if it should render otherwise false
  118893. */
  118894. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  118895. /**
  118896. * Returns true if the mesh can be rendered, otherwise false.
  118897. * @param mesh The mesh to render
  118898. * @param material The material used on the mesh
  118899. * @returns true if it can be rendered otherwise false
  118900. */
  118901. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118902. /**
  118903. * Returns true if the mesh should render, otherwise false.
  118904. * @param mesh The mesh to render
  118905. * @returns true if it should render otherwise false
  118906. */
  118907. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  118908. /**
  118909. * Renders the submesh passed in parameter to the generation map.
  118910. */
  118911. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  118912. /**
  118913. * Defines wether the current material of the mesh should be use to render the effect.
  118914. * @param mesh defines the current mesh to render
  118915. */
  118916. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118917. /**
  118918. * Rebuild the required buffers.
  118919. * @hidden Internal use only.
  118920. */
  118921. _rebuild(): void;
  118922. /**
  118923. * Dispose only the render target textures and post process.
  118924. */
  118925. private _disposeTextureAndPostProcesses;
  118926. /**
  118927. * Dispose the highlight layer and free resources.
  118928. */
  118929. dispose(): void;
  118930. /**
  118931. * Gets the class name of the effect layer
  118932. * @returns the string with the class name of the effect layer
  118933. */
  118934. getClassName(): string;
  118935. /**
  118936. * Creates an effect layer from parsed effect layer data
  118937. * @param parsedEffectLayer defines effect layer data
  118938. * @param scene defines the current scene
  118939. * @param rootUrl defines the root URL containing the effect layer information
  118940. * @returns a parsed effect Layer
  118941. */
  118942. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  118943. }
  118944. }
  118945. declare module BABYLON {
  118946. interface AbstractScene {
  118947. /**
  118948. * The list of effect layers (highlights/glow) added to the scene
  118949. * @see http://doc.babylonjs.com/how_to/highlight_layer
  118950. * @see http://doc.babylonjs.com/how_to/glow_layer
  118951. */
  118952. effectLayers: Array<EffectLayer>;
  118953. /**
  118954. * Removes the given effect layer from this scene.
  118955. * @param toRemove defines the effect layer to remove
  118956. * @returns the index of the removed effect layer
  118957. */
  118958. removeEffectLayer(toRemove: EffectLayer): number;
  118959. /**
  118960. * Adds the given effect layer to this scene
  118961. * @param newEffectLayer defines the effect layer to add
  118962. */
  118963. addEffectLayer(newEffectLayer: EffectLayer): void;
  118964. }
  118965. /**
  118966. * Defines the layer scene component responsible to manage any effect layers
  118967. * in a given scene.
  118968. */
  118969. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  118970. /**
  118971. * The component name helpfull to identify the component in the list of scene components.
  118972. */
  118973. readonly name: string;
  118974. /**
  118975. * The scene the component belongs to.
  118976. */
  118977. scene: Scene;
  118978. private _engine;
  118979. private _renderEffects;
  118980. private _needStencil;
  118981. private _previousStencilState;
  118982. /**
  118983. * Creates a new instance of the component for the given scene
  118984. * @param scene Defines the scene to register the component in
  118985. */
  118986. constructor(scene: Scene);
  118987. /**
  118988. * Registers the component in a given scene
  118989. */
  118990. register(): void;
  118991. /**
  118992. * Rebuilds the elements related to this component in case of
  118993. * context lost for instance.
  118994. */
  118995. rebuild(): void;
  118996. /**
  118997. * Serializes the component data to the specified json object
  118998. * @param serializationObject The object to serialize to
  118999. */
  119000. serialize(serializationObject: any): void;
  119001. /**
  119002. * Adds all the elements from the container to the scene
  119003. * @param container the container holding the elements
  119004. */
  119005. addFromContainer(container: AbstractScene): void;
  119006. /**
  119007. * Removes all the elements in the container from the scene
  119008. * @param container contains the elements to remove
  119009. * @param dispose if the removed element should be disposed (default: false)
  119010. */
  119011. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119012. /**
  119013. * Disposes the component and the associated ressources.
  119014. */
  119015. dispose(): void;
  119016. private _isReadyForMesh;
  119017. private _renderMainTexture;
  119018. private _setStencil;
  119019. private _setStencilBack;
  119020. private _draw;
  119021. private _drawCamera;
  119022. private _drawRenderingGroup;
  119023. }
  119024. }
  119025. declare module BABYLON {
  119026. /** @hidden */
  119027. export var glowMapMergePixelShader: {
  119028. name: string;
  119029. shader: string;
  119030. };
  119031. }
  119032. declare module BABYLON {
  119033. /** @hidden */
  119034. export var glowMapMergeVertexShader: {
  119035. name: string;
  119036. shader: string;
  119037. };
  119038. }
  119039. declare module BABYLON {
  119040. interface AbstractScene {
  119041. /**
  119042. * Return a the first highlight layer of the scene with a given name.
  119043. * @param name The name of the highlight layer to look for.
  119044. * @return The highlight layer if found otherwise null.
  119045. */
  119046. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  119047. }
  119048. /**
  119049. * Glow layer options. This helps customizing the behaviour
  119050. * of the glow layer.
  119051. */
  119052. export interface IGlowLayerOptions {
  119053. /**
  119054. * Multiplication factor apply to the canvas size to compute the render target size
  119055. * used to generated the glowing objects (the smaller the faster).
  119056. */
  119057. mainTextureRatio: number;
  119058. /**
  119059. * Enforces a fixed size texture to ensure resize independant blur.
  119060. */
  119061. mainTextureFixedSize?: number;
  119062. /**
  119063. * How big is the kernel of the blur texture.
  119064. */
  119065. blurKernelSize: number;
  119066. /**
  119067. * The camera attached to the layer.
  119068. */
  119069. camera: Nullable<Camera>;
  119070. /**
  119071. * Enable MSAA by chosing the number of samples.
  119072. */
  119073. mainTextureSamples?: number;
  119074. /**
  119075. * The rendering group to draw the layer in.
  119076. */
  119077. renderingGroupId: number;
  119078. }
  119079. /**
  119080. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  119081. *
  119082. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  119083. *
  119084. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  119085. */
  119086. export class GlowLayer extends EffectLayer {
  119087. /**
  119088. * Effect Name of the layer.
  119089. */
  119090. static readonly EffectName: string;
  119091. /**
  119092. * The default blur kernel size used for the glow.
  119093. */
  119094. static DefaultBlurKernelSize: number;
  119095. /**
  119096. * The default texture size ratio used for the glow.
  119097. */
  119098. static DefaultTextureRatio: number;
  119099. /**
  119100. * Sets the kernel size of the blur.
  119101. */
  119102. /**
  119103. * Gets the kernel size of the blur.
  119104. */
  119105. blurKernelSize: number;
  119106. /**
  119107. * Sets the glow intensity.
  119108. */
  119109. /**
  119110. * Gets the glow intensity.
  119111. */
  119112. intensity: number;
  119113. private _options;
  119114. private _intensity;
  119115. private _horizontalBlurPostprocess1;
  119116. private _verticalBlurPostprocess1;
  119117. private _horizontalBlurPostprocess2;
  119118. private _verticalBlurPostprocess2;
  119119. private _blurTexture1;
  119120. private _blurTexture2;
  119121. private _postProcesses1;
  119122. private _postProcesses2;
  119123. private _includedOnlyMeshes;
  119124. private _excludedMeshes;
  119125. private _meshesUsingTheirOwnMaterials;
  119126. /**
  119127. * Callback used to let the user override the color selection on a per mesh basis
  119128. */
  119129. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  119130. /**
  119131. * Callback used to let the user override the texture selection on a per mesh basis
  119132. */
  119133. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  119134. /**
  119135. * Instantiates a new glow Layer and references it to the scene.
  119136. * @param name The name of the layer
  119137. * @param scene The scene to use the layer in
  119138. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  119139. */
  119140. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  119141. /**
  119142. * Get the effect name of the layer.
  119143. * @return The effect name
  119144. */
  119145. getEffectName(): string;
  119146. /**
  119147. * Create the merge effect. This is the shader use to blit the information back
  119148. * to the main canvas at the end of the scene rendering.
  119149. */
  119150. protected _createMergeEffect(): Effect;
  119151. /**
  119152. * Creates the render target textures and post processes used in the glow layer.
  119153. */
  119154. protected _createTextureAndPostProcesses(): void;
  119155. /**
  119156. * Checks for the readiness of the element composing the layer.
  119157. * @param subMesh the mesh to check for
  119158. * @param useInstances specify wether or not to use instances to render the mesh
  119159. * @param emissiveTexture the associated emissive texture used to generate the glow
  119160. * @return true if ready otherwise, false
  119161. */
  119162. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119163. /**
  119164. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  119165. */
  119166. needStencil(): boolean;
  119167. /**
  119168. * Returns true if the mesh can be rendered, otherwise false.
  119169. * @param mesh The mesh to render
  119170. * @param material The material used on the mesh
  119171. * @returns true if it can be rendered otherwise false
  119172. */
  119173. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  119174. /**
  119175. * Implementation specific of rendering the generating effect on the main canvas.
  119176. * @param effect The effect used to render through
  119177. */
  119178. protected _internalRender(effect: Effect): void;
  119179. /**
  119180. * Sets the required values for both the emissive texture and and the main color.
  119181. */
  119182. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119183. /**
  119184. * Returns true if the mesh should render, otherwise false.
  119185. * @param mesh The mesh to render
  119186. * @returns true if it should render otherwise false
  119187. */
  119188. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119189. /**
  119190. * Adds specific effects defines.
  119191. * @param defines The defines to add specifics to.
  119192. */
  119193. protected _addCustomEffectDefines(defines: string[]): void;
  119194. /**
  119195. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  119196. * @param mesh The mesh to exclude from the glow layer
  119197. */
  119198. addExcludedMesh(mesh: Mesh): void;
  119199. /**
  119200. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  119201. * @param mesh The mesh to remove
  119202. */
  119203. removeExcludedMesh(mesh: Mesh): void;
  119204. /**
  119205. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  119206. * @param mesh The mesh to include in the glow layer
  119207. */
  119208. addIncludedOnlyMesh(mesh: Mesh): void;
  119209. /**
  119210. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  119211. * @param mesh The mesh to remove
  119212. */
  119213. removeIncludedOnlyMesh(mesh: Mesh): void;
  119214. /**
  119215. * Determine if a given mesh will be used in the glow layer
  119216. * @param mesh The mesh to test
  119217. * @returns true if the mesh will be highlighted by the current glow layer
  119218. */
  119219. hasMesh(mesh: AbstractMesh): boolean;
  119220. /**
  119221. * Defines wether the current material of the mesh should be use to render the effect.
  119222. * @param mesh defines the current mesh to render
  119223. */
  119224. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  119225. /**
  119226. * Add a mesh to be rendered through its own material and not with emissive only.
  119227. * @param mesh The mesh for which we need to use its material
  119228. */
  119229. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  119230. /**
  119231. * Remove a mesh from being rendered through its own material and not with emissive only.
  119232. * @param mesh The mesh for which we need to not use its material
  119233. */
  119234. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  119235. /**
  119236. * Free any resources and references associated to a mesh.
  119237. * Internal use
  119238. * @param mesh The mesh to free.
  119239. * @hidden
  119240. */
  119241. _disposeMesh(mesh: Mesh): void;
  119242. /**
  119243. * Gets the class name of the effect layer
  119244. * @returns the string with the class name of the effect layer
  119245. */
  119246. getClassName(): string;
  119247. /**
  119248. * Serializes this glow layer
  119249. * @returns a serialized glow layer object
  119250. */
  119251. serialize(): any;
  119252. /**
  119253. * Creates a Glow Layer from parsed glow layer data
  119254. * @param parsedGlowLayer defines glow layer data
  119255. * @param scene defines the current scene
  119256. * @param rootUrl defines the root URL containing the glow layer information
  119257. * @returns a parsed Glow Layer
  119258. */
  119259. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  119260. }
  119261. }
  119262. declare module BABYLON {
  119263. /** @hidden */
  119264. export var glowBlurPostProcessPixelShader: {
  119265. name: string;
  119266. shader: string;
  119267. };
  119268. }
  119269. declare module BABYLON {
  119270. interface AbstractScene {
  119271. /**
  119272. * Return a the first highlight layer of the scene with a given name.
  119273. * @param name The name of the highlight layer to look for.
  119274. * @return The highlight layer if found otherwise null.
  119275. */
  119276. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  119277. }
  119278. /**
  119279. * Highlight layer options. This helps customizing the behaviour
  119280. * of the highlight layer.
  119281. */
  119282. export interface IHighlightLayerOptions {
  119283. /**
  119284. * Multiplication factor apply to the canvas size to compute the render target size
  119285. * used to generated the glowing objects (the smaller the faster).
  119286. */
  119287. mainTextureRatio: number;
  119288. /**
  119289. * Enforces a fixed size texture to ensure resize independant blur.
  119290. */
  119291. mainTextureFixedSize?: number;
  119292. /**
  119293. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  119294. * of the picture to blur (the smaller the faster).
  119295. */
  119296. blurTextureSizeRatio: number;
  119297. /**
  119298. * How big in texel of the blur texture is the vertical blur.
  119299. */
  119300. blurVerticalSize: number;
  119301. /**
  119302. * How big in texel of the blur texture is the horizontal blur.
  119303. */
  119304. blurHorizontalSize: number;
  119305. /**
  119306. * Alpha blending mode used to apply the blur. Default is combine.
  119307. */
  119308. alphaBlendingMode: number;
  119309. /**
  119310. * The camera attached to the layer.
  119311. */
  119312. camera: Nullable<Camera>;
  119313. /**
  119314. * Should we display highlight as a solid stroke?
  119315. */
  119316. isStroke?: boolean;
  119317. /**
  119318. * The rendering group to draw the layer in.
  119319. */
  119320. renderingGroupId: number;
  119321. }
  119322. /**
  119323. * The highlight layer Helps adding a glow effect around a mesh.
  119324. *
  119325. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  119326. * glowy meshes to your scene.
  119327. *
  119328. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  119329. */
  119330. export class HighlightLayer extends EffectLayer {
  119331. name: string;
  119332. /**
  119333. * Effect Name of the highlight layer.
  119334. */
  119335. static readonly EffectName: string;
  119336. /**
  119337. * The neutral color used during the preparation of the glow effect.
  119338. * This is black by default as the blend operation is a blend operation.
  119339. */
  119340. static NeutralColor: Color4;
  119341. /**
  119342. * Stencil value used for glowing meshes.
  119343. */
  119344. static GlowingMeshStencilReference: number;
  119345. /**
  119346. * Stencil value used for the other meshes in the scene.
  119347. */
  119348. static NormalMeshStencilReference: number;
  119349. /**
  119350. * Specifies whether or not the inner glow is ACTIVE in the layer.
  119351. */
  119352. innerGlow: boolean;
  119353. /**
  119354. * Specifies whether or not the outer glow is ACTIVE in the layer.
  119355. */
  119356. outerGlow: boolean;
  119357. /**
  119358. * Specifies the horizontal size of the blur.
  119359. */
  119360. /**
  119361. * Gets the horizontal size of the blur.
  119362. */
  119363. blurHorizontalSize: number;
  119364. /**
  119365. * Specifies the vertical size of the blur.
  119366. */
  119367. /**
  119368. * Gets the vertical size of the blur.
  119369. */
  119370. blurVerticalSize: number;
  119371. /**
  119372. * An event triggered when the highlight layer is being blurred.
  119373. */
  119374. onBeforeBlurObservable: Observable<HighlightLayer>;
  119375. /**
  119376. * An event triggered when the highlight layer has been blurred.
  119377. */
  119378. onAfterBlurObservable: Observable<HighlightLayer>;
  119379. private _instanceGlowingMeshStencilReference;
  119380. private _options;
  119381. private _downSamplePostprocess;
  119382. private _horizontalBlurPostprocess;
  119383. private _verticalBlurPostprocess;
  119384. private _blurTexture;
  119385. private _meshes;
  119386. private _excludedMeshes;
  119387. /**
  119388. * Instantiates a new highlight Layer and references it to the scene..
  119389. * @param name The name of the layer
  119390. * @param scene The scene to use the layer in
  119391. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  119392. */
  119393. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  119394. /**
  119395. * Get the effect name of the layer.
  119396. * @return The effect name
  119397. */
  119398. getEffectName(): string;
  119399. /**
  119400. * Create the merge effect. This is the shader use to blit the information back
  119401. * to the main canvas at the end of the scene rendering.
  119402. */
  119403. protected _createMergeEffect(): Effect;
  119404. /**
  119405. * Creates the render target textures and post processes used in the highlight layer.
  119406. */
  119407. protected _createTextureAndPostProcesses(): void;
  119408. /**
  119409. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  119410. */
  119411. needStencil(): boolean;
  119412. /**
  119413. * Checks for the readiness of the element composing the layer.
  119414. * @param subMesh the mesh to check for
  119415. * @param useInstances specify wether or not to use instances to render the mesh
  119416. * @param emissiveTexture the associated emissive texture used to generate the glow
  119417. * @return true if ready otherwise, false
  119418. */
  119419. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119420. /**
  119421. * Implementation specific of rendering the generating effect on the main canvas.
  119422. * @param effect The effect used to render through
  119423. */
  119424. protected _internalRender(effect: Effect): void;
  119425. /**
  119426. * Returns true if the layer contains information to display, otherwise false.
  119427. */
  119428. shouldRender(): boolean;
  119429. /**
  119430. * Returns true if the mesh should render, otherwise false.
  119431. * @param mesh The mesh to render
  119432. * @returns true if it should render otherwise false
  119433. */
  119434. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119435. /**
  119436. * Sets the required values for both the emissive texture and and the main color.
  119437. */
  119438. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119439. /**
  119440. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  119441. * @param mesh The mesh to exclude from the highlight layer
  119442. */
  119443. addExcludedMesh(mesh: Mesh): void;
  119444. /**
  119445. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  119446. * @param mesh The mesh to highlight
  119447. */
  119448. removeExcludedMesh(mesh: Mesh): void;
  119449. /**
  119450. * Determine if a given mesh will be highlighted by the current HighlightLayer
  119451. * @param mesh mesh to test
  119452. * @returns true if the mesh will be highlighted by the current HighlightLayer
  119453. */
  119454. hasMesh(mesh: AbstractMesh): boolean;
  119455. /**
  119456. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  119457. * @param mesh The mesh to highlight
  119458. * @param color The color of the highlight
  119459. * @param glowEmissiveOnly Extract the glow from the emissive texture
  119460. */
  119461. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  119462. /**
  119463. * Remove a mesh from the highlight layer in order to make it stop glowing.
  119464. * @param mesh The mesh to highlight
  119465. */
  119466. removeMesh(mesh: Mesh): void;
  119467. /**
  119468. * Force the stencil to the normal expected value for none glowing parts
  119469. */
  119470. private _defaultStencilReference;
  119471. /**
  119472. * Free any resources and references associated to a mesh.
  119473. * Internal use
  119474. * @param mesh The mesh to free.
  119475. * @hidden
  119476. */
  119477. _disposeMesh(mesh: Mesh): void;
  119478. /**
  119479. * Dispose the highlight layer and free resources.
  119480. */
  119481. dispose(): void;
  119482. /**
  119483. * Gets the class name of the effect layer
  119484. * @returns the string with the class name of the effect layer
  119485. */
  119486. getClassName(): string;
  119487. /**
  119488. * Serializes this Highlight layer
  119489. * @returns a serialized Highlight layer object
  119490. */
  119491. serialize(): any;
  119492. /**
  119493. * Creates a Highlight layer from parsed Highlight layer data
  119494. * @param parsedHightlightLayer defines the Highlight layer data
  119495. * @param scene defines the current scene
  119496. * @param rootUrl defines the root URL containing the Highlight layer information
  119497. * @returns a parsed Highlight layer
  119498. */
  119499. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  119500. }
  119501. }
  119502. declare module BABYLON {
  119503. interface AbstractScene {
  119504. /**
  119505. * The list of layers (background and foreground) of the scene
  119506. */
  119507. layers: Array<Layer>;
  119508. }
  119509. /**
  119510. * Defines the layer scene component responsible to manage any layers
  119511. * in a given scene.
  119512. */
  119513. export class LayerSceneComponent implements ISceneComponent {
  119514. /**
  119515. * The component name helpfull to identify the component in the list of scene components.
  119516. */
  119517. readonly name: string;
  119518. /**
  119519. * The scene the component belongs to.
  119520. */
  119521. scene: Scene;
  119522. private _engine;
  119523. /**
  119524. * Creates a new instance of the component for the given scene
  119525. * @param scene Defines the scene to register the component in
  119526. */
  119527. constructor(scene: Scene);
  119528. /**
  119529. * Registers the component in a given scene
  119530. */
  119531. register(): void;
  119532. /**
  119533. * Rebuilds the elements related to this component in case of
  119534. * context lost for instance.
  119535. */
  119536. rebuild(): void;
  119537. /**
  119538. * Disposes the component and the associated ressources.
  119539. */
  119540. dispose(): void;
  119541. private _draw;
  119542. private _drawCameraPredicate;
  119543. private _drawCameraBackground;
  119544. private _drawCameraForeground;
  119545. private _drawRenderTargetPredicate;
  119546. private _drawRenderTargetBackground;
  119547. private _drawRenderTargetForeground;
  119548. /**
  119549. * Adds all the elements from the container to the scene
  119550. * @param container the container holding the elements
  119551. */
  119552. addFromContainer(container: AbstractScene): void;
  119553. /**
  119554. * Removes all the elements in the container from the scene
  119555. * @param container contains the elements to remove
  119556. * @param dispose if the removed element should be disposed (default: false)
  119557. */
  119558. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119559. }
  119560. }
  119561. declare module BABYLON {
  119562. /** @hidden */
  119563. export var layerPixelShader: {
  119564. name: string;
  119565. shader: string;
  119566. };
  119567. }
  119568. declare module BABYLON {
  119569. /** @hidden */
  119570. export var layerVertexShader: {
  119571. name: string;
  119572. shader: string;
  119573. };
  119574. }
  119575. declare module BABYLON {
  119576. /**
  119577. * This represents a full screen 2d layer.
  119578. * This can be useful to display a picture in the background of your scene for instance.
  119579. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119580. */
  119581. export class Layer {
  119582. /**
  119583. * Define the name of the layer.
  119584. */
  119585. name: string;
  119586. /**
  119587. * Define the texture the layer should display.
  119588. */
  119589. texture: Nullable<Texture>;
  119590. /**
  119591. * Is the layer in background or foreground.
  119592. */
  119593. isBackground: boolean;
  119594. /**
  119595. * Define the color of the layer (instead of texture).
  119596. */
  119597. color: Color4;
  119598. /**
  119599. * Define the scale of the layer in order to zoom in out of the texture.
  119600. */
  119601. scale: Vector2;
  119602. /**
  119603. * Define an offset for the layer in order to shift the texture.
  119604. */
  119605. offset: Vector2;
  119606. /**
  119607. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  119608. */
  119609. alphaBlendingMode: number;
  119610. /**
  119611. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  119612. * Alpha test will not mix with the background color in case of transparency.
  119613. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  119614. */
  119615. alphaTest: boolean;
  119616. /**
  119617. * Define a mask to restrict the layer to only some of the scene cameras.
  119618. */
  119619. layerMask: number;
  119620. /**
  119621. * Define the list of render target the layer is visible into.
  119622. */
  119623. renderTargetTextures: RenderTargetTexture[];
  119624. /**
  119625. * Define if the layer is only used in renderTarget or if it also
  119626. * renders in the main frame buffer of the canvas.
  119627. */
  119628. renderOnlyInRenderTargetTextures: boolean;
  119629. private _scene;
  119630. private _vertexBuffers;
  119631. private _indexBuffer;
  119632. private _effect;
  119633. private _alphaTestEffect;
  119634. /**
  119635. * An event triggered when the layer is disposed.
  119636. */
  119637. onDisposeObservable: Observable<Layer>;
  119638. private _onDisposeObserver;
  119639. /**
  119640. * Back compatibility with callback before the onDisposeObservable existed.
  119641. * The set callback will be triggered when the layer has been disposed.
  119642. */
  119643. onDispose: () => void;
  119644. /**
  119645. * An event triggered before rendering the scene
  119646. */
  119647. onBeforeRenderObservable: Observable<Layer>;
  119648. private _onBeforeRenderObserver;
  119649. /**
  119650. * Back compatibility with callback before the onBeforeRenderObservable existed.
  119651. * The set callback will be triggered just before rendering the layer.
  119652. */
  119653. onBeforeRender: () => void;
  119654. /**
  119655. * An event triggered after rendering the scene
  119656. */
  119657. onAfterRenderObservable: Observable<Layer>;
  119658. private _onAfterRenderObserver;
  119659. /**
  119660. * Back compatibility with callback before the onAfterRenderObservable existed.
  119661. * The set callback will be triggered just after rendering the layer.
  119662. */
  119663. onAfterRender: () => void;
  119664. /**
  119665. * Instantiates a new layer.
  119666. * This represents a full screen 2d layer.
  119667. * This can be useful to display a picture in the background of your scene for instance.
  119668. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119669. * @param name Define the name of the layer in the scene
  119670. * @param imgUrl Define the url of the texture to display in the layer
  119671. * @param scene Define the scene the layer belongs to
  119672. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  119673. * @param color Defines a color for the layer
  119674. */
  119675. constructor(
  119676. /**
  119677. * Define the name of the layer.
  119678. */
  119679. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  119680. private _createIndexBuffer;
  119681. /** @hidden */
  119682. _rebuild(): void;
  119683. /**
  119684. * Renders the layer in the scene.
  119685. */
  119686. render(): void;
  119687. /**
  119688. * Disposes and releases the associated ressources.
  119689. */
  119690. dispose(): void;
  119691. }
  119692. }
  119693. declare module BABYLON {
  119694. /** @hidden */
  119695. export var lensFlarePixelShader: {
  119696. name: string;
  119697. shader: string;
  119698. };
  119699. }
  119700. declare module BABYLON {
  119701. /** @hidden */
  119702. export var lensFlareVertexShader: {
  119703. name: string;
  119704. shader: string;
  119705. };
  119706. }
  119707. declare module BABYLON {
  119708. /**
  119709. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119710. * It is usually composed of several `lensFlare`.
  119711. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119712. */
  119713. export class LensFlareSystem {
  119714. /**
  119715. * Define the name of the lens flare system
  119716. */
  119717. name: string;
  119718. /**
  119719. * List of lens flares used in this system.
  119720. */
  119721. lensFlares: LensFlare[];
  119722. /**
  119723. * Define a limit from the border the lens flare can be visible.
  119724. */
  119725. borderLimit: number;
  119726. /**
  119727. * Define a viewport border we do not want to see the lens flare in.
  119728. */
  119729. viewportBorder: number;
  119730. /**
  119731. * Define a predicate which could limit the list of meshes able to occlude the effect.
  119732. */
  119733. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  119734. /**
  119735. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  119736. */
  119737. layerMask: number;
  119738. /**
  119739. * Define the id of the lens flare system in the scene.
  119740. * (equal to name by default)
  119741. */
  119742. id: string;
  119743. private _scene;
  119744. private _emitter;
  119745. private _vertexBuffers;
  119746. private _indexBuffer;
  119747. private _effect;
  119748. private _positionX;
  119749. private _positionY;
  119750. private _isEnabled;
  119751. /** @hidden */
  119752. static _SceneComponentInitialization: (scene: Scene) => void;
  119753. /**
  119754. * Instantiates a lens flare system.
  119755. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119756. * It is usually composed of several `lensFlare`.
  119757. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119758. * @param name Define the name of the lens flare system in the scene
  119759. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  119760. * @param scene Define the scene the lens flare system belongs to
  119761. */
  119762. constructor(
  119763. /**
  119764. * Define the name of the lens flare system
  119765. */
  119766. name: string, emitter: any, scene: Scene);
  119767. /**
  119768. * Define if the lens flare system is enabled.
  119769. */
  119770. isEnabled: boolean;
  119771. /**
  119772. * Get the scene the effects belongs to.
  119773. * @returns the scene holding the lens flare system
  119774. */
  119775. getScene(): Scene;
  119776. /**
  119777. * Get the emitter of the lens flare system.
  119778. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119779. * @returns the emitter of the lens flare system
  119780. */
  119781. getEmitter(): any;
  119782. /**
  119783. * Set the emitter of the lens flare system.
  119784. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119785. * @param newEmitter Define the new emitter of the system
  119786. */
  119787. setEmitter(newEmitter: any): void;
  119788. /**
  119789. * Get the lens flare system emitter position.
  119790. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  119791. * @returns the position
  119792. */
  119793. getEmitterPosition(): Vector3;
  119794. /**
  119795. * @hidden
  119796. */
  119797. computeEffectivePosition(globalViewport: Viewport): boolean;
  119798. /** @hidden */
  119799. _isVisible(): boolean;
  119800. /**
  119801. * @hidden
  119802. */
  119803. render(): boolean;
  119804. /**
  119805. * Dispose and release the lens flare with its associated resources.
  119806. */
  119807. dispose(): void;
  119808. /**
  119809. * Parse a lens flare system from a JSON repressentation
  119810. * @param parsedLensFlareSystem Define the JSON to parse
  119811. * @param scene Define the scene the parsed system should be instantiated in
  119812. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  119813. * @returns the parsed system
  119814. */
  119815. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  119816. /**
  119817. * Serialize the current Lens Flare System into a JSON representation.
  119818. * @returns the serialized JSON
  119819. */
  119820. serialize(): any;
  119821. }
  119822. }
  119823. declare module BABYLON {
  119824. /**
  119825. * This represents one of the lens effect in a `lensFlareSystem`.
  119826. * It controls one of the indiviual texture used in the effect.
  119827. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119828. */
  119829. export class LensFlare {
  119830. /**
  119831. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119832. */
  119833. size: number;
  119834. /**
  119835. * 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.
  119836. */
  119837. position: number;
  119838. /**
  119839. * Define the lens color.
  119840. */
  119841. color: Color3;
  119842. /**
  119843. * Define the lens texture.
  119844. */
  119845. texture: Nullable<Texture>;
  119846. /**
  119847. * Define the alpha mode to render this particular lens.
  119848. */
  119849. alphaMode: number;
  119850. private _system;
  119851. /**
  119852. * Creates a new Lens Flare.
  119853. * This represents one of the lens effect in a `lensFlareSystem`.
  119854. * It controls one of the indiviual texture used in the effect.
  119855. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119856. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  119857. * @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.
  119858. * @param color Define the lens color
  119859. * @param imgUrl Define the lens texture url
  119860. * @param system Define the `lensFlareSystem` this flare is part of
  119861. * @returns The newly created Lens Flare
  119862. */
  119863. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  119864. /**
  119865. * Instantiates a new Lens Flare.
  119866. * This represents one of the lens effect in a `lensFlareSystem`.
  119867. * It controls one of the indiviual texture used in the effect.
  119868. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119869. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  119870. * @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.
  119871. * @param color Define the lens color
  119872. * @param imgUrl Define the lens texture url
  119873. * @param system Define the `lensFlareSystem` this flare is part of
  119874. */
  119875. constructor(
  119876. /**
  119877. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119878. */
  119879. size: number,
  119880. /**
  119881. * 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.
  119882. */
  119883. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  119884. /**
  119885. * Dispose and release the lens flare with its associated resources.
  119886. */
  119887. dispose(): void;
  119888. }
  119889. }
  119890. declare module BABYLON {
  119891. interface AbstractScene {
  119892. /**
  119893. * The list of lens flare system added to the scene
  119894. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119895. */
  119896. lensFlareSystems: Array<LensFlareSystem>;
  119897. /**
  119898. * Removes the given lens flare system from this scene.
  119899. * @param toRemove The lens flare system to remove
  119900. * @returns The index of the removed lens flare system
  119901. */
  119902. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  119903. /**
  119904. * Adds the given lens flare system to this scene
  119905. * @param newLensFlareSystem The lens flare system to add
  119906. */
  119907. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  119908. /**
  119909. * Gets a lens flare system using its name
  119910. * @param name defines the name to look for
  119911. * @returns the lens flare system or null if not found
  119912. */
  119913. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  119914. /**
  119915. * Gets a lens flare system using its id
  119916. * @param id defines the id to look for
  119917. * @returns the lens flare system or null if not found
  119918. */
  119919. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  119920. }
  119921. /**
  119922. * Defines the lens flare scene component responsible to manage any lens flares
  119923. * in a given scene.
  119924. */
  119925. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  119926. /**
  119927. * The component name helpfull to identify the component in the list of scene components.
  119928. */
  119929. readonly name: string;
  119930. /**
  119931. * The scene the component belongs to.
  119932. */
  119933. scene: Scene;
  119934. /**
  119935. * Creates a new instance of the component for the given scene
  119936. * @param scene Defines the scene to register the component in
  119937. */
  119938. constructor(scene: Scene);
  119939. /**
  119940. * Registers the component in a given scene
  119941. */
  119942. register(): void;
  119943. /**
  119944. * Rebuilds the elements related to this component in case of
  119945. * context lost for instance.
  119946. */
  119947. rebuild(): void;
  119948. /**
  119949. * Adds all the elements from the container to the scene
  119950. * @param container the container holding the elements
  119951. */
  119952. addFromContainer(container: AbstractScene): void;
  119953. /**
  119954. * Removes all the elements in the container from the scene
  119955. * @param container contains the elements to remove
  119956. * @param dispose if the removed element should be disposed (default: false)
  119957. */
  119958. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119959. /**
  119960. * Serializes the component data to the specified json object
  119961. * @param serializationObject The object to serialize to
  119962. */
  119963. serialize(serializationObject: any): void;
  119964. /**
  119965. * Disposes the component and the associated ressources.
  119966. */
  119967. dispose(): void;
  119968. private _draw;
  119969. }
  119970. }
  119971. declare module BABYLON {
  119972. /**
  119973. * Defines the shadow generator component responsible to manage any shadow generators
  119974. * in a given scene.
  119975. */
  119976. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  119977. /**
  119978. * The component name helpfull to identify the component in the list of scene components.
  119979. */
  119980. readonly name: string;
  119981. /**
  119982. * The scene the component belongs to.
  119983. */
  119984. scene: Scene;
  119985. /**
  119986. * Creates a new instance of the component for the given scene
  119987. * @param scene Defines the scene to register the component in
  119988. */
  119989. constructor(scene: Scene);
  119990. /**
  119991. * Registers the component in a given scene
  119992. */
  119993. register(): void;
  119994. /**
  119995. * Rebuilds the elements related to this component in case of
  119996. * context lost for instance.
  119997. */
  119998. rebuild(): void;
  119999. /**
  120000. * Serializes the component data to the specified json object
  120001. * @param serializationObject The object to serialize to
  120002. */
  120003. serialize(serializationObject: any): void;
  120004. /**
  120005. * Adds all the elements from the container to the scene
  120006. * @param container the container holding the elements
  120007. */
  120008. addFromContainer(container: AbstractScene): void;
  120009. /**
  120010. * Removes all the elements in the container from the scene
  120011. * @param container contains the elements to remove
  120012. * @param dispose if the removed element should be disposed (default: false)
  120013. */
  120014. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  120015. /**
  120016. * Rebuilds the elements related to this component in case of
  120017. * context lost for instance.
  120018. */
  120019. dispose(): void;
  120020. private _gatherRenderTargets;
  120021. }
  120022. }
  120023. declare module BABYLON {
  120024. /**
  120025. * A point light is a light defined by an unique point in world space.
  120026. * The light is emitted in every direction from this point.
  120027. * A good example of a point light is a standard light bulb.
  120028. * Documentation: https://doc.babylonjs.com/babylon101/lights
  120029. */
  120030. export class PointLight extends ShadowLight {
  120031. private _shadowAngle;
  120032. /**
  120033. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  120034. * This specifies what angle the shadow will use to be created.
  120035. *
  120036. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  120037. */
  120038. /**
  120039. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  120040. * This specifies what angle the shadow will use to be created.
  120041. *
  120042. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  120043. */
  120044. shadowAngle: number;
  120045. /**
  120046. * Gets the direction if it has been set.
  120047. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  120048. */
  120049. /**
  120050. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  120051. */
  120052. direction: Vector3;
  120053. /**
  120054. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  120055. * A PointLight emits the light in every direction.
  120056. * It can cast shadows.
  120057. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  120058. * ```javascript
  120059. * var pointLight = new PointLight("pl", camera.position, scene);
  120060. * ```
  120061. * Documentation : https://doc.babylonjs.com/babylon101/lights
  120062. * @param name The light friendly name
  120063. * @param position The position of the point light in the scene
  120064. * @param scene The scene the lights belongs to
  120065. */
  120066. constructor(name: string, position: Vector3, scene: Scene);
  120067. /**
  120068. * Returns the string "PointLight"
  120069. * @returns the class name
  120070. */
  120071. getClassName(): string;
  120072. /**
  120073. * Returns the integer 0.
  120074. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  120075. */
  120076. getTypeID(): number;
  120077. /**
  120078. * Specifies wether or not the shadowmap should be a cube texture.
  120079. * @returns true if the shadowmap needs to be a cube texture.
  120080. */
  120081. needCube(): boolean;
  120082. /**
  120083. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  120084. * @param faceIndex The index of the face we are computed the direction to generate shadow
  120085. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  120086. */
  120087. getShadowDirection(faceIndex?: number): Vector3;
  120088. /**
  120089. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  120090. * - fov = PI / 2
  120091. * - aspect ratio : 1.0
  120092. * - z-near and far equal to the active camera minZ and maxZ.
  120093. * Returns the PointLight.
  120094. */
  120095. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  120096. protected _buildUniformLayout(): void;
  120097. /**
  120098. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  120099. * @param effect The effect to update
  120100. * @param lightIndex The index of the light in the effect to update
  120101. * @returns The point light
  120102. */
  120103. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  120104. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  120105. /**
  120106. * Prepares the list of defines specific to the light type.
  120107. * @param defines the list of defines
  120108. * @param lightIndex defines the index of the light for the effect
  120109. */
  120110. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  120111. }
  120112. }
  120113. declare module BABYLON {
  120114. /**
  120115. * Header information of HDR texture files.
  120116. */
  120117. export interface HDRInfo {
  120118. /**
  120119. * The height of the texture in pixels.
  120120. */
  120121. height: number;
  120122. /**
  120123. * The width of the texture in pixels.
  120124. */
  120125. width: number;
  120126. /**
  120127. * The index of the beginning of the data in the binary file.
  120128. */
  120129. dataPosition: number;
  120130. }
  120131. /**
  120132. * This groups tools to convert HDR texture to native colors array.
  120133. */
  120134. export class HDRTools {
  120135. private static Ldexp;
  120136. private static Rgbe2float;
  120137. private static readStringLine;
  120138. /**
  120139. * Reads header information from an RGBE texture stored in a native array.
  120140. * More information on this format are available here:
  120141. * https://en.wikipedia.org/wiki/RGBE_image_format
  120142. *
  120143. * @param uint8array The binary file stored in native array.
  120144. * @return The header information.
  120145. */
  120146. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  120147. /**
  120148. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  120149. * This RGBE texture needs to store the information as a panorama.
  120150. *
  120151. * More information on this format are available here:
  120152. * https://en.wikipedia.org/wiki/RGBE_image_format
  120153. *
  120154. * @param buffer The binary file stored in an array buffer.
  120155. * @param size The expected size of the extracted cubemap.
  120156. * @return The Cube Map information.
  120157. */
  120158. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  120159. /**
  120160. * Returns the pixels data extracted from an RGBE texture.
  120161. * This pixels will be stored left to right up to down in the R G B order in one array.
  120162. *
  120163. * More information on this format are available here:
  120164. * https://en.wikipedia.org/wiki/RGBE_image_format
  120165. *
  120166. * @param uint8array The binary file stored in an array buffer.
  120167. * @param hdrInfo The header information of the file.
  120168. * @return The pixels data in RGB right to left up to down order.
  120169. */
  120170. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  120171. private static RGBE_ReadPixels_RLE;
  120172. }
  120173. }
  120174. declare module BABYLON {
  120175. /**
  120176. * This represents a texture coming from an HDR input.
  120177. *
  120178. * The only supported format is currently panorama picture stored in RGBE format.
  120179. * Example of such files can be found on HDRLib: http://hdrlib.com/
  120180. */
  120181. export class HDRCubeTexture extends BaseTexture {
  120182. private static _facesMapping;
  120183. private _generateHarmonics;
  120184. private _noMipmap;
  120185. private _textureMatrix;
  120186. private _size;
  120187. private _onLoad;
  120188. private _onError;
  120189. /**
  120190. * The texture URL.
  120191. */
  120192. url: string;
  120193. /**
  120194. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  120195. */
  120196. coordinatesMode: number;
  120197. protected _isBlocking: boolean;
  120198. /**
  120199. * Sets wether or not the texture is blocking during loading.
  120200. */
  120201. /**
  120202. * Gets wether or not the texture is blocking during loading.
  120203. */
  120204. isBlocking: boolean;
  120205. protected _rotationY: number;
  120206. /**
  120207. * Sets texture matrix rotation angle around Y axis in radians.
  120208. */
  120209. /**
  120210. * Gets texture matrix rotation angle around Y axis radians.
  120211. */
  120212. rotationY: number;
  120213. /**
  120214. * Gets or sets the center of the bounding box associated with the cube texture
  120215. * It must define where the camera used to render the texture was set
  120216. */
  120217. boundingBoxPosition: Vector3;
  120218. private _boundingBoxSize;
  120219. /**
  120220. * Gets or sets the size of the bounding box associated with the cube texture
  120221. * When defined, the cubemap will switch to local mode
  120222. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  120223. * @example https://www.babylonjs-playground.com/#RNASML
  120224. */
  120225. boundingBoxSize: Vector3;
  120226. /**
  120227. * Instantiates an HDRTexture from the following parameters.
  120228. *
  120229. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  120230. * @param scene The scene the texture will be used in
  120231. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120232. * @param noMipmap Forces to not generate the mipmap if true
  120233. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  120234. * @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)
  120235. * @param reserved Reserved flag for internal use.
  120236. */
  120237. 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>);
  120238. /**
  120239. * Get the current class name of the texture useful for serialization or dynamic coding.
  120240. * @returns "HDRCubeTexture"
  120241. */
  120242. getClassName(): string;
  120243. /**
  120244. * Occurs when the file is raw .hdr file.
  120245. */
  120246. private loadTexture;
  120247. clone(): HDRCubeTexture;
  120248. delayLoad(): void;
  120249. /**
  120250. * Get the texture reflection matrix used to rotate/transform the reflection.
  120251. * @returns the reflection matrix
  120252. */
  120253. getReflectionTextureMatrix(): Matrix;
  120254. /**
  120255. * Set the texture reflection matrix used to rotate/transform the reflection.
  120256. * @param value Define the reflection matrix to set
  120257. */
  120258. setReflectionTextureMatrix(value: Matrix): void;
  120259. /**
  120260. * Parses a JSON representation of an HDR Texture in order to create the texture
  120261. * @param parsedTexture Define the JSON representation
  120262. * @param scene Define the scene the texture should be created in
  120263. * @param rootUrl Define the root url in case we need to load relative dependencies
  120264. * @returns the newly created texture after parsing
  120265. */
  120266. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  120267. serialize(): any;
  120268. }
  120269. }
  120270. declare module BABYLON {
  120271. /**
  120272. * Class used to control physics engine
  120273. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  120274. */
  120275. export class PhysicsEngine implements IPhysicsEngine {
  120276. private _physicsPlugin;
  120277. /**
  120278. * Global value used to control the smallest number supported by the simulation
  120279. */
  120280. static Epsilon: number;
  120281. private _impostors;
  120282. private _joints;
  120283. /**
  120284. * Gets the gravity vector used by the simulation
  120285. */
  120286. gravity: Vector3;
  120287. /**
  120288. * Factory used to create the default physics plugin.
  120289. * @returns The default physics plugin
  120290. */
  120291. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  120292. /**
  120293. * Creates a new Physics Engine
  120294. * @param gravity defines the gravity vector used by the simulation
  120295. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  120296. */
  120297. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  120298. /**
  120299. * Sets the gravity vector used by the simulation
  120300. * @param gravity defines the gravity vector to use
  120301. */
  120302. setGravity(gravity: Vector3): void;
  120303. /**
  120304. * Set the time step of the physics engine.
  120305. * Default is 1/60.
  120306. * To slow it down, enter 1/600 for example.
  120307. * To speed it up, 1/30
  120308. * @param newTimeStep defines the new timestep to apply to this world.
  120309. */
  120310. setTimeStep(newTimeStep?: number): void;
  120311. /**
  120312. * Get the time step of the physics engine.
  120313. * @returns the current time step
  120314. */
  120315. getTimeStep(): number;
  120316. /**
  120317. * Release all resources
  120318. */
  120319. dispose(): void;
  120320. /**
  120321. * Gets the name of the current physics plugin
  120322. * @returns the name of the plugin
  120323. */
  120324. getPhysicsPluginName(): string;
  120325. /**
  120326. * Adding a new impostor for the impostor tracking.
  120327. * This will be done by the impostor itself.
  120328. * @param impostor the impostor to add
  120329. */
  120330. addImpostor(impostor: PhysicsImpostor): void;
  120331. /**
  120332. * Remove an impostor from the engine.
  120333. * This impostor and its mesh will not longer be updated by the physics engine.
  120334. * @param impostor the impostor to remove
  120335. */
  120336. removeImpostor(impostor: PhysicsImpostor): void;
  120337. /**
  120338. * Add a joint to the physics engine
  120339. * @param mainImpostor defines the main impostor to which the joint is added.
  120340. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  120341. * @param joint defines the joint that will connect both impostors.
  120342. */
  120343. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120344. /**
  120345. * Removes a joint from the simulation
  120346. * @param mainImpostor defines the impostor used with the joint
  120347. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  120348. * @param joint defines the joint to remove
  120349. */
  120350. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120351. /**
  120352. * Called by the scene. No need to call it.
  120353. * @param delta defines the timespam between frames
  120354. */
  120355. _step(delta: number): void;
  120356. /**
  120357. * Gets the current plugin used to run the simulation
  120358. * @returns current plugin
  120359. */
  120360. getPhysicsPlugin(): IPhysicsEnginePlugin;
  120361. /**
  120362. * Gets the list of physic impostors
  120363. * @returns an array of PhysicsImpostor
  120364. */
  120365. getImpostors(): Array<PhysicsImpostor>;
  120366. /**
  120367. * Gets the impostor for a physics enabled object
  120368. * @param object defines the object impersonated by the impostor
  120369. * @returns the PhysicsImpostor or null if not found
  120370. */
  120371. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  120372. /**
  120373. * Gets the impostor for a physics body object
  120374. * @param body defines physics body used by the impostor
  120375. * @returns the PhysicsImpostor or null if not found
  120376. */
  120377. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  120378. /**
  120379. * Does a raycast in the physics world
  120380. * @param from when should the ray start?
  120381. * @param to when should the ray end?
  120382. * @returns PhysicsRaycastResult
  120383. */
  120384. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120385. }
  120386. }
  120387. declare module BABYLON {
  120388. /** @hidden */
  120389. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  120390. private _useDeltaForWorldStep;
  120391. world: any;
  120392. name: string;
  120393. private _physicsMaterials;
  120394. private _fixedTimeStep;
  120395. private _cannonRaycastResult;
  120396. private _raycastResult;
  120397. private _physicsBodysToRemoveAfterStep;
  120398. BJSCANNON: any;
  120399. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  120400. setGravity(gravity: Vector3): void;
  120401. setTimeStep(timeStep: number): void;
  120402. getTimeStep(): number;
  120403. executeStep(delta: number): void;
  120404. private _removeMarkedPhysicsBodiesFromWorld;
  120405. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120406. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120407. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120408. private _processChildMeshes;
  120409. removePhysicsBody(impostor: PhysicsImpostor): void;
  120410. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120411. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120412. private _addMaterial;
  120413. private _checkWithEpsilon;
  120414. private _createShape;
  120415. private _createHeightmap;
  120416. private _minus90X;
  120417. private _plus90X;
  120418. private _tmpPosition;
  120419. private _tmpDeltaPosition;
  120420. private _tmpUnityRotation;
  120421. private _updatePhysicsBodyTransformation;
  120422. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120423. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120424. isSupported(): boolean;
  120425. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120426. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120427. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120428. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120429. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120430. getBodyMass(impostor: PhysicsImpostor): number;
  120431. getBodyFriction(impostor: PhysicsImpostor): number;
  120432. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120433. getBodyRestitution(impostor: PhysicsImpostor): number;
  120434. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120435. sleepBody(impostor: PhysicsImpostor): void;
  120436. wakeUpBody(impostor: PhysicsImpostor): void;
  120437. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  120438. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120439. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120440. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120441. getRadius(impostor: PhysicsImpostor): number;
  120442. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120443. dispose(): void;
  120444. private _extendNamespace;
  120445. /**
  120446. * Does a raycast in the physics world
  120447. * @param from when should the ray start?
  120448. * @param to when should the ray end?
  120449. * @returns PhysicsRaycastResult
  120450. */
  120451. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120452. }
  120453. }
  120454. declare module BABYLON {
  120455. /** @hidden */
  120456. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  120457. world: any;
  120458. name: string;
  120459. BJSOIMO: any;
  120460. private _raycastResult;
  120461. constructor(iterations?: number, oimoInjection?: any);
  120462. setGravity(gravity: Vector3): void;
  120463. setTimeStep(timeStep: number): void;
  120464. getTimeStep(): number;
  120465. private _tmpImpostorsArray;
  120466. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120467. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120468. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120469. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120470. private _tmpPositionVector;
  120471. removePhysicsBody(impostor: PhysicsImpostor): void;
  120472. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120473. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120474. isSupported(): boolean;
  120475. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120476. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120477. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120478. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120479. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120480. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120481. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120482. getBodyMass(impostor: PhysicsImpostor): number;
  120483. getBodyFriction(impostor: PhysicsImpostor): number;
  120484. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120485. getBodyRestitution(impostor: PhysicsImpostor): number;
  120486. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120487. sleepBody(impostor: PhysicsImpostor): void;
  120488. wakeUpBody(impostor: PhysicsImpostor): void;
  120489. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120490. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  120491. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  120492. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120493. getRadius(impostor: PhysicsImpostor): number;
  120494. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120495. dispose(): void;
  120496. /**
  120497. * Does a raycast in the physics world
  120498. * @param from when should the ray start?
  120499. * @param to when should the ray end?
  120500. * @returns PhysicsRaycastResult
  120501. */
  120502. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120503. }
  120504. }
  120505. declare module BABYLON {
  120506. /**
  120507. * Class containing static functions to help procedurally build meshes
  120508. */
  120509. export class RibbonBuilder {
  120510. /**
  120511. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120512. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120513. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120514. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120515. * * 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
  120516. * * 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
  120517. * * 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
  120518. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120519. * * 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
  120520. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120521. * * 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
  120522. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120523. * * 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
  120524. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120525. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120526. * @param name defines the name of the mesh
  120527. * @param options defines the options used to create the mesh
  120528. * @param scene defines the hosting scene
  120529. * @returns the ribbon mesh
  120530. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120531. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120532. */
  120533. static CreateRibbon(name: string, options: {
  120534. pathArray: Vector3[][];
  120535. closeArray?: boolean;
  120536. closePath?: boolean;
  120537. offset?: number;
  120538. updatable?: boolean;
  120539. sideOrientation?: number;
  120540. frontUVs?: Vector4;
  120541. backUVs?: Vector4;
  120542. instance?: Mesh;
  120543. invertUV?: boolean;
  120544. uvs?: Vector2[];
  120545. colors?: Color4[];
  120546. }, scene?: Nullable<Scene>): Mesh;
  120547. }
  120548. }
  120549. declare module BABYLON {
  120550. /**
  120551. * Class containing static functions to help procedurally build meshes
  120552. */
  120553. export class ShapeBuilder {
  120554. /**
  120555. * 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.
  120556. * * 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.
  120557. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120558. * * 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.
  120559. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  120560. * * 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
  120561. * * 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
  120562. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  120563. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120564. * * 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
  120565. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  120566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120567. * @param name defines the name of the mesh
  120568. * @param options defines the options used to create the mesh
  120569. * @param scene defines the hosting scene
  120570. * @returns the extruded shape mesh
  120571. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120572. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120573. */
  120574. static ExtrudeShape(name: string, options: {
  120575. shape: Vector3[];
  120576. path: Vector3[];
  120577. scale?: number;
  120578. rotation?: number;
  120579. cap?: number;
  120580. updatable?: boolean;
  120581. sideOrientation?: number;
  120582. frontUVs?: Vector4;
  120583. backUVs?: Vector4;
  120584. instance?: Mesh;
  120585. invertUV?: boolean;
  120586. }, scene?: Nullable<Scene>): Mesh;
  120587. /**
  120588. * Creates an custom extruded shape mesh.
  120589. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  120590. * * 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.
  120591. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120592. * * 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
  120593. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  120594. * * 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
  120595. * * It must returns a float value that will be the scale value applied to the shape on each path point
  120596. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  120597. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  120598. * * 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
  120599. * * 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
  120600. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  120601. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120602. * * 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
  120603. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120604. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120605. * @param name defines the name of the mesh
  120606. * @param options defines the options used to create the mesh
  120607. * @param scene defines the hosting scene
  120608. * @returns the custom extruded shape mesh
  120609. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  120610. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120611. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120612. */
  120613. static ExtrudeShapeCustom(name: string, options: {
  120614. shape: Vector3[];
  120615. path: Vector3[];
  120616. scaleFunction?: any;
  120617. rotationFunction?: any;
  120618. ribbonCloseArray?: boolean;
  120619. ribbonClosePath?: boolean;
  120620. cap?: number;
  120621. updatable?: boolean;
  120622. sideOrientation?: number;
  120623. frontUVs?: Vector4;
  120624. backUVs?: Vector4;
  120625. instance?: Mesh;
  120626. invertUV?: boolean;
  120627. }, scene?: Nullable<Scene>): Mesh;
  120628. private static _ExtrudeShapeGeneric;
  120629. }
  120630. }
  120631. declare module BABYLON {
  120632. /**
  120633. * AmmoJS Physics plugin
  120634. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  120635. * @see https://github.com/kripken/ammo.js/
  120636. */
  120637. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  120638. private _useDeltaForWorldStep;
  120639. /**
  120640. * Reference to the Ammo library
  120641. */
  120642. bjsAMMO: any;
  120643. /**
  120644. * Created ammoJS world which physics bodies are added to
  120645. */
  120646. world: any;
  120647. /**
  120648. * Name of the plugin
  120649. */
  120650. name: string;
  120651. private _timeStep;
  120652. private _fixedTimeStep;
  120653. private _maxSteps;
  120654. private _tmpQuaternion;
  120655. private _tmpAmmoTransform;
  120656. private _tmpAmmoQuaternion;
  120657. private _tmpAmmoConcreteContactResultCallback;
  120658. private _collisionConfiguration;
  120659. private _dispatcher;
  120660. private _overlappingPairCache;
  120661. private _solver;
  120662. private _softBodySolver;
  120663. private _tmpAmmoVectorA;
  120664. private _tmpAmmoVectorB;
  120665. private _tmpAmmoVectorC;
  120666. private _tmpAmmoVectorD;
  120667. private _tmpContactCallbackResult;
  120668. private _tmpAmmoVectorRCA;
  120669. private _tmpAmmoVectorRCB;
  120670. private _raycastResult;
  120671. private static readonly DISABLE_COLLISION_FLAG;
  120672. private static readonly KINEMATIC_FLAG;
  120673. private static readonly DISABLE_DEACTIVATION_FLAG;
  120674. /**
  120675. * Initializes the ammoJS plugin
  120676. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  120677. * @param ammoInjection can be used to inject your own ammo reference
  120678. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  120679. */
  120680. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  120681. /**
  120682. * Sets the gravity of the physics world (m/(s^2))
  120683. * @param gravity Gravity to set
  120684. */
  120685. setGravity(gravity: Vector3): void;
  120686. /**
  120687. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  120688. * @param timeStep timestep to use in seconds
  120689. */
  120690. setTimeStep(timeStep: number): void;
  120691. /**
  120692. * 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)
  120693. * @param fixedTimeStep fixedTimeStep to use in seconds
  120694. */
  120695. setFixedTimeStep(fixedTimeStep: number): void;
  120696. /**
  120697. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  120698. * @param maxSteps the maximum number of steps by the physics engine per frame
  120699. */
  120700. setMaxSteps(maxSteps: number): void;
  120701. /**
  120702. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  120703. * @returns the current timestep in seconds
  120704. */
  120705. getTimeStep(): number;
  120706. private _isImpostorInContact;
  120707. private _isImpostorPairInContact;
  120708. private _stepSimulation;
  120709. /**
  120710. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  120711. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  120712. * After the step the babylon meshes are set to the position of the physics imposters
  120713. * @param delta amount of time to step forward
  120714. * @param impostors array of imposters to update before/after the step
  120715. */
  120716. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120717. /**
  120718. * Update babylon mesh to match physics world object
  120719. * @param impostor imposter to match
  120720. */
  120721. private _afterSoftStep;
  120722. /**
  120723. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120724. * @param impostor imposter to match
  120725. */
  120726. private _ropeStep;
  120727. /**
  120728. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120729. * @param impostor imposter to match
  120730. */
  120731. private _softbodyOrClothStep;
  120732. private _tmpVector;
  120733. private _tmpMatrix;
  120734. /**
  120735. * Applies an impulse on the imposter
  120736. * @param impostor imposter to apply impulse to
  120737. * @param force amount of force to be applied to the imposter
  120738. * @param contactPoint the location to apply the impulse on the imposter
  120739. */
  120740. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120741. /**
  120742. * Applies a force on the imposter
  120743. * @param impostor imposter to apply force
  120744. * @param force amount of force to be applied to the imposter
  120745. * @param contactPoint the location to apply the force on the imposter
  120746. */
  120747. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120748. /**
  120749. * Creates a physics body using the plugin
  120750. * @param impostor the imposter to create the physics body on
  120751. */
  120752. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120753. /**
  120754. * Removes the physics body from the imposter and disposes of the body's memory
  120755. * @param impostor imposter to remove the physics body from
  120756. */
  120757. removePhysicsBody(impostor: PhysicsImpostor): void;
  120758. /**
  120759. * Generates a joint
  120760. * @param impostorJoint the imposter joint to create the joint with
  120761. */
  120762. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120763. /**
  120764. * Removes a joint
  120765. * @param impostorJoint the imposter joint to remove the joint from
  120766. */
  120767. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120768. private _addMeshVerts;
  120769. /**
  120770. * Initialise the soft body vertices to match its object's (mesh) vertices
  120771. * Softbody vertices (nodes) are in world space and to match this
  120772. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  120773. * @param impostor to create the softbody for
  120774. */
  120775. private _softVertexData;
  120776. /**
  120777. * Create an impostor's soft body
  120778. * @param impostor to create the softbody for
  120779. */
  120780. private _createSoftbody;
  120781. /**
  120782. * Create cloth for an impostor
  120783. * @param impostor to create the softbody for
  120784. */
  120785. private _createCloth;
  120786. /**
  120787. * Create rope for an impostor
  120788. * @param impostor to create the softbody for
  120789. */
  120790. private _createRope;
  120791. private _addHullVerts;
  120792. private _createShape;
  120793. /**
  120794. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  120795. * @param impostor imposter containing the physics body and babylon object
  120796. */
  120797. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120798. /**
  120799. * Sets the babylon object's position/rotation from the physics body's position/rotation
  120800. * @param impostor imposter containing the physics body and babylon object
  120801. * @param newPosition new position
  120802. * @param newRotation new rotation
  120803. */
  120804. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120805. /**
  120806. * If this plugin is supported
  120807. * @returns true if its supported
  120808. */
  120809. isSupported(): boolean;
  120810. /**
  120811. * Sets the linear velocity of the physics body
  120812. * @param impostor imposter to set the velocity on
  120813. * @param velocity velocity to set
  120814. */
  120815. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120816. /**
  120817. * Sets the angular velocity of the physics body
  120818. * @param impostor imposter to set the velocity on
  120819. * @param velocity velocity to set
  120820. */
  120821. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120822. /**
  120823. * gets the linear velocity
  120824. * @param impostor imposter to get linear velocity from
  120825. * @returns linear velocity
  120826. */
  120827. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120828. /**
  120829. * gets the angular velocity
  120830. * @param impostor imposter to get angular velocity from
  120831. * @returns angular velocity
  120832. */
  120833. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120834. /**
  120835. * Sets the mass of physics body
  120836. * @param impostor imposter to set the mass on
  120837. * @param mass mass to set
  120838. */
  120839. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120840. /**
  120841. * Gets the mass of the physics body
  120842. * @param impostor imposter to get the mass from
  120843. * @returns mass
  120844. */
  120845. getBodyMass(impostor: PhysicsImpostor): number;
  120846. /**
  120847. * Gets friction of the impostor
  120848. * @param impostor impostor to get friction from
  120849. * @returns friction value
  120850. */
  120851. getBodyFriction(impostor: PhysicsImpostor): number;
  120852. /**
  120853. * Sets friction of the impostor
  120854. * @param impostor impostor to set friction on
  120855. * @param friction friction value
  120856. */
  120857. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120858. /**
  120859. * Gets restitution of the impostor
  120860. * @param impostor impostor to get restitution from
  120861. * @returns restitution value
  120862. */
  120863. getBodyRestitution(impostor: PhysicsImpostor): number;
  120864. /**
  120865. * Sets resitution of the impostor
  120866. * @param impostor impostor to set resitution on
  120867. * @param restitution resitution value
  120868. */
  120869. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120870. /**
  120871. * Gets pressure inside the impostor
  120872. * @param impostor impostor to get pressure from
  120873. * @returns pressure value
  120874. */
  120875. getBodyPressure(impostor: PhysicsImpostor): number;
  120876. /**
  120877. * Sets pressure inside a soft body impostor
  120878. * Cloth and rope must remain 0 pressure
  120879. * @param impostor impostor to set pressure on
  120880. * @param pressure pressure value
  120881. */
  120882. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  120883. /**
  120884. * Gets stiffness of the impostor
  120885. * @param impostor impostor to get stiffness from
  120886. * @returns pressure value
  120887. */
  120888. getBodyStiffness(impostor: PhysicsImpostor): number;
  120889. /**
  120890. * Sets stiffness of the impostor
  120891. * @param impostor impostor to set stiffness on
  120892. * @param stiffness stiffness value from 0 to 1
  120893. */
  120894. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  120895. /**
  120896. * Gets velocityIterations of the impostor
  120897. * @param impostor impostor to get velocity iterations from
  120898. * @returns velocityIterations value
  120899. */
  120900. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  120901. /**
  120902. * Sets velocityIterations of the impostor
  120903. * @param impostor impostor to set velocity iterations on
  120904. * @param velocityIterations velocityIterations value
  120905. */
  120906. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  120907. /**
  120908. * Gets positionIterations of the impostor
  120909. * @param impostor impostor to get position iterations from
  120910. * @returns positionIterations value
  120911. */
  120912. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  120913. /**
  120914. * Sets positionIterations of the impostor
  120915. * @param impostor impostor to set position on
  120916. * @param positionIterations positionIterations value
  120917. */
  120918. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  120919. /**
  120920. * Append an anchor to a cloth object
  120921. * @param impostor is the cloth impostor to add anchor to
  120922. * @param otherImpostor is the rigid impostor to anchor to
  120923. * @param width ratio across width from 0 to 1
  120924. * @param height ratio up height from 0 to 1
  120925. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  120926. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120927. */
  120928. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120929. /**
  120930. * Append an hook to a rope object
  120931. * @param impostor is the rope impostor to add hook to
  120932. * @param otherImpostor is the rigid impostor to hook to
  120933. * @param length ratio along the rope from 0 to 1
  120934. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  120935. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120936. */
  120937. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120938. /**
  120939. * Sleeps the physics body and stops it from being active
  120940. * @param impostor impostor to sleep
  120941. */
  120942. sleepBody(impostor: PhysicsImpostor): void;
  120943. /**
  120944. * Activates the physics body
  120945. * @param impostor impostor to activate
  120946. */
  120947. wakeUpBody(impostor: PhysicsImpostor): void;
  120948. /**
  120949. * Updates the distance parameters of the joint
  120950. * @param joint joint to update
  120951. * @param maxDistance maximum distance of the joint
  120952. * @param minDistance minimum distance of the joint
  120953. */
  120954. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120955. /**
  120956. * Sets a motor on the joint
  120957. * @param joint joint to set motor on
  120958. * @param speed speed of the motor
  120959. * @param maxForce maximum force of the motor
  120960. * @param motorIndex index of the motor
  120961. */
  120962. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120963. /**
  120964. * Sets the motors limit
  120965. * @param joint joint to set limit on
  120966. * @param upperLimit upper limit
  120967. * @param lowerLimit lower limit
  120968. */
  120969. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120970. /**
  120971. * Syncs the position and rotation of a mesh with the impostor
  120972. * @param mesh mesh to sync
  120973. * @param impostor impostor to update the mesh with
  120974. */
  120975. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120976. /**
  120977. * Gets the radius of the impostor
  120978. * @param impostor impostor to get radius from
  120979. * @returns the radius
  120980. */
  120981. getRadius(impostor: PhysicsImpostor): number;
  120982. /**
  120983. * Gets the box size of the impostor
  120984. * @param impostor impostor to get box size from
  120985. * @param result the resulting box size
  120986. */
  120987. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120988. /**
  120989. * Disposes of the impostor
  120990. */
  120991. dispose(): void;
  120992. /**
  120993. * Does a raycast in the physics world
  120994. * @param from when should the ray start?
  120995. * @param to when should the ray end?
  120996. * @returns PhysicsRaycastResult
  120997. */
  120998. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120999. }
  121000. }
  121001. declare module BABYLON {
  121002. interface AbstractScene {
  121003. /**
  121004. * The list of reflection probes added to the scene
  121005. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  121006. */
  121007. reflectionProbes: Array<ReflectionProbe>;
  121008. /**
  121009. * Removes the given reflection probe from this scene.
  121010. * @param toRemove The reflection probe to remove
  121011. * @returns The index of the removed reflection probe
  121012. */
  121013. removeReflectionProbe(toRemove: ReflectionProbe): number;
  121014. /**
  121015. * Adds the given reflection probe to this scene.
  121016. * @param newReflectionProbe The reflection probe to add
  121017. */
  121018. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  121019. }
  121020. /**
  121021. * Class used to generate realtime reflection / refraction cube textures
  121022. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  121023. */
  121024. export class ReflectionProbe {
  121025. /** defines the name of the probe */
  121026. name: string;
  121027. private _scene;
  121028. private _renderTargetTexture;
  121029. private _projectionMatrix;
  121030. private _viewMatrix;
  121031. private _target;
  121032. private _add;
  121033. private _attachedMesh;
  121034. private _invertYAxis;
  121035. /** Gets or sets probe position (center of the cube map) */
  121036. position: Vector3;
  121037. /**
  121038. * Creates a new reflection probe
  121039. * @param name defines the name of the probe
  121040. * @param size defines the texture resolution (for each face)
  121041. * @param scene defines the hosting scene
  121042. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  121043. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  121044. */
  121045. constructor(
  121046. /** defines the name of the probe */
  121047. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  121048. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  121049. samples: number;
  121050. /** Gets or sets the refresh rate to use (on every frame by default) */
  121051. refreshRate: number;
  121052. /**
  121053. * Gets the hosting scene
  121054. * @returns a Scene
  121055. */
  121056. getScene(): Scene;
  121057. /** Gets the internal CubeTexture used to render to */
  121058. readonly cubeTexture: RenderTargetTexture;
  121059. /** Gets the list of meshes to render */
  121060. readonly renderList: Nullable<AbstractMesh[]>;
  121061. /**
  121062. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  121063. * @param mesh defines the mesh to attach to
  121064. */
  121065. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  121066. /**
  121067. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  121068. * @param renderingGroupId The rendering group id corresponding to its index
  121069. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  121070. */
  121071. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  121072. /**
  121073. * Clean all associated resources
  121074. */
  121075. dispose(): void;
  121076. /**
  121077. * Converts the reflection probe information to a readable string for debug purpose.
  121078. * @param fullDetails Supports for multiple levels of logging within scene loading
  121079. * @returns the human readable reflection probe info
  121080. */
  121081. toString(fullDetails?: boolean): string;
  121082. /**
  121083. * Get the class name of the relfection probe.
  121084. * @returns "ReflectionProbe"
  121085. */
  121086. getClassName(): string;
  121087. /**
  121088. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  121089. * @returns The JSON representation of the texture
  121090. */
  121091. serialize(): any;
  121092. /**
  121093. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  121094. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  121095. * @param scene Define the scene the parsed reflection probe should be instantiated in
  121096. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  121097. * @returns The parsed reflection probe if successful
  121098. */
  121099. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  121100. }
  121101. }
  121102. declare module BABYLON {
  121103. /** @hidden */
  121104. export var _BabylonLoaderRegistered: boolean;
  121105. /**
  121106. * Helps setting up some configuration for the babylon file loader.
  121107. */
  121108. export class BabylonFileLoaderConfiguration {
  121109. /**
  121110. * The loader does not allow injecting custom physix engine into the plugins.
  121111. * Unfortunately in ES6, we need to manually inject them into the plugin.
  121112. * So you could set this variable to your engine import to make it work.
  121113. */
  121114. static LoaderInjectedPhysicsEngine: any;
  121115. }
  121116. }
  121117. declare module BABYLON {
  121118. /**
  121119. * The Physically based simple base material of BJS.
  121120. *
  121121. * This enables better naming and convention enforcements on top of the pbrMaterial.
  121122. * It is used as the base class for both the specGloss and metalRough conventions.
  121123. */
  121124. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  121125. /**
  121126. * Number of Simultaneous lights allowed on the material.
  121127. */
  121128. maxSimultaneousLights: number;
  121129. /**
  121130. * If sets to true, disables all the lights affecting the material.
  121131. */
  121132. disableLighting: boolean;
  121133. /**
  121134. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  121135. */
  121136. environmentTexture: BaseTexture;
  121137. /**
  121138. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  121139. */
  121140. invertNormalMapX: boolean;
  121141. /**
  121142. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  121143. */
  121144. invertNormalMapY: boolean;
  121145. /**
  121146. * Normal map used in the model.
  121147. */
  121148. normalTexture: BaseTexture;
  121149. /**
  121150. * Emissivie color used to self-illuminate the model.
  121151. */
  121152. emissiveColor: Color3;
  121153. /**
  121154. * Emissivie texture used to self-illuminate the model.
  121155. */
  121156. emissiveTexture: BaseTexture;
  121157. /**
  121158. * Occlusion Channel Strenght.
  121159. */
  121160. occlusionStrength: number;
  121161. /**
  121162. * Occlusion Texture of the material (adding extra occlusion effects).
  121163. */
  121164. occlusionTexture: BaseTexture;
  121165. /**
  121166. * Defines the alpha limits in alpha test mode.
  121167. */
  121168. alphaCutOff: number;
  121169. /**
  121170. * Gets the current double sided mode.
  121171. */
  121172. /**
  121173. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  121174. */
  121175. doubleSided: boolean;
  121176. /**
  121177. * Stores the pre-calculated light information of a mesh in a texture.
  121178. */
  121179. lightmapTexture: BaseTexture;
  121180. /**
  121181. * If true, the light map contains occlusion information instead of lighting info.
  121182. */
  121183. useLightmapAsShadowmap: boolean;
  121184. /**
  121185. * Instantiates a new PBRMaterial instance.
  121186. *
  121187. * @param name The material name
  121188. * @param scene The scene the material will be use in.
  121189. */
  121190. constructor(name: string, scene: Scene);
  121191. getClassName(): string;
  121192. }
  121193. }
  121194. declare module BABYLON {
  121195. /**
  121196. * The PBR material of BJS following the metal roughness convention.
  121197. *
  121198. * This fits to the PBR convention in the GLTF definition:
  121199. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  121200. */
  121201. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  121202. /**
  121203. * The base color has two different interpretations depending on the value of metalness.
  121204. * When the material is a metal, the base color is the specific measured reflectance value
  121205. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  121206. * of the material.
  121207. */
  121208. baseColor: Color3;
  121209. /**
  121210. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  121211. * well as opacity information in the alpha channel.
  121212. */
  121213. baseTexture: BaseTexture;
  121214. /**
  121215. * Specifies the metallic scalar value of the material.
  121216. * Can also be used to scale the metalness values of the metallic texture.
  121217. */
  121218. metallic: number;
  121219. /**
  121220. * Specifies the roughness scalar value of the material.
  121221. * Can also be used to scale the roughness values of the metallic texture.
  121222. */
  121223. roughness: number;
  121224. /**
  121225. * Texture containing both the metallic value in the B channel and the
  121226. * roughness value in the G channel to keep better precision.
  121227. */
  121228. metallicRoughnessTexture: BaseTexture;
  121229. /**
  121230. * Instantiates a new PBRMetalRoughnessMaterial instance.
  121231. *
  121232. * @param name The material name
  121233. * @param scene The scene the material will be use in.
  121234. */
  121235. constructor(name: string, scene: Scene);
  121236. /**
  121237. * Return the currrent class name of the material.
  121238. */
  121239. getClassName(): string;
  121240. /**
  121241. * Makes a duplicate of the current material.
  121242. * @param name - name to use for the new material.
  121243. */
  121244. clone(name: string): PBRMetallicRoughnessMaterial;
  121245. /**
  121246. * Serialize the material to a parsable JSON object.
  121247. */
  121248. serialize(): any;
  121249. /**
  121250. * Parses a JSON object correponding to the serialize function.
  121251. */
  121252. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  121253. }
  121254. }
  121255. declare module BABYLON {
  121256. /**
  121257. * The PBR material of BJS following the specular glossiness convention.
  121258. *
  121259. * This fits to the PBR convention in the GLTF definition:
  121260. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  121261. */
  121262. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  121263. /**
  121264. * Specifies the diffuse color of the material.
  121265. */
  121266. diffuseColor: Color3;
  121267. /**
  121268. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  121269. * channel.
  121270. */
  121271. diffuseTexture: BaseTexture;
  121272. /**
  121273. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  121274. */
  121275. specularColor: Color3;
  121276. /**
  121277. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  121278. */
  121279. glossiness: number;
  121280. /**
  121281. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  121282. */
  121283. specularGlossinessTexture: BaseTexture;
  121284. /**
  121285. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  121286. *
  121287. * @param name The material name
  121288. * @param scene The scene the material will be use in.
  121289. */
  121290. constructor(name: string, scene: Scene);
  121291. /**
  121292. * Return the currrent class name of the material.
  121293. */
  121294. getClassName(): string;
  121295. /**
  121296. * Makes a duplicate of the current material.
  121297. * @param name - name to use for the new material.
  121298. */
  121299. clone(name: string): PBRSpecularGlossinessMaterial;
  121300. /**
  121301. * Serialize the material to a parsable JSON object.
  121302. */
  121303. serialize(): any;
  121304. /**
  121305. * Parses a JSON object correponding to the serialize function.
  121306. */
  121307. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  121308. }
  121309. }
  121310. declare module BABYLON {
  121311. /**
  121312. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  121313. * It can help converting any input color in a desired output one. This can then be used to create effects
  121314. * from sepia, black and white to sixties or futuristic rendering...
  121315. *
  121316. * The only supported format is currently 3dl.
  121317. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  121318. */
  121319. export class ColorGradingTexture extends BaseTexture {
  121320. /**
  121321. * The current texture matrix. (will always be identity in color grading texture)
  121322. */
  121323. private _textureMatrix;
  121324. /**
  121325. * The texture URL.
  121326. */
  121327. url: string;
  121328. /**
  121329. * Empty line regex stored for GC.
  121330. */
  121331. private static _noneEmptyLineRegex;
  121332. private _engine;
  121333. /**
  121334. * Instantiates a ColorGradingTexture from the following parameters.
  121335. *
  121336. * @param url The location of the color gradind data (currently only supporting 3dl)
  121337. * @param scene The scene the texture will be used in
  121338. */
  121339. constructor(url: string, scene: Scene);
  121340. /**
  121341. * Returns the texture matrix used in most of the material.
  121342. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  121343. */
  121344. getTextureMatrix(): Matrix;
  121345. /**
  121346. * Occurs when the file being loaded is a .3dl LUT file.
  121347. */
  121348. private load3dlTexture;
  121349. /**
  121350. * Starts the loading process of the texture.
  121351. */
  121352. private loadTexture;
  121353. /**
  121354. * Clones the color gradind texture.
  121355. */
  121356. clone(): ColorGradingTexture;
  121357. /**
  121358. * Called during delayed load for textures.
  121359. */
  121360. delayLoad(): void;
  121361. /**
  121362. * Parses a color grading texture serialized by Babylon.
  121363. * @param parsedTexture The texture information being parsedTexture
  121364. * @param scene The scene to load the texture in
  121365. * @param rootUrl The root url of the data assets to load
  121366. * @return A color gradind texture
  121367. */
  121368. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  121369. /**
  121370. * Serializes the LUT texture to json format.
  121371. */
  121372. serialize(): any;
  121373. }
  121374. }
  121375. declare module BABYLON {
  121376. /**
  121377. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  121378. */
  121379. export class EquiRectangularCubeTexture extends BaseTexture {
  121380. /** The six faces of the cube. */
  121381. private static _FacesMapping;
  121382. private _noMipmap;
  121383. private _onLoad;
  121384. private _onError;
  121385. /** The size of the cubemap. */
  121386. private _size;
  121387. /** The buffer of the image. */
  121388. private _buffer;
  121389. /** The width of the input image. */
  121390. private _width;
  121391. /** The height of the input image. */
  121392. private _height;
  121393. /** The URL to the image. */
  121394. url: string;
  121395. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  121396. coordinatesMode: number;
  121397. /**
  121398. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  121399. * @param url The location of the image
  121400. * @param scene The scene the texture will be used in
  121401. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  121402. * @param noMipmap Forces to not generate the mipmap if true
  121403. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  121404. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  121405. * @param onLoad — defines a callback called when texture is loaded
  121406. * @param onError — defines a callback called if there is an error
  121407. */
  121408. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  121409. /**
  121410. * Load the image data, by putting the image on a canvas and extracting its buffer.
  121411. */
  121412. private loadImage;
  121413. /**
  121414. * Convert the image buffer into a cubemap and create a CubeTexture.
  121415. */
  121416. private loadTexture;
  121417. /**
  121418. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  121419. * @param buffer The ArrayBuffer that should be converted.
  121420. * @returns The buffer as Float32Array.
  121421. */
  121422. private getFloat32ArrayFromArrayBuffer;
  121423. /**
  121424. * Get the current class name of the texture useful for serialization or dynamic coding.
  121425. * @returns "EquiRectangularCubeTexture"
  121426. */
  121427. getClassName(): string;
  121428. /**
  121429. * Create a clone of the current EquiRectangularCubeTexture and return it.
  121430. * @returns A clone of the current EquiRectangularCubeTexture.
  121431. */
  121432. clone(): EquiRectangularCubeTexture;
  121433. }
  121434. }
  121435. declare module BABYLON {
  121436. /**
  121437. * Based on jsTGALoader - Javascript loader for TGA file
  121438. * By Vincent Thibault
  121439. * @see http://blog.robrowser.com/javascript-tga-loader.html
  121440. */
  121441. export class TGATools {
  121442. private static _TYPE_INDEXED;
  121443. private static _TYPE_RGB;
  121444. private static _TYPE_GREY;
  121445. private static _TYPE_RLE_INDEXED;
  121446. private static _TYPE_RLE_RGB;
  121447. private static _TYPE_RLE_GREY;
  121448. private static _ORIGIN_MASK;
  121449. private static _ORIGIN_SHIFT;
  121450. private static _ORIGIN_BL;
  121451. private static _ORIGIN_BR;
  121452. private static _ORIGIN_UL;
  121453. private static _ORIGIN_UR;
  121454. /**
  121455. * Gets the header of a TGA file
  121456. * @param data defines the TGA data
  121457. * @returns the header
  121458. */
  121459. static GetTGAHeader(data: Uint8Array): any;
  121460. /**
  121461. * Uploads TGA content to a Babylon Texture
  121462. * @hidden
  121463. */
  121464. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  121465. /** @hidden */
  121466. 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;
  121467. /** @hidden */
  121468. 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;
  121469. /** @hidden */
  121470. 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;
  121471. /** @hidden */
  121472. 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;
  121473. /** @hidden */
  121474. 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;
  121475. /** @hidden */
  121476. 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;
  121477. }
  121478. }
  121479. declare module BABYLON {
  121480. /**
  121481. * Implementation of the TGA Texture Loader.
  121482. * @hidden
  121483. */
  121484. export class _TGATextureLoader implements IInternalTextureLoader {
  121485. /**
  121486. * Defines wether the loader supports cascade loading the different faces.
  121487. */
  121488. readonly supportCascades: boolean;
  121489. /**
  121490. * This returns if the loader support the current file information.
  121491. * @param extension defines the file extension of the file being loaded
  121492. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121493. * @param fallback defines the fallback internal texture if any
  121494. * @param isBase64 defines whether the texture is encoded as a base64
  121495. * @param isBuffer defines whether the texture data are stored as a buffer
  121496. * @returns true if the loader can load the specified file
  121497. */
  121498. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121499. /**
  121500. * Transform the url before loading if required.
  121501. * @param rootUrl the url of the texture
  121502. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121503. * @returns the transformed texture
  121504. */
  121505. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121506. /**
  121507. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121508. * @param rootUrl the url of the texture
  121509. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121510. * @returns the fallback texture
  121511. */
  121512. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121513. /**
  121514. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  121515. * @param data contains the texture data
  121516. * @param texture defines the BabylonJS internal texture
  121517. * @param createPolynomials will be true if polynomials have been requested
  121518. * @param onLoad defines the callback to trigger once the texture is ready
  121519. * @param onError defines the callback to trigger in case of error
  121520. */
  121521. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121522. /**
  121523. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121524. * @param data contains the texture data
  121525. * @param texture defines the BabylonJS internal texture
  121526. * @param callback defines the method to call once ready to upload
  121527. */
  121528. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121529. }
  121530. }
  121531. declare module BABYLON {
  121532. /**
  121533. * Info about the .basis files
  121534. */
  121535. class BasisFileInfo {
  121536. /**
  121537. * If the file has alpha
  121538. */
  121539. hasAlpha: boolean;
  121540. /**
  121541. * Info about each image of the basis file
  121542. */
  121543. images: Array<{
  121544. levels: Array<{
  121545. width: number;
  121546. height: number;
  121547. transcodedPixels: ArrayBufferView;
  121548. }>;
  121549. }>;
  121550. }
  121551. /**
  121552. * Result of transcoding a basis file
  121553. */
  121554. class TranscodeResult {
  121555. /**
  121556. * Info about the .basis file
  121557. */
  121558. fileInfo: BasisFileInfo;
  121559. /**
  121560. * Format to use when loading the file
  121561. */
  121562. format: number;
  121563. }
  121564. /**
  121565. * Configuration options for the Basis transcoder
  121566. */
  121567. export class BasisTranscodeConfiguration {
  121568. /**
  121569. * Supported compression formats used to determine the supported output format of the transcoder
  121570. */
  121571. supportedCompressionFormats?: {
  121572. /**
  121573. * etc1 compression format
  121574. */
  121575. etc1?: boolean;
  121576. /**
  121577. * s3tc compression format
  121578. */
  121579. s3tc?: boolean;
  121580. /**
  121581. * pvrtc compression format
  121582. */
  121583. pvrtc?: boolean;
  121584. /**
  121585. * etc2 compression format
  121586. */
  121587. etc2?: boolean;
  121588. };
  121589. /**
  121590. * If mipmap levels should be loaded for transcoded images (Default: true)
  121591. */
  121592. loadMipmapLevels?: boolean;
  121593. /**
  121594. * Index of a single image to load (Default: all images)
  121595. */
  121596. loadSingleImage?: number;
  121597. }
  121598. /**
  121599. * Used to load .Basis files
  121600. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  121601. */
  121602. export class BasisTools {
  121603. private static _IgnoreSupportedFormats;
  121604. /**
  121605. * URL to use when loading the basis transcoder
  121606. */
  121607. static JSModuleURL: string;
  121608. /**
  121609. * URL to use when loading the wasm module for the transcoder
  121610. */
  121611. static WasmModuleURL: string;
  121612. /**
  121613. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  121614. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  121615. * @returns internal format corresponding to the Basis format
  121616. */
  121617. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  121618. private static _WorkerPromise;
  121619. private static _Worker;
  121620. private static _actionId;
  121621. private static _CreateWorkerAsync;
  121622. /**
  121623. * Transcodes a loaded image file to compressed pixel data
  121624. * @param imageData image data to transcode
  121625. * @param config configuration options for the transcoding
  121626. * @returns a promise resulting in the transcoded image
  121627. */
  121628. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  121629. /**
  121630. * Loads a texture from the transcode result
  121631. * @param texture texture load to
  121632. * @param transcodeResult the result of transcoding the basis file to load from
  121633. */
  121634. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  121635. }
  121636. }
  121637. declare module BABYLON {
  121638. /**
  121639. * Loader for .basis file format
  121640. */
  121641. export class _BasisTextureLoader implements IInternalTextureLoader {
  121642. /**
  121643. * Defines whether the loader supports cascade loading the different faces.
  121644. */
  121645. readonly supportCascades: boolean;
  121646. /**
  121647. * This returns if the loader support the current file information.
  121648. * @param extension defines the file extension of the file being loaded
  121649. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121650. * @param fallback defines the fallback internal texture if any
  121651. * @param isBase64 defines whether the texture is encoded as a base64
  121652. * @param isBuffer defines whether the texture data are stored as a buffer
  121653. * @returns true if the loader can load the specified file
  121654. */
  121655. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121656. /**
  121657. * Transform the url before loading if required.
  121658. * @param rootUrl the url of the texture
  121659. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121660. * @returns the transformed texture
  121661. */
  121662. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121663. /**
  121664. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121665. * @param rootUrl the url of the texture
  121666. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121667. * @returns the fallback texture
  121668. */
  121669. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121670. /**
  121671. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  121672. * @param data contains the texture data
  121673. * @param texture defines the BabylonJS internal texture
  121674. * @param createPolynomials will be true if polynomials have been requested
  121675. * @param onLoad defines the callback to trigger once the texture is ready
  121676. * @param onError defines the callback to trigger in case of error
  121677. */
  121678. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121679. /**
  121680. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121681. * @param data contains the texture data
  121682. * @param texture defines the BabylonJS internal texture
  121683. * @param callback defines the method to call once ready to upload
  121684. */
  121685. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121686. }
  121687. }
  121688. declare module BABYLON {
  121689. /**
  121690. * 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.
  121691. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121692. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121693. */
  121694. export class CustomProceduralTexture extends ProceduralTexture {
  121695. private _animate;
  121696. private _time;
  121697. private _config;
  121698. private _texturePath;
  121699. /**
  121700. * Instantiates a new Custom Procedural Texture.
  121701. * 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.
  121702. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121703. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121704. * @param name Define the name of the texture
  121705. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  121706. * @param size Define the size of the texture to create
  121707. * @param scene Define the scene the texture belongs to
  121708. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  121709. * @param generateMipMaps Define if the texture should creates mip maps or not
  121710. */
  121711. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121712. private _loadJson;
  121713. /**
  121714. * Is the texture ready to be used ? (rendered at least once)
  121715. * @returns true if ready, otherwise, false.
  121716. */
  121717. isReady(): boolean;
  121718. /**
  121719. * Render the texture to its associated render target.
  121720. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  121721. */
  121722. render(useCameraPostProcess?: boolean): void;
  121723. /**
  121724. * Update the list of dependant textures samplers in the shader.
  121725. */
  121726. updateTextures(): void;
  121727. /**
  121728. * Update the uniform values of the procedural texture in the shader.
  121729. */
  121730. updateShaderUniforms(): void;
  121731. /**
  121732. * Define if the texture animates or not.
  121733. */
  121734. animate: boolean;
  121735. }
  121736. }
  121737. declare module BABYLON {
  121738. /** @hidden */
  121739. export var noisePixelShader: {
  121740. name: string;
  121741. shader: string;
  121742. };
  121743. }
  121744. declare module BABYLON {
  121745. /**
  121746. * Class used to generate noise procedural textures
  121747. */
  121748. export class NoiseProceduralTexture extends ProceduralTexture {
  121749. private _time;
  121750. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  121751. brightness: number;
  121752. /** Defines the number of octaves to process */
  121753. octaves: number;
  121754. /** Defines the level of persistence (0.8 by default) */
  121755. persistence: number;
  121756. /** Gets or sets animation speed factor (default is 1) */
  121757. animationSpeedFactor: number;
  121758. /**
  121759. * Creates a new NoiseProceduralTexture
  121760. * @param name defines the name fo the texture
  121761. * @param size defines the size of the texture (default is 256)
  121762. * @param scene defines the hosting scene
  121763. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  121764. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  121765. */
  121766. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121767. private _updateShaderUniforms;
  121768. protected _getDefines(): string;
  121769. /** Generate the current state of the procedural texture */
  121770. render(useCameraPostProcess?: boolean): void;
  121771. /**
  121772. * Serializes this noise procedural texture
  121773. * @returns a serialized noise procedural texture object
  121774. */
  121775. serialize(): any;
  121776. /**
  121777. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  121778. * @param parsedTexture defines parsed texture data
  121779. * @param scene defines the current scene
  121780. * @param rootUrl defines the root URL containing noise procedural texture information
  121781. * @returns a parsed NoiseProceduralTexture
  121782. */
  121783. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  121784. }
  121785. }
  121786. declare module BABYLON {
  121787. /**
  121788. * Raw cube texture where the raw buffers are passed in
  121789. */
  121790. export class RawCubeTexture extends CubeTexture {
  121791. /**
  121792. * Creates a cube texture where the raw buffers are passed in.
  121793. * @param scene defines the scene the texture is attached to
  121794. * @param data defines the array of data to use to create each face
  121795. * @param size defines the size of the textures
  121796. * @param format defines the format of the data
  121797. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  121798. * @param generateMipMaps defines if the engine should generate the mip levels
  121799. * @param invertY defines if data must be stored with Y axis inverted
  121800. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  121801. * @param compression defines the compression used (null by default)
  121802. */
  121803. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  121804. /**
  121805. * Updates the raw cube texture.
  121806. * @param data defines the data to store
  121807. * @param format defines the data format
  121808. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121809. * @param invertY defines if data must be stored with Y axis inverted
  121810. * @param compression defines the compression used (null by default)
  121811. * @param level defines which level of the texture to update
  121812. */
  121813. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  121814. /**
  121815. * Updates a raw cube texture with RGBD encoded data.
  121816. * @param data defines the array of data [mipmap][face] to use to create each face
  121817. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  121818. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  121819. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  121820. * @returns a promsie that resolves when the operation is complete
  121821. */
  121822. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  121823. /**
  121824. * Clones the raw cube texture.
  121825. * @return a new cube texture
  121826. */
  121827. clone(): CubeTexture;
  121828. /** @hidden */
  121829. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  121830. }
  121831. }
  121832. declare module BABYLON {
  121833. /**
  121834. * Class used to store 3D textures containing user data
  121835. */
  121836. export class RawTexture3D extends Texture {
  121837. /** Gets or sets the texture format to use */
  121838. format: number;
  121839. private _engine;
  121840. /**
  121841. * Create a new RawTexture3D
  121842. * @param data defines the data of the texture
  121843. * @param width defines the width of the texture
  121844. * @param height defines the height of the texture
  121845. * @param depth defines the depth of the texture
  121846. * @param format defines the texture format to use
  121847. * @param scene defines the hosting scene
  121848. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121849. * @param invertY defines if texture must be stored with Y axis inverted
  121850. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121851. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121852. */
  121853. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121854. /** Gets or sets the texture format to use */
  121855. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121856. /**
  121857. * Update the texture with new data
  121858. * @param data defines the data to store in the texture
  121859. */
  121860. update(data: ArrayBufferView): void;
  121861. }
  121862. }
  121863. declare module BABYLON {
  121864. /**
  121865. * Class used to store 2D array textures containing user data
  121866. */
  121867. export class RawTexture2DArray extends Texture {
  121868. /** Gets or sets the texture format to use */
  121869. format: number;
  121870. private _engine;
  121871. /**
  121872. * Create a new RawTexture2DArray
  121873. * @param data defines the data of the texture
  121874. * @param width defines the width of the texture
  121875. * @param height defines the height of the texture
  121876. * @param depth defines the number of layers of the texture
  121877. * @param format defines the texture format to use
  121878. * @param scene defines the hosting scene
  121879. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121880. * @param invertY defines if texture must be stored with Y axis inverted
  121881. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121882. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121883. */
  121884. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121885. /** Gets or sets the texture format to use */
  121886. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121887. /**
  121888. * Update the texture with new data
  121889. * @param data defines the data to store in the texture
  121890. */
  121891. update(data: ArrayBufferView): void;
  121892. }
  121893. }
  121894. declare module BABYLON {
  121895. /**
  121896. * Creates a refraction texture used by refraction channel of the standard material.
  121897. * It is like a mirror but to see through a material.
  121898. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121899. */
  121900. export class RefractionTexture extends RenderTargetTexture {
  121901. /**
  121902. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  121903. * 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.
  121904. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121905. */
  121906. refractionPlane: Plane;
  121907. /**
  121908. * Define how deep under the surface we should see.
  121909. */
  121910. depth: number;
  121911. /**
  121912. * Creates a refraction texture used by refraction channel of the standard material.
  121913. * It is like a mirror but to see through a material.
  121914. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121915. * @param name Define the texture name
  121916. * @param size Define the size of the underlying texture
  121917. * @param scene Define the scene the refraction belongs to
  121918. * @param generateMipMaps Define if we need to generate mips level for the refraction
  121919. */
  121920. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  121921. /**
  121922. * Clone the refraction texture.
  121923. * @returns the cloned texture
  121924. */
  121925. clone(): RefractionTexture;
  121926. /**
  121927. * Serialize the texture to a JSON representation you could use in Parse later on
  121928. * @returns the serialized JSON representation
  121929. */
  121930. serialize(): any;
  121931. }
  121932. }
  121933. declare module BABYLON {
  121934. /**
  121935. * Defines the options related to the creation of an HtmlElementTexture
  121936. */
  121937. export interface IHtmlElementTextureOptions {
  121938. /**
  121939. * Defines wether mip maps should be created or not.
  121940. */
  121941. generateMipMaps?: boolean;
  121942. /**
  121943. * Defines the sampling mode of the texture.
  121944. */
  121945. samplingMode?: number;
  121946. /**
  121947. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  121948. */
  121949. engine: Nullable<ThinEngine>;
  121950. /**
  121951. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  121952. */
  121953. scene: Nullable<Scene>;
  121954. }
  121955. /**
  121956. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  121957. * To be as efficient as possible depending on your constraints nothing aside the first upload
  121958. * is automatically managed.
  121959. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  121960. * in your application.
  121961. *
  121962. * As the update is not automatic, you need to call them manually.
  121963. */
  121964. export class HtmlElementTexture extends BaseTexture {
  121965. /**
  121966. * The texture URL.
  121967. */
  121968. element: HTMLVideoElement | HTMLCanvasElement;
  121969. private static readonly DefaultOptions;
  121970. private _textureMatrix;
  121971. private _engine;
  121972. private _isVideo;
  121973. private _generateMipMaps;
  121974. private _samplingMode;
  121975. /**
  121976. * Instantiates a HtmlElementTexture from the following parameters.
  121977. *
  121978. * @param name Defines the name of the texture
  121979. * @param element Defines the video or canvas the texture is filled with
  121980. * @param options Defines the other none mandatory texture creation options
  121981. */
  121982. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  121983. private _createInternalTexture;
  121984. /**
  121985. * Returns the texture matrix used in most of the material.
  121986. */
  121987. getTextureMatrix(): Matrix;
  121988. /**
  121989. * Updates the content of the texture.
  121990. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  121991. */
  121992. update(invertY?: Nullable<boolean>): void;
  121993. }
  121994. }
  121995. declare module BABYLON {
  121996. /**
  121997. * Enum used to define the target of a block
  121998. */
  121999. export enum NodeMaterialBlockTargets {
  122000. /** Vertex shader */
  122001. Vertex = 1,
  122002. /** Fragment shader */
  122003. Fragment = 2,
  122004. /** Neutral */
  122005. Neutral = 4,
  122006. /** Vertex and Fragment */
  122007. VertexAndFragment = 3
  122008. }
  122009. }
  122010. declare module BABYLON {
  122011. /**
  122012. * Defines the kind of connection point for node based material
  122013. */
  122014. export enum NodeMaterialBlockConnectionPointTypes {
  122015. /** Float */
  122016. Float = 1,
  122017. /** Int */
  122018. Int = 2,
  122019. /** Vector2 */
  122020. Vector2 = 4,
  122021. /** Vector3 */
  122022. Vector3 = 8,
  122023. /** Vector4 */
  122024. Vector4 = 16,
  122025. /** Color3 */
  122026. Color3 = 32,
  122027. /** Color4 */
  122028. Color4 = 64,
  122029. /** Matrix */
  122030. Matrix = 128,
  122031. /** Detect type based on connection */
  122032. AutoDetect = 1024,
  122033. /** Output type that will be defined by input type */
  122034. BasedOnInput = 2048
  122035. }
  122036. }
  122037. declare module BABYLON {
  122038. /**
  122039. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  122040. */
  122041. export enum NodeMaterialBlockConnectionPointMode {
  122042. /** Value is an uniform */
  122043. Uniform = 0,
  122044. /** Value is a mesh attribute */
  122045. Attribute = 1,
  122046. /** Value is a varying between vertex and fragment shaders */
  122047. Varying = 2,
  122048. /** Mode is undefined */
  122049. Undefined = 3
  122050. }
  122051. }
  122052. declare module BABYLON {
  122053. /**
  122054. * Enum used to define system values e.g. values automatically provided by the system
  122055. */
  122056. export enum NodeMaterialSystemValues {
  122057. /** World */
  122058. World = 1,
  122059. /** View */
  122060. View = 2,
  122061. /** Projection */
  122062. Projection = 3,
  122063. /** ViewProjection */
  122064. ViewProjection = 4,
  122065. /** WorldView */
  122066. WorldView = 5,
  122067. /** WorldViewProjection */
  122068. WorldViewProjection = 6,
  122069. /** CameraPosition */
  122070. CameraPosition = 7,
  122071. /** Fog Color */
  122072. FogColor = 8,
  122073. /** Delta time */
  122074. DeltaTime = 9
  122075. }
  122076. }
  122077. declare module BABYLON {
  122078. /**
  122079. * Root class for all node material optimizers
  122080. */
  122081. export class NodeMaterialOptimizer {
  122082. /**
  122083. * Function used to optimize a NodeMaterial graph
  122084. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  122085. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  122086. */
  122087. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  122088. }
  122089. }
  122090. declare module BABYLON {
  122091. /**
  122092. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  122093. */
  122094. export class TransformBlock extends NodeMaterialBlock {
  122095. /**
  122096. * Defines the value to use to complement W value to transform it to a Vector4
  122097. */
  122098. complementW: number;
  122099. /**
  122100. * Defines the value to use to complement z value to transform it to a Vector4
  122101. */
  122102. complementZ: number;
  122103. /**
  122104. * Creates a new TransformBlock
  122105. * @param name defines the block name
  122106. */
  122107. constructor(name: string);
  122108. /**
  122109. * Gets the current class name
  122110. * @returns the class name
  122111. */
  122112. getClassName(): string;
  122113. /**
  122114. * Gets the vector input
  122115. */
  122116. readonly vector: NodeMaterialConnectionPoint;
  122117. /**
  122118. * Gets the output component
  122119. */
  122120. readonly output: NodeMaterialConnectionPoint;
  122121. /**
  122122. * Gets the matrix transform input
  122123. */
  122124. readonly transform: NodeMaterialConnectionPoint;
  122125. protected _buildBlock(state: NodeMaterialBuildState): this;
  122126. serialize(): any;
  122127. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122128. protected _dumpPropertiesCode(): string;
  122129. }
  122130. }
  122131. declare module BABYLON {
  122132. /**
  122133. * Block used to output the vertex position
  122134. */
  122135. export class VertexOutputBlock extends NodeMaterialBlock {
  122136. /**
  122137. * Creates a new VertexOutputBlock
  122138. * @param name defines the block name
  122139. */
  122140. constructor(name: string);
  122141. /**
  122142. * Gets the current class name
  122143. * @returns the class name
  122144. */
  122145. getClassName(): string;
  122146. /**
  122147. * Gets the vector input component
  122148. */
  122149. readonly vector: NodeMaterialConnectionPoint;
  122150. protected _buildBlock(state: NodeMaterialBuildState): this;
  122151. }
  122152. }
  122153. declare module BABYLON {
  122154. /**
  122155. * Block used to output the final color
  122156. */
  122157. export class FragmentOutputBlock extends NodeMaterialBlock {
  122158. /**
  122159. * Create a new FragmentOutputBlock
  122160. * @param name defines the block name
  122161. */
  122162. constructor(name: string);
  122163. /**
  122164. * Gets the current class name
  122165. * @returns the class name
  122166. */
  122167. getClassName(): string;
  122168. /**
  122169. * Gets the rgba input component
  122170. */
  122171. readonly rgba: NodeMaterialConnectionPoint;
  122172. /**
  122173. * Gets the rgb input component
  122174. */
  122175. readonly rgb: NodeMaterialConnectionPoint;
  122176. /**
  122177. * Gets the a input component
  122178. */
  122179. readonly a: NodeMaterialConnectionPoint;
  122180. protected _buildBlock(state: NodeMaterialBuildState): this;
  122181. }
  122182. }
  122183. declare module BABYLON {
  122184. /**
  122185. * Block used to read a reflection texture from a sampler
  122186. */
  122187. export class ReflectionTextureBlock extends NodeMaterialBlock {
  122188. private _define3DName;
  122189. private _defineCubicName;
  122190. private _defineExplicitName;
  122191. private _defineProjectionName;
  122192. private _defineLocalCubicName;
  122193. private _defineSphericalName;
  122194. private _definePlanarName;
  122195. private _defineEquirectangularName;
  122196. private _defineMirroredEquirectangularFixedName;
  122197. private _defineEquirectangularFixedName;
  122198. private _defineSkyboxName;
  122199. private _cubeSamplerName;
  122200. private _2DSamplerName;
  122201. private _positionUVWName;
  122202. private _directionWName;
  122203. private _reflectionCoordsName;
  122204. private _reflection2DCoordsName;
  122205. private _reflectionColorName;
  122206. private _reflectionMatrixName;
  122207. /**
  122208. * Gets or sets the texture associated with the node
  122209. */
  122210. texture: Nullable<BaseTexture>;
  122211. /**
  122212. * Create a new TextureBlock
  122213. * @param name defines the block name
  122214. */
  122215. constructor(name: string);
  122216. /**
  122217. * Gets the current class name
  122218. * @returns the class name
  122219. */
  122220. getClassName(): string;
  122221. /**
  122222. * Gets the world position input component
  122223. */
  122224. readonly position: NodeMaterialConnectionPoint;
  122225. /**
  122226. * Gets the world position input component
  122227. */
  122228. readonly worldPosition: NodeMaterialConnectionPoint;
  122229. /**
  122230. * Gets the world normal input component
  122231. */
  122232. readonly worldNormal: NodeMaterialConnectionPoint;
  122233. /**
  122234. * Gets the world input component
  122235. */
  122236. readonly world: NodeMaterialConnectionPoint;
  122237. /**
  122238. * Gets the camera (or eye) position component
  122239. */
  122240. readonly cameraPosition: NodeMaterialConnectionPoint;
  122241. /**
  122242. * Gets the view input component
  122243. */
  122244. readonly view: NodeMaterialConnectionPoint;
  122245. /**
  122246. * Gets the rgb output component
  122247. */
  122248. readonly rgb: NodeMaterialConnectionPoint;
  122249. /**
  122250. * Gets the r output component
  122251. */
  122252. readonly r: NodeMaterialConnectionPoint;
  122253. /**
  122254. * Gets the g output component
  122255. */
  122256. readonly g: NodeMaterialConnectionPoint;
  122257. /**
  122258. * Gets the b output component
  122259. */
  122260. readonly b: NodeMaterialConnectionPoint;
  122261. autoConfigure(material: NodeMaterial): void;
  122262. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122263. isReady(): boolean;
  122264. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122265. private _injectVertexCode;
  122266. private _writeOutput;
  122267. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122268. protected _dumpPropertiesCode(): string;
  122269. serialize(): any;
  122270. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122271. }
  122272. }
  122273. declare module BABYLON {
  122274. /**
  122275. * Interface used to configure the node material editor
  122276. */
  122277. export interface INodeMaterialEditorOptions {
  122278. /** Define the URl to load node editor script */
  122279. editorURL?: string;
  122280. }
  122281. /** @hidden */
  122282. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  122283. /** BONES */
  122284. NUM_BONE_INFLUENCERS: number;
  122285. BonesPerMesh: number;
  122286. BONETEXTURE: boolean;
  122287. /** MORPH TARGETS */
  122288. MORPHTARGETS: boolean;
  122289. MORPHTARGETS_NORMAL: boolean;
  122290. MORPHTARGETS_TANGENT: boolean;
  122291. MORPHTARGETS_UV: boolean;
  122292. NUM_MORPH_INFLUENCERS: number;
  122293. /** IMAGE PROCESSING */
  122294. IMAGEPROCESSING: boolean;
  122295. VIGNETTE: boolean;
  122296. VIGNETTEBLENDMODEMULTIPLY: boolean;
  122297. VIGNETTEBLENDMODEOPAQUE: boolean;
  122298. TONEMAPPING: boolean;
  122299. TONEMAPPING_ACES: boolean;
  122300. CONTRAST: boolean;
  122301. EXPOSURE: boolean;
  122302. COLORCURVES: boolean;
  122303. COLORGRADING: boolean;
  122304. COLORGRADING3D: boolean;
  122305. SAMPLER3DGREENDEPTH: boolean;
  122306. SAMPLER3DBGRMAP: boolean;
  122307. IMAGEPROCESSINGPOSTPROCESS: boolean;
  122308. /** MISC. */
  122309. BUMPDIRECTUV: number;
  122310. constructor();
  122311. setValue(name: string, value: boolean): void;
  122312. }
  122313. /**
  122314. * Class used to configure NodeMaterial
  122315. */
  122316. export interface INodeMaterialOptions {
  122317. /**
  122318. * Defines if blocks should emit comments
  122319. */
  122320. emitComments: boolean;
  122321. }
  122322. /**
  122323. * Class used to create a node based material built by assembling shader blocks
  122324. */
  122325. export class NodeMaterial extends PushMaterial {
  122326. private static _BuildIdGenerator;
  122327. private _options;
  122328. private _vertexCompilationState;
  122329. private _fragmentCompilationState;
  122330. private _sharedData;
  122331. private _buildId;
  122332. private _buildWasSuccessful;
  122333. private _cachedWorldViewMatrix;
  122334. private _cachedWorldViewProjectionMatrix;
  122335. private _optimizers;
  122336. private _animationFrame;
  122337. /** Define the URl to load node editor script */
  122338. static EditorURL: string;
  122339. private BJSNODEMATERIALEDITOR;
  122340. /** Get the inspector from bundle or global */
  122341. private _getGlobalNodeMaterialEditor;
  122342. /**
  122343. * Gets or sets data used by visual editor
  122344. * @see https://nme.babylonjs.com
  122345. */
  122346. editorData: any;
  122347. /**
  122348. * 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)
  122349. */
  122350. ignoreAlpha: boolean;
  122351. /**
  122352. * Defines the maximum number of lights that can be used in the material
  122353. */
  122354. maxSimultaneousLights: number;
  122355. /**
  122356. * Observable raised when the material is built
  122357. */
  122358. onBuildObservable: Observable<NodeMaterial>;
  122359. /**
  122360. * Gets or sets the root nodes of the material vertex shader
  122361. */
  122362. _vertexOutputNodes: NodeMaterialBlock[];
  122363. /**
  122364. * Gets or sets the root nodes of the material fragment (pixel) shader
  122365. */
  122366. _fragmentOutputNodes: NodeMaterialBlock[];
  122367. /** Gets or sets options to control the node material overall behavior */
  122368. options: INodeMaterialOptions;
  122369. /**
  122370. * Default configuration related to image processing available in the standard Material.
  122371. */
  122372. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  122373. /**
  122374. * Gets the image processing configuration used either in this material.
  122375. */
  122376. /**
  122377. * Sets the Default image processing configuration used either in the this material.
  122378. *
  122379. * If sets to null, the scene one is in use.
  122380. */
  122381. imageProcessingConfiguration: ImageProcessingConfiguration;
  122382. /**
  122383. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  122384. */
  122385. attachedBlocks: NodeMaterialBlock[];
  122386. /**
  122387. * Create a new node based material
  122388. * @param name defines the material name
  122389. * @param scene defines the hosting scene
  122390. * @param options defines creation option
  122391. */
  122392. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  122393. /**
  122394. * Gets the current class name of the material e.g. "NodeMaterial"
  122395. * @returns the class name
  122396. */
  122397. getClassName(): string;
  122398. /**
  122399. * Keep track of the image processing observer to allow dispose and replace.
  122400. */
  122401. private _imageProcessingObserver;
  122402. /**
  122403. * Attaches a new image processing configuration to the Standard Material.
  122404. * @param configuration
  122405. */
  122406. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  122407. /**
  122408. * Get a block by its name
  122409. * @param name defines the name of the block to retrieve
  122410. * @returns the required block or null if not found
  122411. */
  122412. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  122413. /**
  122414. * Get a block by its name
  122415. * @param predicate defines the predicate used to find the good candidate
  122416. * @returns the required block or null if not found
  122417. */
  122418. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  122419. /**
  122420. * Get an input block by its name
  122421. * @param predicate defines the predicate used to find the good candidate
  122422. * @returns the required input block or null if not found
  122423. */
  122424. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  122425. /**
  122426. * Gets the list of input blocks attached to this material
  122427. * @returns an array of InputBlocks
  122428. */
  122429. getInputBlocks(): InputBlock[];
  122430. /**
  122431. * Adds a new optimizer to the list of optimizers
  122432. * @param optimizer defines the optimizers to add
  122433. * @returns the current material
  122434. */
  122435. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122436. /**
  122437. * Remove an optimizer from the list of optimizers
  122438. * @param optimizer defines the optimizers to remove
  122439. * @returns the current material
  122440. */
  122441. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122442. /**
  122443. * Add a new block to the list of output nodes
  122444. * @param node defines the node to add
  122445. * @returns the current material
  122446. */
  122447. addOutputNode(node: NodeMaterialBlock): this;
  122448. /**
  122449. * Remove a block from the list of root nodes
  122450. * @param node defines the node to remove
  122451. * @returns the current material
  122452. */
  122453. removeOutputNode(node: NodeMaterialBlock): this;
  122454. private _addVertexOutputNode;
  122455. private _removeVertexOutputNode;
  122456. private _addFragmentOutputNode;
  122457. private _removeFragmentOutputNode;
  122458. /**
  122459. * Specifies if the material will require alpha blending
  122460. * @returns a boolean specifying if alpha blending is needed
  122461. */
  122462. needAlphaBlending(): boolean;
  122463. /**
  122464. * Specifies if this material should be rendered in alpha test mode
  122465. * @returns a boolean specifying if an alpha test is needed.
  122466. */
  122467. needAlphaTesting(): boolean;
  122468. private _initializeBlock;
  122469. private _resetDualBlocks;
  122470. /**
  122471. * Build the material and generates the inner effect
  122472. * @param verbose defines if the build should log activity
  122473. */
  122474. build(verbose?: boolean): void;
  122475. /**
  122476. * Runs an otpimization phase to try to improve the shader code
  122477. */
  122478. optimize(): void;
  122479. private _prepareDefinesForAttributes;
  122480. /**
  122481. * Get if the submesh is ready to be used and all its information available.
  122482. * Child classes can use it to update shaders
  122483. * @param mesh defines the mesh to check
  122484. * @param subMesh defines which submesh to check
  122485. * @param useInstances specifies that instances should be used
  122486. * @returns a boolean indicating that the submesh is ready or not
  122487. */
  122488. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  122489. /**
  122490. * Get a string representing the shaders built by the current node graph
  122491. */
  122492. readonly compiledShaders: string;
  122493. /**
  122494. * Binds the world matrix to the material
  122495. * @param world defines the world transformation matrix
  122496. */
  122497. bindOnlyWorldMatrix(world: Matrix): void;
  122498. /**
  122499. * Binds the submesh to this material by preparing the effect and shader to draw
  122500. * @param world defines the world transformation matrix
  122501. * @param mesh defines the mesh containing the submesh
  122502. * @param subMesh defines the submesh to bind the material to
  122503. */
  122504. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  122505. /**
  122506. * Gets the active textures from the material
  122507. * @returns an array of textures
  122508. */
  122509. getActiveTextures(): BaseTexture[];
  122510. /**
  122511. * Gets the list of texture blocks
  122512. * @returns an array of texture blocks
  122513. */
  122514. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  122515. /**
  122516. * Specifies if the material uses a texture
  122517. * @param texture defines the texture to check against the material
  122518. * @returns a boolean specifying if the material uses the texture
  122519. */
  122520. hasTexture(texture: BaseTexture): boolean;
  122521. /**
  122522. * Disposes the material
  122523. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  122524. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  122525. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  122526. */
  122527. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  122528. /** Creates the node editor window. */
  122529. private _createNodeEditor;
  122530. /**
  122531. * Launch the node material editor
  122532. * @param config Define the configuration of the editor
  122533. * @return a promise fulfilled when the node editor is visible
  122534. */
  122535. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  122536. /**
  122537. * Clear the current material
  122538. */
  122539. clear(): void;
  122540. /**
  122541. * Clear the current material and set it to a default state
  122542. */
  122543. setToDefault(): void;
  122544. /**
  122545. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  122546. * @param url defines the url to load from
  122547. * @returns a promise that will fullfil when the material is fully loaded
  122548. */
  122549. loadAsync(url: string): Promise<void>;
  122550. private _gatherBlocks;
  122551. /**
  122552. * Generate a string containing the code declaration required to create an equivalent of this material
  122553. * @returns a string
  122554. */
  122555. generateCode(): string;
  122556. /**
  122557. * Serializes this material in a JSON representation
  122558. * @returns the serialized material object
  122559. */
  122560. serialize(): any;
  122561. private _restoreConnections;
  122562. /**
  122563. * Clear the current graph and load a new one from a serialization object
  122564. * @param source defines the JSON representation of the material
  122565. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122566. */
  122567. loadFromSerialization(source: any, rootUrl?: string): void;
  122568. /**
  122569. * Creates a node material from parsed material data
  122570. * @param source defines the JSON representation of the material
  122571. * @param scene defines the hosting scene
  122572. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122573. * @returns a new node material
  122574. */
  122575. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  122576. /**
  122577. * Creates a new node material set to default basic configuration
  122578. * @param name defines the name of the material
  122579. * @param scene defines the hosting scene
  122580. * @returns a new NodeMaterial
  122581. */
  122582. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  122583. }
  122584. }
  122585. declare module BABYLON {
  122586. /**
  122587. * Block used to read a texture from a sampler
  122588. */
  122589. export class TextureBlock extends NodeMaterialBlock {
  122590. private _defineName;
  122591. private _linearDefineName;
  122592. private _tempTextureRead;
  122593. private _samplerName;
  122594. private _transformedUVName;
  122595. private _textureTransformName;
  122596. private _textureInfoName;
  122597. private _mainUVName;
  122598. private _mainUVDefineName;
  122599. /**
  122600. * Gets or sets the texture associated with the node
  122601. */
  122602. texture: Nullable<Texture>;
  122603. /**
  122604. * Create a new TextureBlock
  122605. * @param name defines the block name
  122606. */
  122607. constructor(name: string);
  122608. /**
  122609. * Gets the current class name
  122610. * @returns the class name
  122611. */
  122612. getClassName(): string;
  122613. /**
  122614. * Gets the uv input component
  122615. */
  122616. readonly uv: NodeMaterialConnectionPoint;
  122617. /**
  122618. * Gets the rgba output component
  122619. */
  122620. readonly rgba: NodeMaterialConnectionPoint;
  122621. /**
  122622. * Gets the rgb output component
  122623. */
  122624. readonly rgb: NodeMaterialConnectionPoint;
  122625. /**
  122626. * Gets the r output component
  122627. */
  122628. readonly r: NodeMaterialConnectionPoint;
  122629. /**
  122630. * Gets the g output component
  122631. */
  122632. readonly g: NodeMaterialConnectionPoint;
  122633. /**
  122634. * Gets the b output component
  122635. */
  122636. readonly b: NodeMaterialConnectionPoint;
  122637. /**
  122638. * Gets the a output component
  122639. */
  122640. readonly a: NodeMaterialConnectionPoint;
  122641. readonly target: NodeMaterialBlockTargets;
  122642. autoConfigure(material: NodeMaterial): void;
  122643. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122644. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122645. private _getTextureBase;
  122646. isReady(): boolean;
  122647. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122648. private readonly _isMixed;
  122649. private _injectVertexCode;
  122650. private _writeTextureRead;
  122651. private _writeOutput;
  122652. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122653. protected _dumpPropertiesCode(): string;
  122654. serialize(): any;
  122655. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122656. }
  122657. }
  122658. declare module BABYLON {
  122659. /**
  122660. * Class used to store shared data between 2 NodeMaterialBuildState
  122661. */
  122662. export class NodeMaterialBuildStateSharedData {
  122663. /**
  122664. * Gets the list of emitted varyings
  122665. */
  122666. temps: string[];
  122667. /**
  122668. * Gets the list of emitted varyings
  122669. */
  122670. varyings: string[];
  122671. /**
  122672. * Gets the varying declaration string
  122673. */
  122674. varyingDeclaration: string;
  122675. /**
  122676. * Input blocks
  122677. */
  122678. inputBlocks: InputBlock[];
  122679. /**
  122680. * Input blocks
  122681. */
  122682. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  122683. /**
  122684. * Bindable blocks (Blocks that need to set data to the effect)
  122685. */
  122686. bindableBlocks: NodeMaterialBlock[];
  122687. /**
  122688. * List of blocks that can provide a compilation fallback
  122689. */
  122690. blocksWithFallbacks: NodeMaterialBlock[];
  122691. /**
  122692. * List of blocks that can provide a define update
  122693. */
  122694. blocksWithDefines: NodeMaterialBlock[];
  122695. /**
  122696. * List of blocks that can provide a repeatable content
  122697. */
  122698. repeatableContentBlocks: NodeMaterialBlock[];
  122699. /**
  122700. * List of blocks that can provide a dynamic list of uniforms
  122701. */
  122702. dynamicUniformBlocks: NodeMaterialBlock[];
  122703. /**
  122704. * List of blocks that can block the isReady function for the material
  122705. */
  122706. blockingBlocks: NodeMaterialBlock[];
  122707. /**
  122708. * Gets the list of animated inputs
  122709. */
  122710. animatedInputs: InputBlock[];
  122711. /**
  122712. * Build Id used to avoid multiple recompilations
  122713. */
  122714. buildId: number;
  122715. /** List of emitted variables */
  122716. variableNames: {
  122717. [key: string]: number;
  122718. };
  122719. /** List of emitted defines */
  122720. defineNames: {
  122721. [key: string]: number;
  122722. };
  122723. /** Should emit comments? */
  122724. emitComments: boolean;
  122725. /** Emit build activity */
  122726. verbose: boolean;
  122727. /** Gets or sets the hosting scene */
  122728. scene: Scene;
  122729. /**
  122730. * Gets the compilation hints emitted at compilation time
  122731. */
  122732. hints: {
  122733. needWorldViewMatrix: boolean;
  122734. needWorldViewProjectionMatrix: boolean;
  122735. needAlphaBlending: boolean;
  122736. needAlphaTesting: boolean;
  122737. };
  122738. /**
  122739. * List of compilation checks
  122740. */
  122741. checks: {
  122742. emitVertex: boolean;
  122743. emitFragment: boolean;
  122744. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  122745. };
  122746. /** Creates a new shared data */
  122747. constructor();
  122748. /**
  122749. * Emits console errors and exceptions if there is a failing check
  122750. */
  122751. emitErrors(): void;
  122752. }
  122753. }
  122754. declare module BABYLON {
  122755. /**
  122756. * Class used to store node based material build state
  122757. */
  122758. export class NodeMaterialBuildState {
  122759. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  122760. supportUniformBuffers: boolean;
  122761. /**
  122762. * Gets the list of emitted attributes
  122763. */
  122764. attributes: string[];
  122765. /**
  122766. * Gets the list of emitted uniforms
  122767. */
  122768. uniforms: string[];
  122769. /**
  122770. * Gets the list of emitted constants
  122771. */
  122772. constants: string[];
  122773. /**
  122774. * Gets the list of emitted samplers
  122775. */
  122776. samplers: string[];
  122777. /**
  122778. * Gets the list of emitted functions
  122779. */
  122780. functions: {
  122781. [key: string]: string;
  122782. };
  122783. /**
  122784. * Gets the list of emitted extensions
  122785. */
  122786. extensions: {
  122787. [key: string]: string;
  122788. };
  122789. /**
  122790. * Gets the target of the compilation state
  122791. */
  122792. target: NodeMaterialBlockTargets;
  122793. /**
  122794. * Gets the list of emitted counters
  122795. */
  122796. counters: {
  122797. [key: string]: number;
  122798. };
  122799. /**
  122800. * Shared data between multiple NodeMaterialBuildState instances
  122801. */
  122802. sharedData: NodeMaterialBuildStateSharedData;
  122803. /** @hidden */
  122804. _vertexState: NodeMaterialBuildState;
  122805. /** @hidden */
  122806. _attributeDeclaration: string;
  122807. /** @hidden */
  122808. _uniformDeclaration: string;
  122809. /** @hidden */
  122810. _constantDeclaration: string;
  122811. /** @hidden */
  122812. _samplerDeclaration: string;
  122813. /** @hidden */
  122814. _varyingTransfer: string;
  122815. private _repeatableContentAnchorIndex;
  122816. /** @hidden */
  122817. _builtCompilationString: string;
  122818. /**
  122819. * Gets the emitted compilation strings
  122820. */
  122821. compilationString: string;
  122822. /**
  122823. * Finalize the compilation strings
  122824. * @param state defines the current compilation state
  122825. */
  122826. finalize(state: NodeMaterialBuildState): void;
  122827. /** @hidden */
  122828. readonly _repeatableContentAnchor: string;
  122829. /** @hidden */
  122830. _getFreeVariableName(prefix: string): string;
  122831. /** @hidden */
  122832. _getFreeDefineName(prefix: string): string;
  122833. /** @hidden */
  122834. _excludeVariableName(name: string): void;
  122835. /** @hidden */
  122836. _emit2DSampler(name: string): void;
  122837. /** @hidden */
  122838. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  122839. /** @hidden */
  122840. _emitExtension(name: string, extension: string): void;
  122841. /** @hidden */
  122842. _emitFunction(name: string, code: string, comments: string): void;
  122843. /** @hidden */
  122844. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  122845. replaceStrings?: {
  122846. search: RegExp;
  122847. replace: string;
  122848. }[];
  122849. repeatKey?: string;
  122850. }): string;
  122851. /** @hidden */
  122852. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  122853. repeatKey?: string;
  122854. removeAttributes?: boolean;
  122855. removeUniforms?: boolean;
  122856. removeVaryings?: boolean;
  122857. removeIfDef?: boolean;
  122858. replaceStrings?: {
  122859. search: RegExp;
  122860. replace: string;
  122861. }[];
  122862. }, storeKey?: string): void;
  122863. /** @hidden */
  122864. _registerTempVariable(name: string): boolean;
  122865. /** @hidden */
  122866. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  122867. /** @hidden */
  122868. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  122869. /** @hidden */
  122870. _emitFloat(value: number): string;
  122871. }
  122872. }
  122873. declare module BABYLON {
  122874. /**
  122875. * Defines a block that can be used inside a node based material
  122876. */
  122877. export class NodeMaterialBlock {
  122878. private _buildId;
  122879. private _buildTarget;
  122880. private _target;
  122881. private _isFinalMerger;
  122882. private _isInput;
  122883. protected _isUnique: boolean;
  122884. /** @hidden */
  122885. _codeVariableName: string;
  122886. /** @hidden */
  122887. _inputs: NodeMaterialConnectionPoint[];
  122888. /** @hidden */
  122889. _outputs: NodeMaterialConnectionPoint[];
  122890. /** @hidden */
  122891. _preparationId: number;
  122892. /**
  122893. * Gets or sets the name of the block
  122894. */
  122895. name: string;
  122896. /**
  122897. * Gets or sets the unique id of the node
  122898. */
  122899. uniqueId: number;
  122900. /**
  122901. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  122902. */
  122903. readonly isUnique: boolean;
  122904. /**
  122905. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  122906. */
  122907. readonly isFinalMerger: boolean;
  122908. /**
  122909. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  122910. */
  122911. readonly isInput: boolean;
  122912. /**
  122913. * Gets or sets the build Id
  122914. */
  122915. buildId: number;
  122916. /**
  122917. * Gets or sets the target of the block
  122918. */
  122919. target: NodeMaterialBlockTargets;
  122920. /**
  122921. * Gets the list of input points
  122922. */
  122923. readonly inputs: NodeMaterialConnectionPoint[];
  122924. /** Gets the list of output points */
  122925. readonly outputs: NodeMaterialConnectionPoint[];
  122926. /**
  122927. * Find an input by its name
  122928. * @param name defines the name of the input to look for
  122929. * @returns the input or null if not found
  122930. */
  122931. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122932. /**
  122933. * Find an output by its name
  122934. * @param name defines the name of the outputto look for
  122935. * @returns the output or null if not found
  122936. */
  122937. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122938. /**
  122939. * Creates a new NodeMaterialBlock
  122940. * @param name defines the block name
  122941. * @param target defines the target of that block (Vertex by default)
  122942. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  122943. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  122944. */
  122945. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  122946. /**
  122947. * Initialize the block and prepare the context for build
  122948. * @param state defines the state that will be used for the build
  122949. */
  122950. initialize(state: NodeMaterialBuildState): void;
  122951. /**
  122952. * Bind data to effect. Will only be called for blocks with isBindable === true
  122953. * @param effect defines the effect to bind data to
  122954. * @param nodeMaterial defines the hosting NodeMaterial
  122955. * @param mesh defines the mesh that will be rendered
  122956. */
  122957. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122958. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  122959. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  122960. protected _writeFloat(value: number): string;
  122961. /**
  122962. * Gets the current class name e.g. "NodeMaterialBlock"
  122963. * @returns the class name
  122964. */
  122965. getClassName(): string;
  122966. /**
  122967. * Register a new input. Must be called inside a block constructor
  122968. * @param name defines the connection point name
  122969. * @param type defines the connection point type
  122970. * @param isOptional defines a boolean indicating that this input can be omitted
  122971. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122972. * @returns the current block
  122973. */
  122974. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  122975. /**
  122976. * Register a new output. Must be called inside a block constructor
  122977. * @param name defines the connection point name
  122978. * @param type defines the connection point type
  122979. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122980. * @returns the current block
  122981. */
  122982. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  122983. /**
  122984. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  122985. * @param forOutput defines an optional connection point to check compatibility with
  122986. * @returns the first available input or null
  122987. */
  122988. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  122989. /**
  122990. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  122991. * @param forBlock defines an optional block to check compatibility with
  122992. * @returns the first available input or null
  122993. */
  122994. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  122995. /**
  122996. * Gets the sibling of the given output
  122997. * @param current defines the current output
  122998. * @returns the next output in the list or null
  122999. */
  123000. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  123001. /**
  123002. * Connect current block with another block
  123003. * @param other defines the block to connect with
  123004. * @param options define the various options to help pick the right connections
  123005. * @returns the current block
  123006. */
  123007. connectTo(other: NodeMaterialBlock, options?: {
  123008. input?: string;
  123009. output?: string;
  123010. outputSwizzle?: string;
  123011. }): this | undefined;
  123012. protected _buildBlock(state: NodeMaterialBuildState): void;
  123013. /**
  123014. * Add uniforms, samplers and uniform buffers at compilation time
  123015. * @param state defines the state to update
  123016. * @param nodeMaterial defines the node material requesting the update
  123017. * @param defines defines the material defines to update
  123018. * @param uniformBuffers defines the list of uniform buffer names
  123019. */
  123020. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123021. /**
  123022. * Add potential fallbacks if shader compilation fails
  123023. * @param mesh defines the mesh to be rendered
  123024. * @param fallbacks defines the current prioritized list of fallbacks
  123025. */
  123026. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  123027. /**
  123028. * Initialize defines for shader compilation
  123029. * @param mesh defines the mesh to be rendered
  123030. * @param nodeMaterial defines the node material requesting the update
  123031. * @param defines defines the material defines to update
  123032. * @param useInstances specifies that instances should be used
  123033. */
  123034. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123035. /**
  123036. * Update defines for shader compilation
  123037. * @param mesh defines the mesh to be rendered
  123038. * @param nodeMaterial defines the node material requesting the update
  123039. * @param defines defines the material defines to update
  123040. * @param useInstances specifies that instances should be used
  123041. */
  123042. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123043. /**
  123044. * Lets the block try to connect some inputs automatically
  123045. * @param material defines the hosting NodeMaterial
  123046. */
  123047. autoConfigure(material: NodeMaterial): void;
  123048. /**
  123049. * Function called when a block is declared as repeatable content generator
  123050. * @param vertexShaderState defines the current compilation state for the vertex shader
  123051. * @param fragmentShaderState defines the current compilation state for the fragment shader
  123052. * @param mesh defines the mesh to be rendered
  123053. * @param defines defines the material defines to update
  123054. */
  123055. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  123056. /**
  123057. * Checks if the block is ready
  123058. * @param mesh defines the mesh to be rendered
  123059. * @param nodeMaterial defines the node material requesting the update
  123060. * @param defines defines the material defines to update
  123061. * @param useInstances specifies that instances should be used
  123062. * @returns true if the block is ready
  123063. */
  123064. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  123065. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  123066. private _processBuild;
  123067. /**
  123068. * Compile the current node and generate the shader code
  123069. * @param state defines the current compilation state (uniforms, samplers, current string)
  123070. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  123071. * @returns true if already built
  123072. */
  123073. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  123074. protected _inputRename(name: string): string;
  123075. protected _outputRename(name: string): string;
  123076. protected _dumpPropertiesCode(): string;
  123077. /** @hidden */
  123078. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  123079. /** @hidden */
  123080. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  123081. /**
  123082. * Clone the current block to a new identical block
  123083. * @param scene defines the hosting scene
  123084. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  123085. * @returns a copy of the current block
  123086. */
  123087. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  123088. /**
  123089. * Serializes this block in a JSON representation
  123090. * @returns the serialized block object
  123091. */
  123092. serialize(): any;
  123093. /** @hidden */
  123094. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123095. /**
  123096. * Release resources
  123097. */
  123098. dispose(): void;
  123099. }
  123100. }
  123101. declare module BABYLON {
  123102. /**
  123103. * Enum defining the type of animations supported by InputBlock
  123104. */
  123105. export enum AnimatedInputBlockTypes {
  123106. /** No animation */
  123107. None = 0,
  123108. /** Time based animation. Will only work for floats */
  123109. Time = 1
  123110. }
  123111. }
  123112. declare module BABYLON {
  123113. /**
  123114. * Block used to expose an input value
  123115. */
  123116. export class InputBlock extends NodeMaterialBlock {
  123117. private _mode;
  123118. private _associatedVariableName;
  123119. private _storedValue;
  123120. private _valueCallback;
  123121. private _type;
  123122. private _animationType;
  123123. /** Gets or set a value used to limit the range of float values */
  123124. min: number;
  123125. /** Gets or set a value used to limit the range of float values */
  123126. max: number;
  123127. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  123128. matrixMode: number;
  123129. /** @hidden */
  123130. _systemValue: Nullable<NodeMaterialSystemValues>;
  123131. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  123132. visibleInInspector: boolean;
  123133. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  123134. isConstant: boolean;
  123135. /**
  123136. * Gets or sets the connection point type (default is float)
  123137. */
  123138. readonly type: NodeMaterialBlockConnectionPointTypes;
  123139. /**
  123140. * Creates a new InputBlock
  123141. * @param name defines the block name
  123142. * @param target defines the target of that block (Vertex by default)
  123143. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  123144. */
  123145. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  123146. /**
  123147. * Gets the output component
  123148. */
  123149. readonly output: NodeMaterialConnectionPoint;
  123150. /**
  123151. * Set the source of this connection point to a vertex attribute
  123152. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  123153. * @returns the current connection point
  123154. */
  123155. setAsAttribute(attributeName?: string): InputBlock;
  123156. /**
  123157. * Set the source of this connection point to a system value
  123158. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  123159. * @returns the current connection point
  123160. */
  123161. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  123162. /**
  123163. * Gets or sets the value of that point.
  123164. * Please note that this value will be ignored if valueCallback is defined
  123165. */
  123166. value: any;
  123167. /**
  123168. * Gets or sets a callback used to get the value of that point.
  123169. * Please note that setting this value will force the connection point to ignore the value property
  123170. */
  123171. valueCallback: () => any;
  123172. /**
  123173. * Gets or sets the associated variable name in the shader
  123174. */
  123175. associatedVariableName: string;
  123176. /** Gets or sets the type of animation applied to the input */
  123177. animationType: AnimatedInputBlockTypes;
  123178. /**
  123179. * Gets a boolean indicating that this connection point not defined yet
  123180. */
  123181. readonly isUndefined: boolean;
  123182. /**
  123183. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  123184. * In this case the connection point name must be the name of the uniform to use.
  123185. * Can only be set on inputs
  123186. */
  123187. isUniform: boolean;
  123188. /**
  123189. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  123190. * In this case the connection point name must be the name of the attribute to use
  123191. * Can only be set on inputs
  123192. */
  123193. isAttribute: boolean;
  123194. /**
  123195. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  123196. * Can only be set on exit points
  123197. */
  123198. isVarying: boolean;
  123199. /**
  123200. * Gets a boolean indicating that the current connection point is a system value
  123201. */
  123202. readonly isSystemValue: boolean;
  123203. /**
  123204. * Gets or sets the current well known value or null if not defined as a system value
  123205. */
  123206. systemValue: Nullable<NodeMaterialSystemValues>;
  123207. /**
  123208. * Gets the current class name
  123209. * @returns the class name
  123210. */
  123211. getClassName(): string;
  123212. /**
  123213. * Animate the input if animationType !== None
  123214. * @param scene defines the rendering scene
  123215. */
  123216. animate(scene: Scene): void;
  123217. private _emitDefine;
  123218. initialize(state: NodeMaterialBuildState): void;
  123219. /**
  123220. * Set the input block to its default value (based on its type)
  123221. */
  123222. setDefaultValue(): void;
  123223. private _emitConstant;
  123224. private _emit;
  123225. /** @hidden */
  123226. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  123227. /** @hidden */
  123228. _transmit(effect: Effect, scene: Scene): void;
  123229. protected _buildBlock(state: NodeMaterialBuildState): void;
  123230. protected _dumpPropertiesCode(): string;
  123231. serialize(): any;
  123232. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123233. }
  123234. }
  123235. declare module BABYLON {
  123236. /**
  123237. * Enum used to define the compatibility state between two connection points
  123238. */
  123239. export enum NodeMaterialConnectionPointCompatibilityStates {
  123240. /** Points are compatibles */
  123241. Compatible = 0,
  123242. /** Points are incompatible because of their types */
  123243. TypeIncompatible = 1,
  123244. /** Points are incompatible because of their targets (vertex vs fragment) */
  123245. TargetIncompatible = 2
  123246. }
  123247. /**
  123248. * Defines a connection point for a block
  123249. */
  123250. export class NodeMaterialConnectionPoint {
  123251. /** @hidden */
  123252. _ownerBlock: NodeMaterialBlock;
  123253. /** @hidden */
  123254. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  123255. private _endpoints;
  123256. private _associatedVariableName;
  123257. /** @hidden */
  123258. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  123259. /** @hidden */
  123260. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  123261. private _type;
  123262. /** @hidden */
  123263. _enforceAssociatedVariableName: boolean;
  123264. /**
  123265. * Gets or sets the additional types supported by this connection point
  123266. */
  123267. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  123268. /**
  123269. * Gets or sets the additional types excluded by this connection point
  123270. */
  123271. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  123272. /**
  123273. * Observable triggered when this point is connected
  123274. */
  123275. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  123276. /**
  123277. * Gets or sets the associated variable name in the shader
  123278. */
  123279. associatedVariableName: string;
  123280. /**
  123281. * Gets or sets the connection point type (default is float)
  123282. */
  123283. type: NodeMaterialBlockConnectionPointTypes;
  123284. /**
  123285. * Gets or sets the connection point name
  123286. */
  123287. name: string;
  123288. /**
  123289. * Gets or sets a boolean indicating that this connection point can be omitted
  123290. */
  123291. isOptional: boolean;
  123292. /**
  123293. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  123294. */
  123295. define: string;
  123296. /** @hidden */
  123297. _prioritizeVertex: boolean;
  123298. private _target;
  123299. /** Gets or sets the target of that connection point */
  123300. target: NodeMaterialBlockTargets;
  123301. /**
  123302. * Gets a boolean indicating that the current point is connected
  123303. */
  123304. readonly isConnected: boolean;
  123305. /**
  123306. * Gets a boolean indicating that the current point is connected to an input block
  123307. */
  123308. readonly isConnectedToInputBlock: boolean;
  123309. /**
  123310. * Gets a the connected input block (if any)
  123311. */
  123312. readonly connectInputBlock: Nullable<InputBlock>;
  123313. /** Get the other side of the connection (if any) */
  123314. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  123315. /** Get the block that owns this connection point */
  123316. readonly ownerBlock: NodeMaterialBlock;
  123317. /** Get the block connected on the other side of this connection (if any) */
  123318. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  123319. /** Get the block connected on the endpoints of this connection (if any) */
  123320. readonly connectedBlocks: Array<NodeMaterialBlock>;
  123321. /** Gets the list of connected endpoints */
  123322. readonly endpoints: NodeMaterialConnectionPoint[];
  123323. /** Gets a boolean indicating if that output point is connected to at least one input */
  123324. readonly hasEndpoints: boolean;
  123325. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  123326. readonly isConnectedInVertexShader: boolean;
  123327. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  123328. readonly isConnectedInFragmentShader: boolean;
  123329. /**
  123330. * Creates a new connection point
  123331. * @param name defines the connection point name
  123332. * @param ownerBlock defines the block hosting this connection point
  123333. */
  123334. constructor(name: string, ownerBlock: NodeMaterialBlock);
  123335. /**
  123336. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  123337. * @returns the class name
  123338. */
  123339. getClassName(): string;
  123340. /**
  123341. * Gets a boolean indicating if the current point can be connected to another point
  123342. * @param connectionPoint defines the other connection point
  123343. * @returns a boolean
  123344. */
  123345. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  123346. /**
  123347. * Gets a number indicating if the current point can be connected to another point
  123348. * @param connectionPoint defines the other connection point
  123349. * @returns a number defining the compatibility state
  123350. */
  123351. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  123352. /**
  123353. * Connect this point to another connection point
  123354. * @param connectionPoint defines the other connection point
  123355. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  123356. * @returns the current connection point
  123357. */
  123358. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  123359. /**
  123360. * Disconnect this point from one of his endpoint
  123361. * @param endpoint defines the other connection point
  123362. * @returns the current connection point
  123363. */
  123364. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  123365. /**
  123366. * Serializes this point in a JSON representation
  123367. * @returns the serialized point object
  123368. */
  123369. serialize(): any;
  123370. /**
  123371. * Release resources
  123372. */
  123373. dispose(): void;
  123374. }
  123375. }
  123376. declare module BABYLON {
  123377. /**
  123378. * Block used to add support for vertex skinning (bones)
  123379. */
  123380. export class BonesBlock extends NodeMaterialBlock {
  123381. /**
  123382. * Creates a new BonesBlock
  123383. * @param name defines the block name
  123384. */
  123385. constructor(name: string);
  123386. /**
  123387. * Initialize the block and prepare the context for build
  123388. * @param state defines the state that will be used for the build
  123389. */
  123390. initialize(state: NodeMaterialBuildState): void;
  123391. /**
  123392. * Gets the current class name
  123393. * @returns the class name
  123394. */
  123395. getClassName(): string;
  123396. /**
  123397. * Gets the matrix indices input component
  123398. */
  123399. readonly matricesIndices: NodeMaterialConnectionPoint;
  123400. /**
  123401. * Gets the matrix weights input component
  123402. */
  123403. readonly matricesWeights: NodeMaterialConnectionPoint;
  123404. /**
  123405. * Gets the extra matrix indices input component
  123406. */
  123407. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  123408. /**
  123409. * Gets the extra matrix weights input component
  123410. */
  123411. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  123412. /**
  123413. * Gets the world input component
  123414. */
  123415. readonly world: NodeMaterialConnectionPoint;
  123416. /**
  123417. * Gets the output component
  123418. */
  123419. readonly output: NodeMaterialConnectionPoint;
  123420. autoConfigure(material: NodeMaterial): void;
  123421. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  123422. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123423. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123424. protected _buildBlock(state: NodeMaterialBuildState): this;
  123425. }
  123426. }
  123427. declare module BABYLON {
  123428. /**
  123429. * Block used to add support for instances
  123430. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  123431. */
  123432. export class InstancesBlock extends NodeMaterialBlock {
  123433. /**
  123434. * Creates a new InstancesBlock
  123435. * @param name defines the block name
  123436. */
  123437. constructor(name: string);
  123438. /**
  123439. * Gets the current class name
  123440. * @returns the class name
  123441. */
  123442. getClassName(): string;
  123443. /**
  123444. * Gets the first world row input component
  123445. */
  123446. readonly world0: NodeMaterialConnectionPoint;
  123447. /**
  123448. * Gets the second world row input component
  123449. */
  123450. readonly world1: NodeMaterialConnectionPoint;
  123451. /**
  123452. * Gets the third world row input component
  123453. */
  123454. readonly world2: NodeMaterialConnectionPoint;
  123455. /**
  123456. * Gets the forth world row input component
  123457. */
  123458. readonly world3: NodeMaterialConnectionPoint;
  123459. /**
  123460. * Gets the world input component
  123461. */
  123462. readonly world: NodeMaterialConnectionPoint;
  123463. /**
  123464. * Gets the output component
  123465. */
  123466. readonly output: NodeMaterialConnectionPoint;
  123467. autoConfigure(material: NodeMaterial): void;
  123468. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123469. protected _buildBlock(state: NodeMaterialBuildState): this;
  123470. }
  123471. }
  123472. declare module BABYLON {
  123473. /**
  123474. * Block used to add morph targets support to vertex shader
  123475. */
  123476. export class MorphTargetsBlock extends NodeMaterialBlock {
  123477. private _repeatableContentAnchor;
  123478. private _repeatebleContentGenerated;
  123479. /**
  123480. * Create a new MorphTargetsBlock
  123481. * @param name defines the block name
  123482. */
  123483. constructor(name: string);
  123484. /**
  123485. * Gets the current class name
  123486. * @returns the class name
  123487. */
  123488. getClassName(): string;
  123489. /**
  123490. * Gets the position input component
  123491. */
  123492. readonly position: NodeMaterialConnectionPoint;
  123493. /**
  123494. * Gets the normal input component
  123495. */
  123496. readonly normal: NodeMaterialConnectionPoint;
  123497. /**
  123498. * Gets the tangent input component
  123499. */
  123500. readonly tangent: NodeMaterialConnectionPoint;
  123501. /**
  123502. * Gets the tangent input component
  123503. */
  123504. readonly uv: NodeMaterialConnectionPoint;
  123505. /**
  123506. * Gets the position output component
  123507. */
  123508. readonly positionOutput: NodeMaterialConnectionPoint;
  123509. /**
  123510. * Gets the normal output component
  123511. */
  123512. readonly normalOutput: NodeMaterialConnectionPoint;
  123513. /**
  123514. * Gets the tangent output component
  123515. */
  123516. readonly tangentOutput: NodeMaterialConnectionPoint;
  123517. /**
  123518. * Gets the tangent output component
  123519. */
  123520. readonly uvOutput: NodeMaterialConnectionPoint;
  123521. initialize(state: NodeMaterialBuildState): void;
  123522. autoConfigure(material: NodeMaterial): void;
  123523. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123524. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123525. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  123526. protected _buildBlock(state: NodeMaterialBuildState): this;
  123527. }
  123528. }
  123529. declare module BABYLON {
  123530. /**
  123531. * Block used to get data information from a light
  123532. */
  123533. export class LightInformationBlock extends NodeMaterialBlock {
  123534. private _lightDataUniformName;
  123535. private _lightColorUniformName;
  123536. private _lightTypeDefineName;
  123537. /**
  123538. * Gets or sets the light associated with this block
  123539. */
  123540. light: Nullable<Light>;
  123541. /**
  123542. * Creates a new LightInformationBlock
  123543. * @param name defines the block name
  123544. */
  123545. constructor(name: string);
  123546. /**
  123547. * Gets the current class name
  123548. * @returns the class name
  123549. */
  123550. getClassName(): string;
  123551. /**
  123552. * Gets the world position input component
  123553. */
  123554. readonly worldPosition: NodeMaterialConnectionPoint;
  123555. /**
  123556. * Gets the direction output component
  123557. */
  123558. readonly direction: NodeMaterialConnectionPoint;
  123559. /**
  123560. * Gets the direction output component
  123561. */
  123562. readonly color: NodeMaterialConnectionPoint;
  123563. /**
  123564. * Gets the direction output component
  123565. */
  123566. readonly intensity: NodeMaterialConnectionPoint;
  123567. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123568. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123569. protected _buildBlock(state: NodeMaterialBuildState): this;
  123570. serialize(): any;
  123571. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123572. }
  123573. }
  123574. declare module BABYLON {
  123575. /**
  123576. * Block used to add image processing support to fragment shader
  123577. */
  123578. export class ImageProcessingBlock extends NodeMaterialBlock {
  123579. /**
  123580. * Create a new ImageProcessingBlock
  123581. * @param name defines the block name
  123582. */
  123583. constructor(name: string);
  123584. /**
  123585. * Gets the current class name
  123586. * @returns the class name
  123587. */
  123588. getClassName(): string;
  123589. /**
  123590. * Gets the color input component
  123591. */
  123592. readonly color: NodeMaterialConnectionPoint;
  123593. /**
  123594. * Gets the output component
  123595. */
  123596. readonly output: NodeMaterialConnectionPoint;
  123597. /**
  123598. * Initialize the block and prepare the context for build
  123599. * @param state defines the state that will be used for the build
  123600. */
  123601. initialize(state: NodeMaterialBuildState): void;
  123602. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  123603. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123604. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123605. protected _buildBlock(state: NodeMaterialBuildState): this;
  123606. }
  123607. }
  123608. declare module BABYLON {
  123609. /**
  123610. * Block used to pertub normals based on a normal map
  123611. */
  123612. export class PerturbNormalBlock extends NodeMaterialBlock {
  123613. private _tangentSpaceParameterName;
  123614. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  123615. invertX: boolean;
  123616. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  123617. invertY: boolean;
  123618. /**
  123619. * Create a new PerturbNormalBlock
  123620. * @param name defines the block name
  123621. */
  123622. constructor(name: string);
  123623. /**
  123624. * Gets the current class name
  123625. * @returns the class name
  123626. */
  123627. getClassName(): string;
  123628. /**
  123629. * Gets the world position input component
  123630. */
  123631. readonly worldPosition: NodeMaterialConnectionPoint;
  123632. /**
  123633. * Gets the world normal input component
  123634. */
  123635. readonly worldNormal: NodeMaterialConnectionPoint;
  123636. /**
  123637. * Gets the uv input component
  123638. */
  123639. readonly uv: NodeMaterialConnectionPoint;
  123640. /**
  123641. * Gets the normal map color input component
  123642. */
  123643. readonly normalMapColor: NodeMaterialConnectionPoint;
  123644. /**
  123645. * Gets the strength input component
  123646. */
  123647. readonly strength: NodeMaterialConnectionPoint;
  123648. /**
  123649. * Gets the output component
  123650. */
  123651. readonly output: NodeMaterialConnectionPoint;
  123652. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123653. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123654. autoConfigure(material: NodeMaterial): void;
  123655. protected _buildBlock(state: NodeMaterialBuildState): this;
  123656. protected _dumpPropertiesCode(): string;
  123657. serialize(): any;
  123658. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123659. }
  123660. }
  123661. declare module BABYLON {
  123662. /**
  123663. * Block used to discard a pixel if a value is smaller than a cutoff
  123664. */
  123665. export class DiscardBlock extends NodeMaterialBlock {
  123666. /**
  123667. * Create a new DiscardBlock
  123668. * @param name defines the block name
  123669. */
  123670. constructor(name: string);
  123671. /**
  123672. * Gets the current class name
  123673. * @returns the class name
  123674. */
  123675. getClassName(): string;
  123676. /**
  123677. * Gets the color input component
  123678. */
  123679. readonly value: NodeMaterialConnectionPoint;
  123680. /**
  123681. * Gets the cutoff input component
  123682. */
  123683. readonly cutoff: NodeMaterialConnectionPoint;
  123684. protected _buildBlock(state: NodeMaterialBuildState): this;
  123685. }
  123686. }
  123687. declare module BABYLON {
  123688. /**
  123689. * Block used to test if the fragment shader is front facing
  123690. */
  123691. export class FrontFacingBlock extends NodeMaterialBlock {
  123692. /**
  123693. * Creates a new FrontFacingBlock
  123694. * @param name defines the block name
  123695. */
  123696. constructor(name: string);
  123697. /**
  123698. * Gets the current class name
  123699. * @returns the class name
  123700. */
  123701. getClassName(): string;
  123702. /**
  123703. * Gets the output component
  123704. */
  123705. readonly output: NodeMaterialConnectionPoint;
  123706. protected _buildBlock(state: NodeMaterialBuildState): this;
  123707. }
  123708. }
  123709. declare module BABYLON {
  123710. /**
  123711. * Block used to get the derivative value on x and y of a given input
  123712. */
  123713. export class DerivativeBlock extends NodeMaterialBlock {
  123714. /**
  123715. * Create a new DerivativeBlock
  123716. * @param name defines the block name
  123717. */
  123718. constructor(name: string);
  123719. /**
  123720. * Gets the current class name
  123721. * @returns the class name
  123722. */
  123723. getClassName(): string;
  123724. /**
  123725. * Gets the input component
  123726. */
  123727. readonly input: NodeMaterialConnectionPoint;
  123728. /**
  123729. * Gets the derivative output on x
  123730. */
  123731. readonly dx: NodeMaterialConnectionPoint;
  123732. /**
  123733. * Gets the derivative output on y
  123734. */
  123735. readonly dy: NodeMaterialConnectionPoint;
  123736. protected _buildBlock(state: NodeMaterialBuildState): this;
  123737. }
  123738. }
  123739. declare module BABYLON {
  123740. /**
  123741. * Block used to add support for scene fog
  123742. */
  123743. export class FogBlock extends NodeMaterialBlock {
  123744. private _fogDistanceName;
  123745. private _fogParameters;
  123746. /**
  123747. * Create a new FogBlock
  123748. * @param name defines the block name
  123749. */
  123750. constructor(name: string);
  123751. /**
  123752. * Gets the current class name
  123753. * @returns the class name
  123754. */
  123755. getClassName(): string;
  123756. /**
  123757. * Gets the world position input component
  123758. */
  123759. readonly worldPosition: NodeMaterialConnectionPoint;
  123760. /**
  123761. * Gets the view input component
  123762. */
  123763. readonly view: NodeMaterialConnectionPoint;
  123764. /**
  123765. * Gets the color input component
  123766. */
  123767. readonly input: NodeMaterialConnectionPoint;
  123768. /**
  123769. * Gets the fog color input component
  123770. */
  123771. readonly fogColor: NodeMaterialConnectionPoint;
  123772. /**
  123773. * Gets the output component
  123774. */
  123775. readonly output: NodeMaterialConnectionPoint;
  123776. autoConfigure(material: NodeMaterial): void;
  123777. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123778. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123779. protected _buildBlock(state: NodeMaterialBuildState): this;
  123780. }
  123781. }
  123782. declare module BABYLON {
  123783. /**
  123784. * Block used to add light in the fragment shader
  123785. */
  123786. export class LightBlock extends NodeMaterialBlock {
  123787. private _lightId;
  123788. /**
  123789. * Gets or sets the light associated with this block
  123790. */
  123791. light: Nullable<Light>;
  123792. /**
  123793. * Create a new LightBlock
  123794. * @param name defines the block name
  123795. */
  123796. constructor(name: string);
  123797. /**
  123798. * Gets the current class name
  123799. * @returns the class name
  123800. */
  123801. getClassName(): string;
  123802. /**
  123803. * Gets the world position input component
  123804. */
  123805. readonly worldPosition: NodeMaterialConnectionPoint;
  123806. /**
  123807. * Gets the world normal input component
  123808. */
  123809. readonly worldNormal: NodeMaterialConnectionPoint;
  123810. /**
  123811. * Gets the camera (or eye) position component
  123812. */
  123813. readonly cameraPosition: NodeMaterialConnectionPoint;
  123814. /**
  123815. * Gets the glossiness component
  123816. */
  123817. readonly glossiness: NodeMaterialConnectionPoint;
  123818. /**
  123819. * Gets the glossinness power component
  123820. */
  123821. readonly glossPower: NodeMaterialConnectionPoint;
  123822. /**
  123823. * Gets the diffuse color component
  123824. */
  123825. readonly diffuseColor: NodeMaterialConnectionPoint;
  123826. /**
  123827. * Gets the specular color component
  123828. */
  123829. readonly specularColor: NodeMaterialConnectionPoint;
  123830. /**
  123831. * Gets the diffuse output component
  123832. */
  123833. readonly diffuseOutput: NodeMaterialConnectionPoint;
  123834. /**
  123835. * Gets the specular output component
  123836. */
  123837. readonly specularOutput: NodeMaterialConnectionPoint;
  123838. autoConfigure(material: NodeMaterial): void;
  123839. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123840. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123841. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123842. private _injectVertexCode;
  123843. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123844. serialize(): any;
  123845. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123846. }
  123847. }
  123848. declare module BABYLON {
  123849. /**
  123850. * Block used to multiply 2 values
  123851. */
  123852. export class MultiplyBlock extends NodeMaterialBlock {
  123853. /**
  123854. * Creates a new MultiplyBlock
  123855. * @param name defines the block name
  123856. */
  123857. constructor(name: string);
  123858. /**
  123859. * Gets the current class name
  123860. * @returns the class name
  123861. */
  123862. getClassName(): string;
  123863. /**
  123864. * Gets the left operand input component
  123865. */
  123866. readonly left: NodeMaterialConnectionPoint;
  123867. /**
  123868. * Gets the right operand input component
  123869. */
  123870. readonly right: NodeMaterialConnectionPoint;
  123871. /**
  123872. * Gets the output component
  123873. */
  123874. readonly output: NodeMaterialConnectionPoint;
  123875. protected _buildBlock(state: NodeMaterialBuildState): this;
  123876. }
  123877. }
  123878. declare module BABYLON {
  123879. /**
  123880. * Block used to add 2 vectors
  123881. */
  123882. export class AddBlock extends NodeMaterialBlock {
  123883. /**
  123884. * Creates a new AddBlock
  123885. * @param name defines the block name
  123886. */
  123887. constructor(name: string);
  123888. /**
  123889. * Gets the current class name
  123890. * @returns the class name
  123891. */
  123892. getClassName(): string;
  123893. /**
  123894. * Gets the left operand input component
  123895. */
  123896. readonly left: NodeMaterialConnectionPoint;
  123897. /**
  123898. * Gets the right operand input component
  123899. */
  123900. readonly right: NodeMaterialConnectionPoint;
  123901. /**
  123902. * Gets the output component
  123903. */
  123904. readonly output: NodeMaterialConnectionPoint;
  123905. protected _buildBlock(state: NodeMaterialBuildState): this;
  123906. }
  123907. }
  123908. declare module BABYLON {
  123909. /**
  123910. * Block used to scale a vector by a float
  123911. */
  123912. export class ScaleBlock extends NodeMaterialBlock {
  123913. /**
  123914. * Creates a new ScaleBlock
  123915. * @param name defines the block name
  123916. */
  123917. constructor(name: string);
  123918. /**
  123919. * Gets the current class name
  123920. * @returns the class name
  123921. */
  123922. getClassName(): string;
  123923. /**
  123924. * Gets the input component
  123925. */
  123926. readonly input: NodeMaterialConnectionPoint;
  123927. /**
  123928. * Gets the factor input component
  123929. */
  123930. readonly factor: NodeMaterialConnectionPoint;
  123931. /**
  123932. * Gets the output component
  123933. */
  123934. readonly output: NodeMaterialConnectionPoint;
  123935. protected _buildBlock(state: NodeMaterialBuildState): this;
  123936. }
  123937. }
  123938. declare module BABYLON {
  123939. /**
  123940. * Block used to clamp a float
  123941. */
  123942. export class ClampBlock extends NodeMaterialBlock {
  123943. /** Gets or sets the minimum range */
  123944. minimum: number;
  123945. /** Gets or sets the maximum range */
  123946. maximum: number;
  123947. /**
  123948. * Creates a new ClampBlock
  123949. * @param name defines the block name
  123950. */
  123951. constructor(name: string);
  123952. /**
  123953. * Gets the current class name
  123954. * @returns the class name
  123955. */
  123956. getClassName(): string;
  123957. /**
  123958. * Gets the value input component
  123959. */
  123960. readonly value: NodeMaterialConnectionPoint;
  123961. /**
  123962. * Gets the output component
  123963. */
  123964. readonly output: NodeMaterialConnectionPoint;
  123965. protected _buildBlock(state: NodeMaterialBuildState): this;
  123966. protected _dumpPropertiesCode(): string;
  123967. serialize(): any;
  123968. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123969. }
  123970. }
  123971. declare module BABYLON {
  123972. /**
  123973. * Block used to apply a cross product between 2 vectors
  123974. */
  123975. export class CrossBlock extends NodeMaterialBlock {
  123976. /**
  123977. * Creates a new CrossBlock
  123978. * @param name defines the block name
  123979. */
  123980. constructor(name: string);
  123981. /**
  123982. * Gets the current class name
  123983. * @returns the class name
  123984. */
  123985. getClassName(): string;
  123986. /**
  123987. * Gets the left operand input component
  123988. */
  123989. readonly left: NodeMaterialConnectionPoint;
  123990. /**
  123991. * Gets the right operand input component
  123992. */
  123993. readonly right: NodeMaterialConnectionPoint;
  123994. /**
  123995. * Gets the output component
  123996. */
  123997. readonly output: NodeMaterialConnectionPoint;
  123998. protected _buildBlock(state: NodeMaterialBuildState): this;
  123999. }
  124000. }
  124001. declare module BABYLON {
  124002. /**
  124003. * Block used to apply a dot product between 2 vectors
  124004. */
  124005. export class DotBlock extends NodeMaterialBlock {
  124006. /**
  124007. * Creates a new DotBlock
  124008. * @param name defines the block name
  124009. */
  124010. constructor(name: string);
  124011. /**
  124012. * Gets the current class name
  124013. * @returns the class name
  124014. */
  124015. getClassName(): string;
  124016. /**
  124017. * Gets the left operand input component
  124018. */
  124019. readonly left: NodeMaterialConnectionPoint;
  124020. /**
  124021. * Gets the right operand input component
  124022. */
  124023. readonly right: NodeMaterialConnectionPoint;
  124024. /**
  124025. * Gets the output component
  124026. */
  124027. readonly output: NodeMaterialConnectionPoint;
  124028. protected _buildBlock(state: NodeMaterialBuildState): this;
  124029. }
  124030. }
  124031. declare module BABYLON {
  124032. /**
  124033. * Block used to remap a float from a range to a new one
  124034. */
  124035. export class RemapBlock extends NodeMaterialBlock {
  124036. /**
  124037. * Gets or sets the source range
  124038. */
  124039. sourceRange: Vector2;
  124040. /**
  124041. * Gets or sets the target range
  124042. */
  124043. targetRange: Vector2;
  124044. /**
  124045. * Creates a new RemapBlock
  124046. * @param name defines the block name
  124047. */
  124048. constructor(name: string);
  124049. /**
  124050. * Gets the current class name
  124051. * @returns the class name
  124052. */
  124053. getClassName(): string;
  124054. /**
  124055. * Gets the input component
  124056. */
  124057. readonly input: NodeMaterialConnectionPoint;
  124058. /**
  124059. * Gets the source min input component
  124060. */
  124061. readonly sourceMin: NodeMaterialConnectionPoint;
  124062. /**
  124063. * Gets the source max input component
  124064. */
  124065. readonly sourceMax: NodeMaterialConnectionPoint;
  124066. /**
  124067. * Gets the target min input component
  124068. */
  124069. readonly targetMin: NodeMaterialConnectionPoint;
  124070. /**
  124071. * Gets the target max input component
  124072. */
  124073. readonly targetMax: NodeMaterialConnectionPoint;
  124074. /**
  124075. * Gets the output component
  124076. */
  124077. readonly output: NodeMaterialConnectionPoint;
  124078. protected _buildBlock(state: NodeMaterialBuildState): this;
  124079. protected _dumpPropertiesCode(): string;
  124080. serialize(): any;
  124081. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124082. }
  124083. }
  124084. declare module BABYLON {
  124085. /**
  124086. * Block used to normalize a vector
  124087. */
  124088. export class NormalizeBlock extends NodeMaterialBlock {
  124089. /**
  124090. * Creates a new NormalizeBlock
  124091. * @param name defines the block name
  124092. */
  124093. constructor(name: string);
  124094. /**
  124095. * Gets the current class name
  124096. * @returns the class name
  124097. */
  124098. getClassName(): string;
  124099. /**
  124100. * Gets the input component
  124101. */
  124102. readonly input: NodeMaterialConnectionPoint;
  124103. /**
  124104. * Gets the output component
  124105. */
  124106. readonly output: NodeMaterialConnectionPoint;
  124107. protected _buildBlock(state: NodeMaterialBuildState): this;
  124108. }
  124109. }
  124110. declare module BABYLON {
  124111. /**
  124112. * Operations supported by the Trigonometry block
  124113. */
  124114. export enum TrigonometryBlockOperations {
  124115. /** Cos */
  124116. Cos = 0,
  124117. /** Sin */
  124118. Sin = 1,
  124119. /** Abs */
  124120. Abs = 2,
  124121. /** Exp */
  124122. Exp = 3,
  124123. /** Exp2 */
  124124. Exp2 = 4,
  124125. /** Round */
  124126. Round = 5,
  124127. /** Floor */
  124128. Floor = 6,
  124129. /** Ceiling */
  124130. Ceiling = 7,
  124131. /** Square root */
  124132. Sqrt = 8,
  124133. /** Log */
  124134. Log = 9,
  124135. /** Tangent */
  124136. Tan = 10,
  124137. /** Arc tangent */
  124138. ArcTan = 11,
  124139. /** Arc cosinus */
  124140. ArcCos = 12,
  124141. /** Arc sinus */
  124142. ArcSin = 13,
  124143. /** Fraction */
  124144. Fract = 14,
  124145. /** Sign */
  124146. Sign = 15,
  124147. /** To radians (from degrees) */
  124148. Radians = 16,
  124149. /** To degrees (from radians) */
  124150. Degrees = 17
  124151. }
  124152. /**
  124153. * Block used to apply trigonometry operation to floats
  124154. */
  124155. export class TrigonometryBlock extends NodeMaterialBlock {
  124156. /**
  124157. * Gets or sets the operation applied by the block
  124158. */
  124159. operation: TrigonometryBlockOperations;
  124160. /**
  124161. * Creates a new TrigonometryBlock
  124162. * @param name defines the block name
  124163. */
  124164. constructor(name: string);
  124165. /**
  124166. * Gets the current class name
  124167. * @returns the class name
  124168. */
  124169. getClassName(): string;
  124170. /**
  124171. * Gets the input component
  124172. */
  124173. readonly input: NodeMaterialConnectionPoint;
  124174. /**
  124175. * Gets the output component
  124176. */
  124177. readonly output: NodeMaterialConnectionPoint;
  124178. protected _buildBlock(state: NodeMaterialBuildState): this;
  124179. serialize(): any;
  124180. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124181. protected _dumpPropertiesCode(): string;
  124182. }
  124183. }
  124184. declare module BABYLON {
  124185. /**
  124186. * Block used to create a Color3/4 out of individual inputs (one for each component)
  124187. */
  124188. export class ColorMergerBlock extends NodeMaterialBlock {
  124189. /**
  124190. * Create a new ColorMergerBlock
  124191. * @param name defines the block name
  124192. */
  124193. constructor(name: string);
  124194. /**
  124195. * Gets the current class name
  124196. * @returns the class name
  124197. */
  124198. getClassName(): string;
  124199. /**
  124200. * Gets the r component (input)
  124201. */
  124202. readonly r: NodeMaterialConnectionPoint;
  124203. /**
  124204. * Gets the g component (input)
  124205. */
  124206. readonly g: NodeMaterialConnectionPoint;
  124207. /**
  124208. * Gets the b component (input)
  124209. */
  124210. readonly b: NodeMaterialConnectionPoint;
  124211. /**
  124212. * Gets the a component (input)
  124213. */
  124214. readonly a: NodeMaterialConnectionPoint;
  124215. /**
  124216. * Gets the rgba component (output)
  124217. */
  124218. readonly rgba: NodeMaterialConnectionPoint;
  124219. /**
  124220. * Gets the rgb component (output)
  124221. */
  124222. readonly rgb: NodeMaterialConnectionPoint;
  124223. protected _buildBlock(state: NodeMaterialBuildState): this;
  124224. }
  124225. }
  124226. declare module BABYLON {
  124227. /**
  124228. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  124229. */
  124230. export class VectorMergerBlock extends NodeMaterialBlock {
  124231. /**
  124232. * Create a new VectorMergerBlock
  124233. * @param name defines the block name
  124234. */
  124235. constructor(name: string);
  124236. /**
  124237. * Gets the current class name
  124238. * @returns the class name
  124239. */
  124240. getClassName(): string;
  124241. /**
  124242. * Gets the x component (input)
  124243. */
  124244. readonly x: NodeMaterialConnectionPoint;
  124245. /**
  124246. * Gets the y component (input)
  124247. */
  124248. readonly y: NodeMaterialConnectionPoint;
  124249. /**
  124250. * Gets the z component (input)
  124251. */
  124252. readonly z: NodeMaterialConnectionPoint;
  124253. /**
  124254. * Gets the w component (input)
  124255. */
  124256. readonly w: NodeMaterialConnectionPoint;
  124257. /**
  124258. * Gets the xyzw component (output)
  124259. */
  124260. readonly xyzw: NodeMaterialConnectionPoint;
  124261. /**
  124262. * Gets the xyz component (output)
  124263. */
  124264. readonly xyz: NodeMaterialConnectionPoint;
  124265. /**
  124266. * Gets the xy component (output)
  124267. */
  124268. readonly xy: NodeMaterialConnectionPoint;
  124269. protected _buildBlock(state: NodeMaterialBuildState): this;
  124270. }
  124271. }
  124272. declare module BABYLON {
  124273. /**
  124274. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  124275. */
  124276. export class ColorSplitterBlock extends NodeMaterialBlock {
  124277. /**
  124278. * Create a new ColorSplitterBlock
  124279. * @param name defines the block name
  124280. */
  124281. constructor(name: string);
  124282. /**
  124283. * Gets the current class name
  124284. * @returns the class name
  124285. */
  124286. getClassName(): string;
  124287. /**
  124288. * Gets the rgba component (input)
  124289. */
  124290. readonly rgba: NodeMaterialConnectionPoint;
  124291. /**
  124292. * Gets the rgb component (input)
  124293. */
  124294. readonly rgbIn: NodeMaterialConnectionPoint;
  124295. /**
  124296. * Gets the rgb component (output)
  124297. */
  124298. readonly rgbOut: NodeMaterialConnectionPoint;
  124299. /**
  124300. * Gets the r component (output)
  124301. */
  124302. readonly r: NodeMaterialConnectionPoint;
  124303. /**
  124304. * Gets the g component (output)
  124305. */
  124306. readonly g: NodeMaterialConnectionPoint;
  124307. /**
  124308. * Gets the b component (output)
  124309. */
  124310. readonly b: NodeMaterialConnectionPoint;
  124311. /**
  124312. * Gets the a component (output)
  124313. */
  124314. readonly a: NodeMaterialConnectionPoint;
  124315. protected _inputRename(name: string): string;
  124316. protected _outputRename(name: string): string;
  124317. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124318. }
  124319. }
  124320. declare module BABYLON {
  124321. /**
  124322. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  124323. */
  124324. export class VectorSplitterBlock extends NodeMaterialBlock {
  124325. /**
  124326. * Create a new VectorSplitterBlock
  124327. * @param name defines the block name
  124328. */
  124329. constructor(name: string);
  124330. /**
  124331. * Gets the current class name
  124332. * @returns the class name
  124333. */
  124334. getClassName(): string;
  124335. /**
  124336. * Gets the xyzw component (input)
  124337. */
  124338. readonly xyzw: NodeMaterialConnectionPoint;
  124339. /**
  124340. * Gets the xyz component (input)
  124341. */
  124342. readonly xyzIn: NodeMaterialConnectionPoint;
  124343. /**
  124344. * Gets the xy component (input)
  124345. */
  124346. readonly xyIn: NodeMaterialConnectionPoint;
  124347. /**
  124348. * Gets the xyz component (output)
  124349. */
  124350. readonly xyzOut: NodeMaterialConnectionPoint;
  124351. /**
  124352. * Gets the xy component (output)
  124353. */
  124354. readonly xyOut: NodeMaterialConnectionPoint;
  124355. /**
  124356. * Gets the x component (output)
  124357. */
  124358. readonly x: NodeMaterialConnectionPoint;
  124359. /**
  124360. * Gets the y component (output)
  124361. */
  124362. readonly y: NodeMaterialConnectionPoint;
  124363. /**
  124364. * Gets the z component (output)
  124365. */
  124366. readonly z: NodeMaterialConnectionPoint;
  124367. /**
  124368. * Gets the w component (output)
  124369. */
  124370. readonly w: NodeMaterialConnectionPoint;
  124371. protected _inputRename(name: string): string;
  124372. protected _outputRename(name: string): string;
  124373. protected _buildBlock(state: NodeMaterialBuildState): this;
  124374. }
  124375. }
  124376. declare module BABYLON {
  124377. /**
  124378. * Block used to lerp between 2 values
  124379. */
  124380. export class LerpBlock extends NodeMaterialBlock {
  124381. /**
  124382. * Creates a new LerpBlock
  124383. * @param name defines the block name
  124384. */
  124385. constructor(name: string);
  124386. /**
  124387. * Gets the current class name
  124388. * @returns the class name
  124389. */
  124390. getClassName(): string;
  124391. /**
  124392. * Gets the left operand input component
  124393. */
  124394. readonly left: NodeMaterialConnectionPoint;
  124395. /**
  124396. * Gets the right operand input component
  124397. */
  124398. readonly right: NodeMaterialConnectionPoint;
  124399. /**
  124400. * Gets the gradient operand input component
  124401. */
  124402. readonly gradient: NodeMaterialConnectionPoint;
  124403. /**
  124404. * Gets the output component
  124405. */
  124406. readonly output: NodeMaterialConnectionPoint;
  124407. protected _buildBlock(state: NodeMaterialBuildState): this;
  124408. }
  124409. }
  124410. declare module BABYLON {
  124411. /**
  124412. * Block used to divide 2 vectors
  124413. */
  124414. export class DivideBlock extends NodeMaterialBlock {
  124415. /**
  124416. * Creates a new DivideBlock
  124417. * @param name defines the block name
  124418. */
  124419. constructor(name: string);
  124420. /**
  124421. * Gets the current class name
  124422. * @returns the class name
  124423. */
  124424. getClassName(): string;
  124425. /**
  124426. * Gets the left operand input component
  124427. */
  124428. readonly left: NodeMaterialConnectionPoint;
  124429. /**
  124430. * Gets the right operand input component
  124431. */
  124432. readonly right: NodeMaterialConnectionPoint;
  124433. /**
  124434. * Gets the output component
  124435. */
  124436. readonly output: NodeMaterialConnectionPoint;
  124437. protected _buildBlock(state: NodeMaterialBuildState): this;
  124438. }
  124439. }
  124440. declare module BABYLON {
  124441. /**
  124442. * Block used to subtract 2 vectors
  124443. */
  124444. export class SubtractBlock extends NodeMaterialBlock {
  124445. /**
  124446. * Creates a new SubtractBlock
  124447. * @param name defines the block name
  124448. */
  124449. constructor(name: string);
  124450. /**
  124451. * Gets the current class name
  124452. * @returns the class name
  124453. */
  124454. getClassName(): string;
  124455. /**
  124456. * Gets the left operand input component
  124457. */
  124458. readonly left: NodeMaterialConnectionPoint;
  124459. /**
  124460. * Gets the right operand input component
  124461. */
  124462. readonly right: NodeMaterialConnectionPoint;
  124463. /**
  124464. * Gets the output component
  124465. */
  124466. readonly output: NodeMaterialConnectionPoint;
  124467. protected _buildBlock(state: NodeMaterialBuildState): this;
  124468. }
  124469. }
  124470. declare module BABYLON {
  124471. /**
  124472. * Block used to step a value
  124473. */
  124474. export class StepBlock extends NodeMaterialBlock {
  124475. /**
  124476. * Creates a new StepBlock
  124477. * @param name defines the block name
  124478. */
  124479. constructor(name: string);
  124480. /**
  124481. * Gets the current class name
  124482. * @returns the class name
  124483. */
  124484. getClassName(): string;
  124485. /**
  124486. * Gets the value operand input component
  124487. */
  124488. readonly value: NodeMaterialConnectionPoint;
  124489. /**
  124490. * Gets the edge operand input component
  124491. */
  124492. readonly edge: NodeMaterialConnectionPoint;
  124493. /**
  124494. * Gets the output component
  124495. */
  124496. readonly output: NodeMaterialConnectionPoint;
  124497. protected _buildBlock(state: NodeMaterialBuildState): this;
  124498. }
  124499. }
  124500. declare module BABYLON {
  124501. /**
  124502. * Block used to get the opposite (1 - x) of a value
  124503. */
  124504. export class OneMinusBlock extends NodeMaterialBlock {
  124505. /**
  124506. * Creates a new OneMinusBlock
  124507. * @param name defines the block name
  124508. */
  124509. constructor(name: string);
  124510. /**
  124511. * Gets the current class name
  124512. * @returns the class name
  124513. */
  124514. getClassName(): string;
  124515. /**
  124516. * Gets the input component
  124517. */
  124518. readonly input: NodeMaterialConnectionPoint;
  124519. /**
  124520. * Gets the output component
  124521. */
  124522. readonly output: NodeMaterialConnectionPoint;
  124523. protected _buildBlock(state: NodeMaterialBuildState): this;
  124524. }
  124525. }
  124526. declare module BABYLON {
  124527. /**
  124528. * Block used to get the view direction
  124529. */
  124530. export class ViewDirectionBlock extends NodeMaterialBlock {
  124531. /**
  124532. * Creates a new ViewDirectionBlock
  124533. * @param name defines the block name
  124534. */
  124535. constructor(name: string);
  124536. /**
  124537. * Gets the current class name
  124538. * @returns the class name
  124539. */
  124540. getClassName(): string;
  124541. /**
  124542. * Gets the world position component
  124543. */
  124544. readonly worldPosition: NodeMaterialConnectionPoint;
  124545. /**
  124546. * Gets the camera position component
  124547. */
  124548. readonly cameraPosition: NodeMaterialConnectionPoint;
  124549. /**
  124550. * Gets the output component
  124551. */
  124552. readonly output: NodeMaterialConnectionPoint;
  124553. autoConfigure(material: NodeMaterial): void;
  124554. protected _buildBlock(state: NodeMaterialBuildState): this;
  124555. }
  124556. }
  124557. declare module BABYLON {
  124558. /**
  124559. * Block used to compute fresnel value
  124560. */
  124561. export class FresnelBlock extends NodeMaterialBlock {
  124562. /**
  124563. * Create a new FresnelBlock
  124564. * @param name defines the block name
  124565. */
  124566. constructor(name: string);
  124567. /**
  124568. * Gets the current class name
  124569. * @returns the class name
  124570. */
  124571. getClassName(): string;
  124572. /**
  124573. * Gets the world normal input component
  124574. */
  124575. readonly worldNormal: NodeMaterialConnectionPoint;
  124576. /**
  124577. * Gets the view direction input component
  124578. */
  124579. readonly viewDirection: NodeMaterialConnectionPoint;
  124580. /**
  124581. * Gets the bias input component
  124582. */
  124583. readonly bias: NodeMaterialConnectionPoint;
  124584. /**
  124585. * Gets the camera (or eye) position component
  124586. */
  124587. readonly power: NodeMaterialConnectionPoint;
  124588. /**
  124589. * Gets the fresnel output component
  124590. */
  124591. readonly fresnel: NodeMaterialConnectionPoint;
  124592. autoConfigure(material: NodeMaterial): void;
  124593. protected _buildBlock(state: NodeMaterialBuildState): this;
  124594. }
  124595. }
  124596. declare module BABYLON {
  124597. /**
  124598. * Block used to get the max of 2 values
  124599. */
  124600. export class MaxBlock extends NodeMaterialBlock {
  124601. /**
  124602. * Creates a new MaxBlock
  124603. * @param name defines the block name
  124604. */
  124605. constructor(name: string);
  124606. /**
  124607. * Gets the current class name
  124608. * @returns the class name
  124609. */
  124610. getClassName(): string;
  124611. /**
  124612. * Gets the left operand input component
  124613. */
  124614. readonly left: NodeMaterialConnectionPoint;
  124615. /**
  124616. * Gets the right operand input component
  124617. */
  124618. readonly right: NodeMaterialConnectionPoint;
  124619. /**
  124620. * Gets the output component
  124621. */
  124622. readonly output: NodeMaterialConnectionPoint;
  124623. protected _buildBlock(state: NodeMaterialBuildState): this;
  124624. }
  124625. }
  124626. declare module BABYLON {
  124627. /**
  124628. * Block used to get the min of 2 values
  124629. */
  124630. export class MinBlock extends NodeMaterialBlock {
  124631. /**
  124632. * Creates a new MinBlock
  124633. * @param name defines the block name
  124634. */
  124635. constructor(name: string);
  124636. /**
  124637. * Gets the current class name
  124638. * @returns the class name
  124639. */
  124640. getClassName(): string;
  124641. /**
  124642. * Gets the left operand input component
  124643. */
  124644. readonly left: NodeMaterialConnectionPoint;
  124645. /**
  124646. * Gets the right operand input component
  124647. */
  124648. readonly right: NodeMaterialConnectionPoint;
  124649. /**
  124650. * Gets the output component
  124651. */
  124652. readonly output: NodeMaterialConnectionPoint;
  124653. protected _buildBlock(state: NodeMaterialBuildState): this;
  124654. }
  124655. }
  124656. declare module BABYLON {
  124657. /**
  124658. * Block used to get the distance between 2 values
  124659. */
  124660. export class DistanceBlock extends NodeMaterialBlock {
  124661. /**
  124662. * Creates a new DistanceBlock
  124663. * @param name defines the block name
  124664. */
  124665. constructor(name: string);
  124666. /**
  124667. * Gets the current class name
  124668. * @returns the class name
  124669. */
  124670. getClassName(): string;
  124671. /**
  124672. * Gets the left operand input component
  124673. */
  124674. readonly left: NodeMaterialConnectionPoint;
  124675. /**
  124676. * Gets the right operand input component
  124677. */
  124678. readonly right: NodeMaterialConnectionPoint;
  124679. /**
  124680. * Gets the output component
  124681. */
  124682. readonly output: NodeMaterialConnectionPoint;
  124683. protected _buildBlock(state: NodeMaterialBuildState): this;
  124684. }
  124685. }
  124686. declare module BABYLON {
  124687. /**
  124688. * Block used to get the length of a vector
  124689. */
  124690. export class LengthBlock extends NodeMaterialBlock {
  124691. /**
  124692. * Creates a new LengthBlock
  124693. * @param name defines the block name
  124694. */
  124695. constructor(name: string);
  124696. /**
  124697. * Gets the current class name
  124698. * @returns the class name
  124699. */
  124700. getClassName(): string;
  124701. /**
  124702. * Gets the value input component
  124703. */
  124704. readonly value: NodeMaterialConnectionPoint;
  124705. /**
  124706. * Gets the output component
  124707. */
  124708. readonly output: NodeMaterialConnectionPoint;
  124709. protected _buildBlock(state: NodeMaterialBuildState): this;
  124710. }
  124711. }
  124712. declare module BABYLON {
  124713. /**
  124714. * Block used to get negative version of a value (i.e. x * -1)
  124715. */
  124716. export class NegateBlock extends NodeMaterialBlock {
  124717. /**
  124718. * Creates a new NegateBlock
  124719. * @param name defines the block name
  124720. */
  124721. constructor(name: string);
  124722. /**
  124723. * Gets the current class name
  124724. * @returns the class name
  124725. */
  124726. getClassName(): string;
  124727. /**
  124728. * Gets the value input component
  124729. */
  124730. readonly value: NodeMaterialConnectionPoint;
  124731. /**
  124732. * Gets the output component
  124733. */
  124734. readonly output: NodeMaterialConnectionPoint;
  124735. protected _buildBlock(state: NodeMaterialBuildState): this;
  124736. }
  124737. }
  124738. declare module BABYLON {
  124739. /**
  124740. * Block used to get the value of the first parameter raised to the power of the second
  124741. */
  124742. export class PowBlock extends NodeMaterialBlock {
  124743. /**
  124744. * Creates a new PowBlock
  124745. * @param name defines the block name
  124746. */
  124747. constructor(name: string);
  124748. /**
  124749. * Gets the current class name
  124750. * @returns the class name
  124751. */
  124752. getClassName(): string;
  124753. /**
  124754. * Gets the value operand input component
  124755. */
  124756. readonly value: NodeMaterialConnectionPoint;
  124757. /**
  124758. * Gets the power operand input component
  124759. */
  124760. readonly power: NodeMaterialConnectionPoint;
  124761. /**
  124762. * Gets the output component
  124763. */
  124764. readonly output: NodeMaterialConnectionPoint;
  124765. protected _buildBlock(state: NodeMaterialBuildState): this;
  124766. }
  124767. }
  124768. declare module BABYLON {
  124769. /**
  124770. * Block used to get a random number
  124771. */
  124772. export class RandomNumberBlock extends NodeMaterialBlock {
  124773. /**
  124774. * Creates a new RandomNumberBlock
  124775. * @param name defines the block name
  124776. */
  124777. constructor(name: string);
  124778. /**
  124779. * Gets the current class name
  124780. * @returns the class name
  124781. */
  124782. getClassName(): string;
  124783. /**
  124784. * Gets the seed input component
  124785. */
  124786. readonly seed: NodeMaterialConnectionPoint;
  124787. /**
  124788. * Gets the output component
  124789. */
  124790. readonly output: NodeMaterialConnectionPoint;
  124791. protected _buildBlock(state: NodeMaterialBuildState): this;
  124792. }
  124793. }
  124794. declare module BABYLON {
  124795. /**
  124796. * Block used to compute arc tangent of 2 values
  124797. */
  124798. export class ArcTan2Block extends NodeMaterialBlock {
  124799. /**
  124800. * Creates a new ArcTan2Block
  124801. * @param name defines the block name
  124802. */
  124803. constructor(name: string);
  124804. /**
  124805. * Gets the current class name
  124806. * @returns the class name
  124807. */
  124808. getClassName(): string;
  124809. /**
  124810. * Gets the x operand input component
  124811. */
  124812. readonly x: NodeMaterialConnectionPoint;
  124813. /**
  124814. * Gets the y operand input component
  124815. */
  124816. readonly y: NodeMaterialConnectionPoint;
  124817. /**
  124818. * Gets the output component
  124819. */
  124820. readonly output: NodeMaterialConnectionPoint;
  124821. protected _buildBlock(state: NodeMaterialBuildState): this;
  124822. }
  124823. }
  124824. declare module BABYLON {
  124825. /**
  124826. * Block used to smooth step a value
  124827. */
  124828. export class SmoothStepBlock extends NodeMaterialBlock {
  124829. /**
  124830. * Creates a new SmoothStepBlock
  124831. * @param name defines the block name
  124832. */
  124833. constructor(name: string);
  124834. /**
  124835. * Gets the current class name
  124836. * @returns the class name
  124837. */
  124838. getClassName(): string;
  124839. /**
  124840. * Gets the value operand input component
  124841. */
  124842. readonly value: NodeMaterialConnectionPoint;
  124843. /**
  124844. * Gets the first edge operand input component
  124845. */
  124846. readonly edge0: NodeMaterialConnectionPoint;
  124847. /**
  124848. * Gets the second edge operand input component
  124849. */
  124850. readonly edge1: NodeMaterialConnectionPoint;
  124851. /**
  124852. * Gets the output component
  124853. */
  124854. readonly output: NodeMaterialConnectionPoint;
  124855. protected _buildBlock(state: NodeMaterialBuildState): this;
  124856. }
  124857. }
  124858. declare module BABYLON {
  124859. /**
  124860. * Block used to get the reciprocal (1 / x) of a value
  124861. */
  124862. export class ReciprocalBlock extends NodeMaterialBlock {
  124863. /**
  124864. * Creates a new ReciprocalBlock
  124865. * @param name defines the block name
  124866. */
  124867. constructor(name: string);
  124868. /**
  124869. * Gets the current class name
  124870. * @returns the class name
  124871. */
  124872. getClassName(): string;
  124873. /**
  124874. * Gets the input component
  124875. */
  124876. readonly input: NodeMaterialConnectionPoint;
  124877. /**
  124878. * Gets the output component
  124879. */
  124880. readonly output: NodeMaterialConnectionPoint;
  124881. protected _buildBlock(state: NodeMaterialBuildState): this;
  124882. }
  124883. }
  124884. declare module BABYLON {
  124885. /**
  124886. * Block used to replace a color by another one
  124887. */
  124888. export class ReplaceColorBlock extends NodeMaterialBlock {
  124889. /**
  124890. * Creates a new ReplaceColorBlock
  124891. * @param name defines the block name
  124892. */
  124893. constructor(name: string);
  124894. /**
  124895. * Gets the current class name
  124896. * @returns the class name
  124897. */
  124898. getClassName(): string;
  124899. /**
  124900. * Gets the value input component
  124901. */
  124902. readonly value: NodeMaterialConnectionPoint;
  124903. /**
  124904. * Gets the reference input component
  124905. */
  124906. readonly reference: NodeMaterialConnectionPoint;
  124907. /**
  124908. * Gets the distance input component
  124909. */
  124910. readonly distance: NodeMaterialConnectionPoint;
  124911. /**
  124912. * Gets the replacement input component
  124913. */
  124914. readonly replacement: NodeMaterialConnectionPoint;
  124915. /**
  124916. * Gets the output component
  124917. */
  124918. readonly output: NodeMaterialConnectionPoint;
  124919. protected _buildBlock(state: NodeMaterialBuildState): this;
  124920. }
  124921. }
  124922. declare module BABYLON {
  124923. /**
  124924. * Block used to posterize a value
  124925. * @see https://en.wikipedia.org/wiki/Posterization
  124926. */
  124927. export class PosterizeBlock extends NodeMaterialBlock {
  124928. /**
  124929. * Creates a new PosterizeBlock
  124930. * @param name defines the block name
  124931. */
  124932. constructor(name: string);
  124933. /**
  124934. * Gets the current class name
  124935. * @returns the class name
  124936. */
  124937. getClassName(): string;
  124938. /**
  124939. * Gets the value input component
  124940. */
  124941. readonly value: NodeMaterialConnectionPoint;
  124942. /**
  124943. * Gets the steps input component
  124944. */
  124945. readonly steps: NodeMaterialConnectionPoint;
  124946. /**
  124947. * Gets the output component
  124948. */
  124949. readonly output: NodeMaterialConnectionPoint;
  124950. protected _buildBlock(state: NodeMaterialBuildState): this;
  124951. }
  124952. }
  124953. declare module BABYLON {
  124954. /**
  124955. * Operations supported by the Wave block
  124956. */
  124957. export enum WaveBlockKind {
  124958. /** SawTooth */
  124959. SawTooth = 0,
  124960. /** Square */
  124961. Square = 1,
  124962. /** Triangle */
  124963. Triangle = 2
  124964. }
  124965. /**
  124966. * Block used to apply wave operation to floats
  124967. */
  124968. export class WaveBlock extends NodeMaterialBlock {
  124969. /**
  124970. * Gets or sets the kibnd of wave to be applied by the block
  124971. */
  124972. kind: WaveBlockKind;
  124973. /**
  124974. * Creates a new WaveBlock
  124975. * @param name defines the block name
  124976. */
  124977. constructor(name: string);
  124978. /**
  124979. * Gets the current class name
  124980. * @returns the class name
  124981. */
  124982. getClassName(): string;
  124983. /**
  124984. * Gets the input component
  124985. */
  124986. readonly input: NodeMaterialConnectionPoint;
  124987. /**
  124988. * Gets the output component
  124989. */
  124990. readonly output: NodeMaterialConnectionPoint;
  124991. protected _buildBlock(state: NodeMaterialBuildState): this;
  124992. serialize(): any;
  124993. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124994. }
  124995. }
  124996. declare module BABYLON {
  124997. /**
  124998. * Class used to store a color step for the GradientBlock
  124999. */
  125000. export class GradientBlockColorStep {
  125001. /**
  125002. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  125003. */
  125004. step: number;
  125005. /**
  125006. * Gets or sets the color associated with this step
  125007. */
  125008. color: Color3;
  125009. /**
  125010. * Creates a new GradientBlockColorStep
  125011. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  125012. * @param color defines the color associated with this step
  125013. */
  125014. constructor(
  125015. /**
  125016. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  125017. */
  125018. step: number,
  125019. /**
  125020. * Gets or sets the color associated with this step
  125021. */
  125022. color: Color3);
  125023. }
  125024. /**
  125025. * Block used to return a color from a gradient based on an input value between 0 and 1
  125026. */
  125027. export class GradientBlock extends NodeMaterialBlock {
  125028. /**
  125029. * Gets or sets the list of color steps
  125030. */
  125031. colorSteps: GradientBlockColorStep[];
  125032. /**
  125033. * Creates a new GradientBlock
  125034. * @param name defines the block name
  125035. */
  125036. constructor(name: string);
  125037. /**
  125038. * Gets the current class name
  125039. * @returns the class name
  125040. */
  125041. getClassName(): string;
  125042. /**
  125043. * Gets the gradient input component
  125044. */
  125045. readonly gradient: NodeMaterialConnectionPoint;
  125046. /**
  125047. * Gets the output component
  125048. */
  125049. readonly output: NodeMaterialConnectionPoint;
  125050. private _writeColorConstant;
  125051. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  125052. serialize(): any;
  125053. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  125054. protected _dumpPropertiesCode(): string;
  125055. }
  125056. }
  125057. declare module BABYLON {
  125058. /**
  125059. * Block used to normalize lerp between 2 values
  125060. */
  125061. export class NLerpBlock extends NodeMaterialBlock {
  125062. /**
  125063. * Creates a new NLerpBlock
  125064. * @param name defines the block name
  125065. */
  125066. constructor(name: string);
  125067. /**
  125068. * Gets the current class name
  125069. * @returns the class name
  125070. */
  125071. getClassName(): string;
  125072. /**
  125073. * Gets the left operand input component
  125074. */
  125075. readonly left: NodeMaterialConnectionPoint;
  125076. /**
  125077. * Gets the right operand input component
  125078. */
  125079. readonly right: NodeMaterialConnectionPoint;
  125080. /**
  125081. * Gets the gradient operand input component
  125082. */
  125083. readonly gradient: NodeMaterialConnectionPoint;
  125084. /**
  125085. * Gets the output component
  125086. */
  125087. readonly output: NodeMaterialConnectionPoint;
  125088. protected _buildBlock(state: NodeMaterialBuildState): this;
  125089. }
  125090. }
  125091. declare module BABYLON {
  125092. /**
  125093. * block used to Generate a Worley Noise 3D Noise Pattern
  125094. */
  125095. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  125096. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  125097. manhattanDistance: boolean;
  125098. /**
  125099. * Creates a new WorleyNoise3DBlock
  125100. * @param name defines the block name
  125101. */
  125102. constructor(name: string);
  125103. /**
  125104. * Gets the current class name
  125105. * @returns the class name
  125106. */
  125107. getClassName(): string;
  125108. /**
  125109. * Gets the seed input component
  125110. */
  125111. readonly seed: NodeMaterialConnectionPoint;
  125112. /**
  125113. * Gets the jitter input component
  125114. */
  125115. readonly jitter: NodeMaterialConnectionPoint;
  125116. /**
  125117. * Gets the output component
  125118. */
  125119. readonly output: NodeMaterialConnectionPoint;
  125120. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  125121. /**
  125122. * Exposes the properties to the UI?
  125123. */
  125124. protected _dumpPropertiesCode(): string;
  125125. /**
  125126. * Exposes the properties to the Seralize?
  125127. */
  125128. serialize(): any;
  125129. /**
  125130. * Exposes the properties to the deseralize?
  125131. */
  125132. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  125133. }
  125134. }
  125135. declare module BABYLON {
  125136. /**
  125137. * block used to Generate a Simplex Perlin 3d Noise Pattern
  125138. */
  125139. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  125140. /**
  125141. * Creates a new SimplexPerlin3DBlock
  125142. * @param name defines the block name
  125143. */
  125144. constructor(name: string);
  125145. /**
  125146. * Gets the current class name
  125147. * @returns the class name
  125148. */
  125149. getClassName(): string;
  125150. /**
  125151. * Gets the seed operand input component
  125152. */
  125153. readonly seed: NodeMaterialConnectionPoint;
  125154. /**
  125155. * Gets the output component
  125156. */
  125157. readonly output: NodeMaterialConnectionPoint;
  125158. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  125159. }
  125160. }
  125161. declare module BABYLON {
  125162. /**
  125163. * Block used to blend normals
  125164. */
  125165. export class NormalBlendBlock extends NodeMaterialBlock {
  125166. /**
  125167. * Creates a new NormalBlendBlock
  125168. * @param name defines the block name
  125169. */
  125170. constructor(name: string);
  125171. /**
  125172. * Gets the current class name
  125173. * @returns the class name
  125174. */
  125175. getClassName(): string;
  125176. /**
  125177. * Gets the first input component
  125178. */
  125179. readonly input0: NodeMaterialConnectionPoint;
  125180. /**
  125181. * Gets the second input component
  125182. */
  125183. readonly input1: NodeMaterialConnectionPoint;
  125184. /**
  125185. * Gets the output component
  125186. */
  125187. readonly output: NodeMaterialConnectionPoint;
  125188. protected _buildBlock(state: NodeMaterialBuildState): this;
  125189. }
  125190. }
  125191. declare module BABYLON {
  125192. /**
  125193. * Block used to rotate a 2d vector by a given angle
  125194. */
  125195. export class Rotate2dBlock extends NodeMaterialBlock {
  125196. /**
  125197. * Creates a new Rotate2dBlock
  125198. * @param name defines the block name
  125199. */
  125200. constructor(name: string);
  125201. /**
  125202. * Gets the current class name
  125203. * @returns the class name
  125204. */
  125205. getClassName(): string;
  125206. /**
  125207. * Gets the input vector
  125208. */
  125209. readonly input: NodeMaterialConnectionPoint;
  125210. /**
  125211. * Gets the input angle
  125212. */
  125213. readonly angle: NodeMaterialConnectionPoint;
  125214. /**
  125215. * Gets the output component
  125216. */
  125217. readonly output: NodeMaterialConnectionPoint;
  125218. autoConfigure(material: NodeMaterial): void;
  125219. protected _buildBlock(state: NodeMaterialBuildState): this;
  125220. }
  125221. }
  125222. declare module BABYLON {
  125223. /**
  125224. * Block used to get the reflected vector from a direction and a normal
  125225. */
  125226. export class ReflectBlock extends NodeMaterialBlock {
  125227. /**
  125228. * Creates a new ReflectBlock
  125229. * @param name defines the block name
  125230. */
  125231. constructor(name: string);
  125232. /**
  125233. * Gets the current class name
  125234. * @returns the class name
  125235. */
  125236. getClassName(): string;
  125237. /**
  125238. * Gets the incident component
  125239. */
  125240. readonly incident: NodeMaterialConnectionPoint;
  125241. /**
  125242. * Gets the normal component
  125243. */
  125244. readonly normal: NodeMaterialConnectionPoint;
  125245. /**
  125246. * Gets the output component
  125247. */
  125248. readonly output: NodeMaterialConnectionPoint;
  125249. protected _buildBlock(state: NodeMaterialBuildState): this;
  125250. }
  125251. }
  125252. declare module BABYLON {
  125253. /**
  125254. * Block used to get the refracted vector from a direction and a normal
  125255. */
  125256. export class RefractBlock extends NodeMaterialBlock {
  125257. /**
  125258. * Creates a new RefractBlock
  125259. * @param name defines the block name
  125260. */
  125261. constructor(name: string);
  125262. /**
  125263. * Gets the current class name
  125264. * @returns the class name
  125265. */
  125266. getClassName(): string;
  125267. /**
  125268. * Gets the incident component
  125269. */
  125270. readonly incident: NodeMaterialConnectionPoint;
  125271. /**
  125272. * Gets the normal component
  125273. */
  125274. readonly normal: NodeMaterialConnectionPoint;
  125275. /**
  125276. * Gets the index of refraction component
  125277. */
  125278. readonly ior: NodeMaterialConnectionPoint;
  125279. /**
  125280. * Gets the output component
  125281. */
  125282. readonly output: NodeMaterialConnectionPoint;
  125283. protected _buildBlock(state: NodeMaterialBuildState): this;
  125284. }
  125285. }
  125286. declare module BABYLON {
  125287. /**
  125288. * Effect Render Options
  125289. */
  125290. export interface IEffectRendererOptions {
  125291. /**
  125292. * Defines the vertices positions.
  125293. */
  125294. positions?: number[];
  125295. /**
  125296. * Defines the indices.
  125297. */
  125298. indices?: number[];
  125299. }
  125300. /**
  125301. * Helper class to render one or more effects
  125302. */
  125303. export class EffectRenderer {
  125304. private engine;
  125305. private static _DefaultOptions;
  125306. private _vertexBuffers;
  125307. private _indexBuffer;
  125308. private _ringBufferIndex;
  125309. private _ringScreenBuffer;
  125310. private _fullscreenViewport;
  125311. private _getNextFrameBuffer;
  125312. /**
  125313. * Creates an effect renderer
  125314. * @param engine the engine to use for rendering
  125315. * @param options defines the options of the effect renderer
  125316. */
  125317. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  125318. /**
  125319. * Sets the current viewport in normalized coordinates 0-1
  125320. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  125321. */
  125322. setViewport(viewport?: Viewport): void;
  125323. /**
  125324. * Binds the embedded attributes buffer to the effect.
  125325. * @param effect Defines the effect to bind the attributes for
  125326. */
  125327. bindBuffers(effect: Effect): void;
  125328. /**
  125329. * Sets the current effect wrapper to use during draw.
  125330. * The effect needs to be ready before calling this api.
  125331. * This also sets the default full screen position attribute.
  125332. * @param effectWrapper Defines the effect to draw with
  125333. */
  125334. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  125335. /**
  125336. * Draws a full screen quad.
  125337. */
  125338. draw(): void;
  125339. /**
  125340. * renders one or more effects to a specified texture
  125341. * @param effectWrappers list of effects to renderer
  125342. * @param outputTexture texture to draw to, if null it will render to the screen
  125343. */
  125344. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  125345. /**
  125346. * Disposes of the effect renderer
  125347. */
  125348. dispose(): void;
  125349. }
  125350. /**
  125351. * Options to create an EffectWrapper
  125352. */
  125353. interface EffectWrapperCreationOptions {
  125354. /**
  125355. * Engine to use to create the effect
  125356. */
  125357. engine: ThinEngine;
  125358. /**
  125359. * Fragment shader for the effect
  125360. */
  125361. fragmentShader: string;
  125362. /**
  125363. * Vertex shader for the effect
  125364. */
  125365. vertexShader?: string;
  125366. /**
  125367. * Attributes to use in the shader
  125368. */
  125369. attributeNames?: Array<string>;
  125370. /**
  125371. * Uniforms to use in the shader
  125372. */
  125373. uniformNames?: Array<string>;
  125374. /**
  125375. * Texture sampler names to use in the shader
  125376. */
  125377. samplerNames?: Array<string>;
  125378. /**
  125379. * The friendly name of the effect displayed in Spector.
  125380. */
  125381. name?: string;
  125382. }
  125383. /**
  125384. * Wraps an effect to be used for rendering
  125385. */
  125386. export class EffectWrapper {
  125387. /**
  125388. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  125389. */
  125390. onApplyObservable: Observable<{}>;
  125391. /**
  125392. * The underlying effect
  125393. */
  125394. effect: Effect;
  125395. /**
  125396. * Creates an effect to be renderer
  125397. * @param creationOptions options to create the effect
  125398. */
  125399. constructor(creationOptions: EffectWrapperCreationOptions);
  125400. /**
  125401. * Disposes of the effect wrapper
  125402. */
  125403. dispose(): void;
  125404. }
  125405. }
  125406. declare module BABYLON {
  125407. /**
  125408. * Helper class to push actions to a pool of workers.
  125409. */
  125410. export class WorkerPool implements IDisposable {
  125411. private _workerInfos;
  125412. private _pendingActions;
  125413. /**
  125414. * Constructor
  125415. * @param workers Array of workers to use for actions
  125416. */
  125417. constructor(workers: Array<Worker>);
  125418. /**
  125419. * Terminates all workers and clears any pending actions.
  125420. */
  125421. dispose(): void;
  125422. /**
  125423. * Pushes an action to the worker pool. If all the workers are active, the action will be
  125424. * pended until a worker has completed its action.
  125425. * @param action The action to perform. Call onComplete when the action is complete.
  125426. */
  125427. push(action: (worker: Worker, onComplete: () => void) => void): void;
  125428. private _execute;
  125429. }
  125430. }
  125431. declare module BABYLON {
  125432. /**
  125433. * Configuration for Draco compression
  125434. */
  125435. export interface IDracoCompressionConfiguration {
  125436. /**
  125437. * Configuration for the decoder.
  125438. */
  125439. decoder: {
  125440. /**
  125441. * The url to the WebAssembly module.
  125442. */
  125443. wasmUrl?: string;
  125444. /**
  125445. * The url to the WebAssembly binary.
  125446. */
  125447. wasmBinaryUrl?: string;
  125448. /**
  125449. * The url to the fallback JavaScript module.
  125450. */
  125451. fallbackUrl?: string;
  125452. };
  125453. }
  125454. /**
  125455. * Draco compression (https://google.github.io/draco/)
  125456. *
  125457. * This class wraps the Draco module.
  125458. *
  125459. * **Encoder**
  125460. *
  125461. * The encoder is not currently implemented.
  125462. *
  125463. * **Decoder**
  125464. *
  125465. * 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.
  125466. *
  125467. * To update the configuration, use the following code:
  125468. * ```javascript
  125469. * DracoCompression.Configuration = {
  125470. * decoder: {
  125471. * wasmUrl: "<url to the WebAssembly library>",
  125472. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  125473. * fallbackUrl: "<url to the fallback JavaScript library>",
  125474. * }
  125475. * };
  125476. * ```
  125477. *
  125478. * 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.
  125479. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  125480. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  125481. *
  125482. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  125483. * ```javascript
  125484. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  125485. * ```
  125486. *
  125487. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  125488. */
  125489. export class DracoCompression implements IDisposable {
  125490. private _workerPoolPromise?;
  125491. private _decoderModulePromise?;
  125492. /**
  125493. * The configuration. Defaults to the following urls:
  125494. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  125495. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  125496. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  125497. */
  125498. static Configuration: IDracoCompressionConfiguration;
  125499. /**
  125500. * Returns true if the decoder configuration is available.
  125501. */
  125502. static readonly DecoderAvailable: boolean;
  125503. /**
  125504. * Default number of workers to create when creating the draco compression object.
  125505. */
  125506. static DefaultNumWorkers: number;
  125507. private static GetDefaultNumWorkers;
  125508. private static _Default;
  125509. /**
  125510. * Default instance for the draco compression object.
  125511. */
  125512. static readonly Default: DracoCompression;
  125513. /**
  125514. * Constructor
  125515. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  125516. */
  125517. constructor(numWorkers?: number);
  125518. /**
  125519. * Stop all async operations and release resources.
  125520. */
  125521. dispose(): void;
  125522. /**
  125523. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  125524. * @returns a promise that resolves when ready
  125525. */
  125526. whenReadyAsync(): Promise<void>;
  125527. /**
  125528. * Decode Draco compressed mesh data to vertex data.
  125529. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  125530. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  125531. * @returns A promise that resolves with the decoded vertex data
  125532. */
  125533. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  125534. [kind: string]: number;
  125535. }): Promise<VertexData>;
  125536. }
  125537. }
  125538. declare module BABYLON {
  125539. /**
  125540. * Class for building Constructive Solid Geometry
  125541. */
  125542. export class CSG {
  125543. private polygons;
  125544. /**
  125545. * The world matrix
  125546. */
  125547. matrix: Matrix;
  125548. /**
  125549. * Stores the position
  125550. */
  125551. position: Vector3;
  125552. /**
  125553. * Stores the rotation
  125554. */
  125555. rotation: Vector3;
  125556. /**
  125557. * Stores the rotation quaternion
  125558. */
  125559. rotationQuaternion: Nullable<Quaternion>;
  125560. /**
  125561. * Stores the scaling vector
  125562. */
  125563. scaling: Vector3;
  125564. /**
  125565. * Convert the Mesh to CSG
  125566. * @param mesh The Mesh to convert to CSG
  125567. * @returns A new CSG from the Mesh
  125568. */
  125569. static FromMesh(mesh: Mesh): CSG;
  125570. /**
  125571. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  125572. * @param polygons Polygons used to construct a CSG solid
  125573. */
  125574. private static FromPolygons;
  125575. /**
  125576. * Clones, or makes a deep copy, of the CSG
  125577. * @returns A new CSG
  125578. */
  125579. clone(): CSG;
  125580. /**
  125581. * Unions this CSG with another CSG
  125582. * @param csg The CSG to union against this CSG
  125583. * @returns The unioned CSG
  125584. */
  125585. union(csg: CSG): CSG;
  125586. /**
  125587. * Unions this CSG with another CSG in place
  125588. * @param csg The CSG to union against this CSG
  125589. */
  125590. unionInPlace(csg: CSG): void;
  125591. /**
  125592. * Subtracts this CSG with another CSG
  125593. * @param csg The CSG to subtract against this CSG
  125594. * @returns A new CSG
  125595. */
  125596. subtract(csg: CSG): CSG;
  125597. /**
  125598. * Subtracts this CSG with another CSG in place
  125599. * @param csg The CSG to subtact against this CSG
  125600. */
  125601. subtractInPlace(csg: CSG): void;
  125602. /**
  125603. * Intersect this CSG with another CSG
  125604. * @param csg The CSG to intersect against this CSG
  125605. * @returns A new CSG
  125606. */
  125607. intersect(csg: CSG): CSG;
  125608. /**
  125609. * Intersects this CSG with another CSG in place
  125610. * @param csg The CSG to intersect against this CSG
  125611. */
  125612. intersectInPlace(csg: CSG): void;
  125613. /**
  125614. * Return a new CSG solid with solid and empty space switched. This solid is
  125615. * not modified.
  125616. * @returns A new CSG solid with solid and empty space switched
  125617. */
  125618. inverse(): CSG;
  125619. /**
  125620. * Inverses the CSG in place
  125621. */
  125622. inverseInPlace(): void;
  125623. /**
  125624. * This is used to keep meshes transformations so they can be restored
  125625. * when we build back a Babylon Mesh
  125626. * NB : All CSG operations are performed in world coordinates
  125627. * @param csg The CSG to copy the transform attributes from
  125628. * @returns This CSG
  125629. */
  125630. copyTransformAttributes(csg: CSG): CSG;
  125631. /**
  125632. * Build Raw mesh from CSG
  125633. * Coordinates here are in world space
  125634. * @param name The name of the mesh geometry
  125635. * @param scene The Scene
  125636. * @param keepSubMeshes Specifies if the submeshes should be kept
  125637. * @returns A new Mesh
  125638. */
  125639. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125640. /**
  125641. * Build Mesh from CSG taking material and transforms into account
  125642. * @param name The name of the Mesh
  125643. * @param material The material of the Mesh
  125644. * @param scene The Scene
  125645. * @param keepSubMeshes Specifies if submeshes should be kept
  125646. * @returns The new Mesh
  125647. */
  125648. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125649. }
  125650. }
  125651. declare module BABYLON {
  125652. /**
  125653. * Class used to create a trail following a mesh
  125654. */
  125655. export class TrailMesh extends Mesh {
  125656. private _generator;
  125657. private _autoStart;
  125658. private _running;
  125659. private _diameter;
  125660. private _length;
  125661. private _sectionPolygonPointsCount;
  125662. private _sectionVectors;
  125663. private _sectionNormalVectors;
  125664. private _beforeRenderObserver;
  125665. /**
  125666. * @constructor
  125667. * @param name The value used by scene.getMeshByName() to do a lookup.
  125668. * @param generator The mesh to generate a trail.
  125669. * @param scene The scene to add this mesh to.
  125670. * @param diameter Diameter of trailing mesh. Default is 1.
  125671. * @param length Length of trailing mesh. Default is 60.
  125672. * @param autoStart Automatically start trailing mesh. Default true.
  125673. */
  125674. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  125675. /**
  125676. * "TrailMesh"
  125677. * @returns "TrailMesh"
  125678. */
  125679. getClassName(): string;
  125680. private _createMesh;
  125681. /**
  125682. * Start trailing mesh.
  125683. */
  125684. start(): void;
  125685. /**
  125686. * Stop trailing mesh.
  125687. */
  125688. stop(): void;
  125689. /**
  125690. * Update trailing mesh geometry.
  125691. */
  125692. update(): void;
  125693. /**
  125694. * Returns a new TrailMesh object.
  125695. * @param name is a string, the name given to the new mesh
  125696. * @param newGenerator use new generator object for cloned trail mesh
  125697. * @returns a new mesh
  125698. */
  125699. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  125700. /**
  125701. * Serializes this trail mesh
  125702. * @param serializationObject object to write serialization to
  125703. */
  125704. serialize(serializationObject: any): void;
  125705. /**
  125706. * Parses a serialized trail mesh
  125707. * @param parsedMesh the serialized mesh
  125708. * @param scene the scene to create the trail mesh in
  125709. * @returns the created trail mesh
  125710. */
  125711. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  125712. }
  125713. }
  125714. declare module BABYLON {
  125715. /**
  125716. * Class containing static functions to help procedurally build meshes
  125717. */
  125718. export class TiledBoxBuilder {
  125719. /**
  125720. * Creates a box mesh
  125721. * 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)
  125722. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125723. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125724. * * 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
  125725. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125726. * @param name defines the name of the mesh
  125727. * @param options defines the options used to create the mesh
  125728. * @param scene defines the hosting scene
  125729. * @returns the box mesh
  125730. */
  125731. static CreateTiledBox(name: string, options: {
  125732. pattern?: number;
  125733. width?: number;
  125734. height?: number;
  125735. depth?: number;
  125736. tileSize?: number;
  125737. tileWidth?: number;
  125738. tileHeight?: number;
  125739. alignHorizontal?: number;
  125740. alignVertical?: number;
  125741. faceUV?: Vector4[];
  125742. faceColors?: Color4[];
  125743. sideOrientation?: number;
  125744. updatable?: boolean;
  125745. }, scene?: Nullable<Scene>): Mesh;
  125746. }
  125747. }
  125748. declare module BABYLON {
  125749. /**
  125750. * Class containing static functions to help procedurally build meshes
  125751. */
  125752. export class TorusKnotBuilder {
  125753. /**
  125754. * Creates a torus knot mesh
  125755. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125756. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125757. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125758. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125759. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125760. * * 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
  125761. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125762. * @param name defines the name of the mesh
  125763. * @param options defines the options used to create the mesh
  125764. * @param scene defines the hosting scene
  125765. * @returns the torus knot mesh
  125766. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125767. */
  125768. static CreateTorusKnot(name: string, options: {
  125769. radius?: number;
  125770. tube?: number;
  125771. radialSegments?: number;
  125772. tubularSegments?: number;
  125773. p?: number;
  125774. q?: number;
  125775. updatable?: boolean;
  125776. sideOrientation?: number;
  125777. frontUVs?: Vector4;
  125778. backUVs?: Vector4;
  125779. }, scene: any): Mesh;
  125780. }
  125781. }
  125782. declare module BABYLON {
  125783. /**
  125784. * Polygon
  125785. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  125786. */
  125787. export class Polygon {
  125788. /**
  125789. * Creates a rectangle
  125790. * @param xmin bottom X coord
  125791. * @param ymin bottom Y coord
  125792. * @param xmax top X coord
  125793. * @param ymax top Y coord
  125794. * @returns points that make the resulting rectation
  125795. */
  125796. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  125797. /**
  125798. * Creates a circle
  125799. * @param radius radius of circle
  125800. * @param cx scale in x
  125801. * @param cy scale in y
  125802. * @param numberOfSides number of sides that make up the circle
  125803. * @returns points that make the resulting circle
  125804. */
  125805. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  125806. /**
  125807. * Creates a polygon from input string
  125808. * @param input Input polygon data
  125809. * @returns the parsed points
  125810. */
  125811. static Parse(input: string): Vector2[];
  125812. /**
  125813. * Starts building a polygon from x and y coordinates
  125814. * @param x x coordinate
  125815. * @param y y coordinate
  125816. * @returns the started path2
  125817. */
  125818. static StartingAt(x: number, y: number): Path2;
  125819. }
  125820. /**
  125821. * Builds a polygon
  125822. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  125823. */
  125824. export class PolygonMeshBuilder {
  125825. private _points;
  125826. private _outlinepoints;
  125827. private _holes;
  125828. private _name;
  125829. private _scene;
  125830. private _epoints;
  125831. private _eholes;
  125832. private _addToepoint;
  125833. /**
  125834. * Babylon reference to the earcut plugin.
  125835. */
  125836. bjsEarcut: any;
  125837. /**
  125838. * Creates a PolygonMeshBuilder
  125839. * @param name name of the builder
  125840. * @param contours Path of the polygon
  125841. * @param scene scene to add to when creating the mesh
  125842. * @param earcutInjection can be used to inject your own earcut reference
  125843. */
  125844. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  125845. /**
  125846. * Adds a whole within the polygon
  125847. * @param hole Array of points defining the hole
  125848. * @returns this
  125849. */
  125850. addHole(hole: Vector2[]): PolygonMeshBuilder;
  125851. /**
  125852. * Creates the polygon
  125853. * @param updatable If the mesh should be updatable
  125854. * @param depth The depth of the mesh created
  125855. * @returns the created mesh
  125856. */
  125857. build(updatable?: boolean, depth?: number): Mesh;
  125858. /**
  125859. * Creates the polygon
  125860. * @param depth The depth of the mesh created
  125861. * @returns the created VertexData
  125862. */
  125863. buildVertexData(depth?: number): VertexData;
  125864. /**
  125865. * Adds a side to the polygon
  125866. * @param positions points that make the polygon
  125867. * @param normals normals of the polygon
  125868. * @param uvs uvs of the polygon
  125869. * @param indices indices of the polygon
  125870. * @param bounds bounds of the polygon
  125871. * @param points points of the polygon
  125872. * @param depth depth of the polygon
  125873. * @param flip flip of the polygon
  125874. */
  125875. private addSide;
  125876. }
  125877. }
  125878. declare module BABYLON {
  125879. /**
  125880. * Class containing static functions to help procedurally build meshes
  125881. */
  125882. export class PolygonBuilder {
  125883. /**
  125884. * Creates a polygon mesh
  125885. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125886. * * 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
  125887. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125888. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125889. * * 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)
  125890. * * Remember you can only change the shape positions, not their number when updating a polygon
  125891. * @param name defines the name of the mesh
  125892. * @param options defines the options used to create the mesh
  125893. * @param scene defines the hosting scene
  125894. * @param earcutInjection can be used to inject your own earcut reference
  125895. * @returns the polygon mesh
  125896. */
  125897. static CreatePolygon(name: string, options: {
  125898. shape: Vector3[];
  125899. holes?: Vector3[][];
  125900. depth?: number;
  125901. faceUV?: Vector4[];
  125902. faceColors?: Color4[];
  125903. updatable?: boolean;
  125904. sideOrientation?: number;
  125905. frontUVs?: Vector4;
  125906. backUVs?: Vector4;
  125907. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125908. /**
  125909. * Creates an extruded polygon mesh, with depth in the Y direction.
  125910. * * 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)
  125911. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125912. * @param name defines the name of the mesh
  125913. * @param options defines the options used to create the mesh
  125914. * @param scene defines the hosting scene
  125915. * @param earcutInjection can be used to inject your own earcut reference
  125916. * @returns the polygon mesh
  125917. */
  125918. static ExtrudePolygon(name: string, options: {
  125919. shape: Vector3[];
  125920. holes?: Vector3[][];
  125921. depth?: number;
  125922. faceUV?: Vector4[];
  125923. faceColors?: Color4[];
  125924. updatable?: boolean;
  125925. sideOrientation?: number;
  125926. frontUVs?: Vector4;
  125927. backUVs?: Vector4;
  125928. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125929. }
  125930. }
  125931. declare module BABYLON {
  125932. /**
  125933. * Class containing static functions to help procedurally build meshes
  125934. */
  125935. export class LatheBuilder {
  125936. /**
  125937. * Creates lathe mesh.
  125938. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125939. * * 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
  125940. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125941. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125942. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125943. * * 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
  125944. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125945. * * 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
  125946. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125947. * * 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
  125948. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125949. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125950. * @param name defines the name of the mesh
  125951. * @param options defines the options used to create the mesh
  125952. * @param scene defines the hosting scene
  125953. * @returns the lathe mesh
  125954. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125955. */
  125956. static CreateLathe(name: string, options: {
  125957. shape: Vector3[];
  125958. radius?: number;
  125959. tessellation?: number;
  125960. clip?: number;
  125961. arc?: number;
  125962. closed?: boolean;
  125963. updatable?: boolean;
  125964. sideOrientation?: number;
  125965. frontUVs?: Vector4;
  125966. backUVs?: Vector4;
  125967. cap?: number;
  125968. invertUV?: boolean;
  125969. }, scene?: Nullable<Scene>): Mesh;
  125970. }
  125971. }
  125972. declare module BABYLON {
  125973. /**
  125974. * Class containing static functions to help procedurally build meshes
  125975. */
  125976. export class TiledPlaneBuilder {
  125977. /**
  125978. * Creates a tiled plane mesh
  125979. * * The parameter `pattern` will, depending on value, do nothing or
  125980. * * * flip (reflect about central vertical) alternate tiles across and up
  125981. * * * flip every tile on alternate rows
  125982. * * * rotate (180 degs) alternate tiles across and up
  125983. * * * rotate every tile on alternate rows
  125984. * * * flip and rotate alternate tiles across and up
  125985. * * * flip and rotate every tile on alternate rows
  125986. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  125987. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  125988. * * 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
  125989. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125990. * * 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)
  125991. * * 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)
  125992. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125993. * @param name defines the name of the mesh
  125994. * @param options defines the options used to create the mesh
  125995. * @param scene defines the hosting scene
  125996. * @returns the box mesh
  125997. */
  125998. static CreateTiledPlane(name: string, options: {
  125999. pattern?: number;
  126000. tileSize?: number;
  126001. tileWidth?: number;
  126002. tileHeight?: number;
  126003. size?: number;
  126004. width?: number;
  126005. height?: number;
  126006. alignHorizontal?: number;
  126007. alignVertical?: number;
  126008. sideOrientation?: number;
  126009. frontUVs?: Vector4;
  126010. backUVs?: Vector4;
  126011. updatable?: boolean;
  126012. }, scene?: Nullable<Scene>): Mesh;
  126013. }
  126014. }
  126015. declare module BABYLON {
  126016. /**
  126017. * Class containing static functions to help procedurally build meshes
  126018. */
  126019. export class TubeBuilder {
  126020. /**
  126021. * Creates a tube mesh.
  126022. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126023. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  126024. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  126025. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  126026. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  126027. * * 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)
  126028. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  126029. * * 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
  126030. * * 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
  126031. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126032. * * 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
  126033. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126034. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126035. * @param name defines the name of the mesh
  126036. * @param options defines the options used to create the mesh
  126037. * @param scene defines the hosting scene
  126038. * @returns the tube mesh
  126039. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126040. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  126041. */
  126042. static CreateTube(name: string, options: {
  126043. path: Vector3[];
  126044. radius?: number;
  126045. tessellation?: number;
  126046. radiusFunction?: {
  126047. (i: number, distance: number): number;
  126048. };
  126049. cap?: number;
  126050. arc?: number;
  126051. updatable?: boolean;
  126052. sideOrientation?: number;
  126053. frontUVs?: Vector4;
  126054. backUVs?: Vector4;
  126055. instance?: Mesh;
  126056. invertUV?: boolean;
  126057. }, scene?: Nullable<Scene>): Mesh;
  126058. }
  126059. }
  126060. declare module BABYLON {
  126061. /**
  126062. * Class containing static functions to help procedurally build meshes
  126063. */
  126064. export class IcoSphereBuilder {
  126065. /**
  126066. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  126067. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  126068. * * 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`)
  126069. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  126070. * * 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
  126071. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126072. * * 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
  126073. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126074. * @param name defines the name of the mesh
  126075. * @param options defines the options used to create the mesh
  126076. * @param scene defines the hosting scene
  126077. * @returns the icosahedron mesh
  126078. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  126079. */
  126080. static CreateIcoSphere(name: string, options: {
  126081. radius?: number;
  126082. radiusX?: number;
  126083. radiusY?: number;
  126084. radiusZ?: number;
  126085. flat?: boolean;
  126086. subdivisions?: number;
  126087. sideOrientation?: number;
  126088. frontUVs?: Vector4;
  126089. backUVs?: Vector4;
  126090. updatable?: boolean;
  126091. }, scene?: Nullable<Scene>): Mesh;
  126092. }
  126093. }
  126094. declare module BABYLON {
  126095. /**
  126096. * Class containing static functions to help procedurally build meshes
  126097. */
  126098. export class DecalBuilder {
  126099. /**
  126100. * Creates a decal mesh.
  126101. * 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
  126102. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  126103. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  126104. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  126105. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  126106. * @param name defines the name of the mesh
  126107. * @param sourceMesh defines the mesh where the decal must be applied
  126108. * @param options defines the options used to create the mesh
  126109. * @param scene defines the hosting scene
  126110. * @returns the decal mesh
  126111. * @see https://doc.babylonjs.com/how_to/decals
  126112. */
  126113. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  126114. position?: Vector3;
  126115. normal?: Vector3;
  126116. size?: Vector3;
  126117. angle?: number;
  126118. }): Mesh;
  126119. }
  126120. }
  126121. declare module BABYLON {
  126122. /**
  126123. * Class containing static functions to help procedurally build meshes
  126124. */
  126125. export class MeshBuilder {
  126126. /**
  126127. * Creates a box mesh
  126128. * * The parameter `size` sets the size (float) of each box side (default 1)
  126129. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  126130. * * 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)
  126131. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126132. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126133. * * 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
  126134. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126135. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  126136. * @param name defines the name of the mesh
  126137. * @param options defines the options used to create the mesh
  126138. * @param scene defines the hosting scene
  126139. * @returns the box mesh
  126140. */
  126141. static CreateBox(name: string, options: {
  126142. size?: number;
  126143. width?: number;
  126144. height?: number;
  126145. depth?: number;
  126146. faceUV?: Vector4[];
  126147. faceColors?: Color4[];
  126148. sideOrientation?: number;
  126149. frontUVs?: Vector4;
  126150. backUVs?: Vector4;
  126151. updatable?: boolean;
  126152. }, scene?: Nullable<Scene>): Mesh;
  126153. /**
  126154. * Creates a tiled box mesh
  126155. * * faceTiles sets the pattern, tile size and number of tiles for a face
  126156. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126157. * @param name defines the name of the mesh
  126158. * @param options defines the options used to create the mesh
  126159. * @param scene defines the hosting scene
  126160. * @returns the tiled box mesh
  126161. */
  126162. static CreateTiledBox(name: string, options: {
  126163. pattern?: number;
  126164. size?: number;
  126165. width?: number;
  126166. height?: number;
  126167. depth: number;
  126168. tileSize?: number;
  126169. tileWidth?: number;
  126170. tileHeight?: number;
  126171. faceUV?: Vector4[];
  126172. faceColors?: Color4[];
  126173. alignHorizontal?: number;
  126174. alignVertical?: number;
  126175. sideOrientation?: number;
  126176. updatable?: boolean;
  126177. }, scene?: Nullable<Scene>): Mesh;
  126178. /**
  126179. * Creates a sphere mesh
  126180. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  126181. * * 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`)
  126182. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  126183. * * 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
  126184. * * 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)
  126185. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126186. * * 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
  126187. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126188. * @param name defines the name of the mesh
  126189. * @param options defines the options used to create the mesh
  126190. * @param scene defines the hosting scene
  126191. * @returns the sphere mesh
  126192. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  126193. */
  126194. static CreateSphere(name: string, options: {
  126195. segments?: number;
  126196. diameter?: number;
  126197. diameterX?: number;
  126198. diameterY?: number;
  126199. diameterZ?: number;
  126200. arc?: number;
  126201. slice?: number;
  126202. sideOrientation?: number;
  126203. frontUVs?: Vector4;
  126204. backUVs?: Vector4;
  126205. updatable?: boolean;
  126206. }, scene?: Nullable<Scene>): Mesh;
  126207. /**
  126208. * Creates a plane polygonal mesh. By default, this is a disc
  126209. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  126210. * * 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
  126211. * * 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
  126212. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126213. * * 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
  126214. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126215. * @param name defines the name of the mesh
  126216. * @param options defines the options used to create the mesh
  126217. * @param scene defines the hosting scene
  126218. * @returns the plane polygonal mesh
  126219. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  126220. */
  126221. static CreateDisc(name: string, options: {
  126222. radius?: number;
  126223. tessellation?: number;
  126224. arc?: number;
  126225. updatable?: boolean;
  126226. sideOrientation?: number;
  126227. frontUVs?: Vector4;
  126228. backUVs?: Vector4;
  126229. }, scene?: Nullable<Scene>): Mesh;
  126230. /**
  126231. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  126232. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  126233. * * 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`)
  126234. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  126235. * * 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
  126236. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126237. * * 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
  126238. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126239. * @param name defines the name of the mesh
  126240. * @param options defines the options used to create the mesh
  126241. * @param scene defines the hosting scene
  126242. * @returns the icosahedron mesh
  126243. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  126244. */
  126245. static CreateIcoSphere(name: string, options: {
  126246. radius?: number;
  126247. radiusX?: number;
  126248. radiusY?: number;
  126249. radiusZ?: number;
  126250. flat?: boolean;
  126251. subdivisions?: number;
  126252. sideOrientation?: number;
  126253. frontUVs?: Vector4;
  126254. backUVs?: Vector4;
  126255. updatable?: boolean;
  126256. }, scene?: Nullable<Scene>): Mesh;
  126257. /**
  126258. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126259. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  126260. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  126261. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  126262. * * 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
  126263. * * 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
  126264. * * 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
  126265. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126266. * * 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
  126267. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126268. * * 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
  126269. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  126270. * * 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
  126271. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  126272. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126273. * @param name defines the name of the mesh
  126274. * @param options defines the options used to create the mesh
  126275. * @param scene defines the hosting scene
  126276. * @returns the ribbon mesh
  126277. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  126278. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126279. */
  126280. static CreateRibbon(name: string, options: {
  126281. pathArray: Vector3[][];
  126282. closeArray?: boolean;
  126283. closePath?: boolean;
  126284. offset?: number;
  126285. updatable?: boolean;
  126286. sideOrientation?: number;
  126287. frontUVs?: Vector4;
  126288. backUVs?: Vector4;
  126289. instance?: Mesh;
  126290. invertUV?: boolean;
  126291. uvs?: Vector2[];
  126292. colors?: Color4[];
  126293. }, scene?: Nullable<Scene>): Mesh;
  126294. /**
  126295. * Creates a cylinder or a cone mesh
  126296. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  126297. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  126298. * * 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.
  126299. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  126300. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  126301. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  126302. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  126303. * * 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).
  126304. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  126305. * * 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).
  126306. * * 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
  126307. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  126308. * * 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
  126309. * * 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.
  126310. * * If `enclose` is false, a ring surface is one element.
  126311. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  126312. * * 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
  126313. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126314. * * 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
  126315. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126316. * @param name defines the name of the mesh
  126317. * @param options defines the options used to create the mesh
  126318. * @param scene defines the hosting scene
  126319. * @returns the cylinder mesh
  126320. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  126321. */
  126322. static CreateCylinder(name: string, options: {
  126323. height?: number;
  126324. diameterTop?: number;
  126325. diameterBottom?: number;
  126326. diameter?: number;
  126327. tessellation?: number;
  126328. subdivisions?: number;
  126329. arc?: number;
  126330. faceColors?: Color4[];
  126331. faceUV?: Vector4[];
  126332. updatable?: boolean;
  126333. hasRings?: boolean;
  126334. enclose?: boolean;
  126335. cap?: number;
  126336. sideOrientation?: number;
  126337. frontUVs?: Vector4;
  126338. backUVs?: Vector4;
  126339. }, scene?: Nullable<Scene>): Mesh;
  126340. /**
  126341. * Creates a torus mesh
  126342. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  126343. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  126344. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  126345. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126346. * * 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
  126347. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126348. * @param name defines the name of the mesh
  126349. * @param options defines the options used to create the mesh
  126350. * @param scene defines the hosting scene
  126351. * @returns the torus mesh
  126352. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  126353. */
  126354. static CreateTorus(name: string, options: {
  126355. diameter?: number;
  126356. thickness?: number;
  126357. tessellation?: number;
  126358. updatable?: boolean;
  126359. sideOrientation?: number;
  126360. frontUVs?: Vector4;
  126361. backUVs?: Vector4;
  126362. }, scene?: Nullable<Scene>): Mesh;
  126363. /**
  126364. * Creates a torus knot mesh
  126365. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  126366. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  126367. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  126368. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  126369. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126370. * * 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
  126371. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126372. * @param name defines the name of the mesh
  126373. * @param options defines the options used to create the mesh
  126374. * @param scene defines the hosting scene
  126375. * @returns the torus knot mesh
  126376. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  126377. */
  126378. static CreateTorusKnot(name: string, options: {
  126379. radius?: number;
  126380. tube?: number;
  126381. radialSegments?: number;
  126382. tubularSegments?: number;
  126383. p?: number;
  126384. q?: number;
  126385. updatable?: boolean;
  126386. sideOrientation?: number;
  126387. frontUVs?: Vector4;
  126388. backUVs?: Vector4;
  126389. }, scene?: Nullable<Scene>): Mesh;
  126390. /**
  126391. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  126392. * * 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
  126393. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  126394. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  126395. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  126396. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  126397. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  126398. * * 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
  126399. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  126400. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126401. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  126402. * @param name defines the name of the new line system
  126403. * @param options defines the options used to create the line system
  126404. * @param scene defines the hosting scene
  126405. * @returns a new line system mesh
  126406. */
  126407. static CreateLineSystem(name: string, options: {
  126408. lines: Vector3[][];
  126409. updatable?: boolean;
  126410. instance?: Nullable<LinesMesh>;
  126411. colors?: Nullable<Color4[][]>;
  126412. useVertexAlpha?: boolean;
  126413. }, scene: Nullable<Scene>): LinesMesh;
  126414. /**
  126415. * Creates a line mesh
  126416. * 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
  126417. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  126418. * * The parameter `points` is an array successive Vector3
  126419. * * 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
  126420. * * The optional parameter `colors` is an array of successive Color4, one per line point
  126421. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  126422. * * When updating an instance, remember that only point positions can change, not the number of points
  126423. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126424. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  126425. * @param name defines the name of the new line system
  126426. * @param options defines the options used to create the line system
  126427. * @param scene defines the hosting scene
  126428. * @returns a new line mesh
  126429. */
  126430. static CreateLines(name: string, options: {
  126431. points: Vector3[];
  126432. updatable?: boolean;
  126433. instance?: Nullable<LinesMesh>;
  126434. colors?: Color4[];
  126435. useVertexAlpha?: boolean;
  126436. }, scene?: Nullable<Scene>): LinesMesh;
  126437. /**
  126438. * Creates a dashed line mesh
  126439. * * 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
  126440. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  126441. * * The parameter `points` is an array successive Vector3
  126442. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  126443. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  126444. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  126445. * * 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
  126446. * * When updating an instance, remember that only point positions can change, not the number of points
  126447. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126448. * @param name defines the name of the mesh
  126449. * @param options defines the options used to create the mesh
  126450. * @param scene defines the hosting scene
  126451. * @returns the dashed line mesh
  126452. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  126453. */
  126454. static CreateDashedLines(name: string, options: {
  126455. points: Vector3[];
  126456. dashSize?: number;
  126457. gapSize?: number;
  126458. dashNb?: number;
  126459. updatable?: boolean;
  126460. instance?: LinesMesh;
  126461. }, scene?: Nullable<Scene>): LinesMesh;
  126462. /**
  126463. * 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.
  126464. * * 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.
  126465. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126466. * * 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.
  126467. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  126468. * * 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
  126469. * * 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
  126470. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  126471. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126472. * * 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
  126473. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  126474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126475. * @param name defines the name of the mesh
  126476. * @param options defines the options used to create the mesh
  126477. * @param scene defines the hosting scene
  126478. * @returns the extruded shape mesh
  126479. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126480. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126481. */
  126482. static ExtrudeShape(name: string, options: {
  126483. shape: Vector3[];
  126484. path: Vector3[];
  126485. scale?: number;
  126486. rotation?: number;
  126487. cap?: number;
  126488. updatable?: boolean;
  126489. sideOrientation?: number;
  126490. frontUVs?: Vector4;
  126491. backUVs?: Vector4;
  126492. instance?: Mesh;
  126493. invertUV?: boolean;
  126494. }, scene?: Nullable<Scene>): Mesh;
  126495. /**
  126496. * Creates an custom extruded shape mesh.
  126497. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  126498. * * 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.
  126499. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126500. * * 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
  126501. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  126502. * * 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
  126503. * * It must returns a float value that will be the scale value applied to the shape on each path point
  126504. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  126505. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  126506. * * 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
  126507. * * 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
  126508. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  126509. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126510. * * 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
  126511. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126512. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126513. * @param name defines the name of the mesh
  126514. * @param options defines the options used to create the mesh
  126515. * @param scene defines the hosting scene
  126516. * @returns the custom extruded shape mesh
  126517. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  126518. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126519. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126520. */
  126521. static ExtrudeShapeCustom(name: string, options: {
  126522. shape: Vector3[];
  126523. path: Vector3[];
  126524. scaleFunction?: any;
  126525. rotationFunction?: any;
  126526. ribbonCloseArray?: boolean;
  126527. ribbonClosePath?: boolean;
  126528. cap?: number;
  126529. updatable?: boolean;
  126530. sideOrientation?: number;
  126531. frontUVs?: Vector4;
  126532. backUVs?: Vector4;
  126533. instance?: Mesh;
  126534. invertUV?: boolean;
  126535. }, scene?: Nullable<Scene>): Mesh;
  126536. /**
  126537. * Creates lathe mesh.
  126538. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  126539. * * 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
  126540. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  126541. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  126542. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  126543. * * 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
  126544. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  126545. * * 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
  126546. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126547. * * 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
  126548. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126550. * @param name defines the name of the mesh
  126551. * @param options defines the options used to create the mesh
  126552. * @param scene defines the hosting scene
  126553. * @returns the lathe mesh
  126554. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  126555. */
  126556. static CreateLathe(name: string, options: {
  126557. shape: Vector3[];
  126558. radius?: number;
  126559. tessellation?: number;
  126560. clip?: number;
  126561. arc?: number;
  126562. closed?: boolean;
  126563. updatable?: boolean;
  126564. sideOrientation?: number;
  126565. frontUVs?: Vector4;
  126566. backUVs?: Vector4;
  126567. cap?: number;
  126568. invertUV?: boolean;
  126569. }, scene?: Nullable<Scene>): Mesh;
  126570. /**
  126571. * Creates a tiled plane mesh
  126572. * * You can set a limited pattern arrangement with the tiles
  126573. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126574. * * 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
  126575. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126576. * @param name defines the name of the mesh
  126577. * @param options defines the options used to create the mesh
  126578. * @param scene defines the hosting scene
  126579. * @returns the plane mesh
  126580. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126581. */
  126582. static CreateTiledPlane(name: string, options: {
  126583. pattern?: number;
  126584. tileSize?: number;
  126585. tileWidth?: number;
  126586. tileHeight?: number;
  126587. size?: number;
  126588. width?: number;
  126589. height?: number;
  126590. alignHorizontal?: number;
  126591. alignVertical?: number;
  126592. sideOrientation?: number;
  126593. frontUVs?: Vector4;
  126594. backUVs?: Vector4;
  126595. updatable?: boolean;
  126596. }, scene?: Nullable<Scene>): Mesh;
  126597. /**
  126598. * Creates a plane mesh
  126599. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  126600. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  126601. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  126602. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126603. * * 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
  126604. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126605. * @param name defines the name of the mesh
  126606. * @param options defines the options used to create the mesh
  126607. * @param scene defines the hosting scene
  126608. * @returns the plane mesh
  126609. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126610. */
  126611. static CreatePlane(name: string, options: {
  126612. size?: number;
  126613. width?: number;
  126614. height?: number;
  126615. sideOrientation?: number;
  126616. frontUVs?: Vector4;
  126617. backUVs?: Vector4;
  126618. updatable?: boolean;
  126619. sourcePlane?: Plane;
  126620. }, scene?: Nullable<Scene>): Mesh;
  126621. /**
  126622. * Creates a ground mesh
  126623. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  126624. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  126625. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126626. * @param name defines the name of the mesh
  126627. * @param options defines the options used to create the mesh
  126628. * @param scene defines the hosting scene
  126629. * @returns the ground mesh
  126630. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  126631. */
  126632. static CreateGround(name: string, options: {
  126633. width?: number;
  126634. height?: number;
  126635. subdivisions?: number;
  126636. subdivisionsX?: number;
  126637. subdivisionsY?: number;
  126638. updatable?: boolean;
  126639. }, scene?: Nullable<Scene>): Mesh;
  126640. /**
  126641. * Creates a tiled ground mesh
  126642. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  126643. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  126644. * * 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
  126645. * * 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
  126646. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126647. * @param name defines the name of the mesh
  126648. * @param options defines the options used to create the mesh
  126649. * @param scene defines the hosting scene
  126650. * @returns the tiled ground mesh
  126651. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  126652. */
  126653. static CreateTiledGround(name: string, options: {
  126654. xmin: number;
  126655. zmin: number;
  126656. xmax: number;
  126657. zmax: number;
  126658. subdivisions?: {
  126659. w: number;
  126660. h: number;
  126661. };
  126662. precision?: {
  126663. w: number;
  126664. h: number;
  126665. };
  126666. updatable?: boolean;
  126667. }, scene?: Nullable<Scene>): Mesh;
  126668. /**
  126669. * Creates a ground mesh from a height map
  126670. * * The parameter `url` sets the URL of the height map image resource.
  126671. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  126672. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  126673. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  126674. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  126675. * * 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.
  126676. * * 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).
  126677. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  126678. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126679. * @param name defines the name of the mesh
  126680. * @param url defines the url to the height map
  126681. * @param options defines the options used to create the mesh
  126682. * @param scene defines the hosting scene
  126683. * @returns the ground mesh
  126684. * @see https://doc.babylonjs.com/babylon101/height_map
  126685. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  126686. */
  126687. static CreateGroundFromHeightMap(name: string, url: string, options: {
  126688. width?: number;
  126689. height?: number;
  126690. subdivisions?: number;
  126691. minHeight?: number;
  126692. maxHeight?: number;
  126693. colorFilter?: Color3;
  126694. alphaFilter?: number;
  126695. updatable?: boolean;
  126696. onReady?: (mesh: GroundMesh) => void;
  126697. }, scene?: Nullable<Scene>): GroundMesh;
  126698. /**
  126699. * Creates a polygon mesh
  126700. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  126701. * * 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
  126702. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  126703. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126704. * * 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)
  126705. * * Remember you can only change the shape positions, not their number when updating a polygon
  126706. * @param name defines the name of the mesh
  126707. * @param options defines the options used to create the mesh
  126708. * @param scene defines the hosting scene
  126709. * @param earcutInjection can be used to inject your own earcut reference
  126710. * @returns the polygon mesh
  126711. */
  126712. static CreatePolygon(name: string, options: {
  126713. shape: Vector3[];
  126714. holes?: Vector3[][];
  126715. depth?: number;
  126716. faceUV?: Vector4[];
  126717. faceColors?: Color4[];
  126718. updatable?: boolean;
  126719. sideOrientation?: number;
  126720. frontUVs?: Vector4;
  126721. backUVs?: Vector4;
  126722. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126723. /**
  126724. * Creates an extruded polygon mesh, with depth in the Y direction.
  126725. * * 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)
  126726. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126727. * @param name defines the name of the mesh
  126728. * @param options defines the options used to create the mesh
  126729. * @param scene defines the hosting scene
  126730. * @param earcutInjection can be used to inject your own earcut reference
  126731. * @returns the polygon mesh
  126732. */
  126733. static ExtrudePolygon(name: string, options: {
  126734. shape: Vector3[];
  126735. holes?: Vector3[][];
  126736. depth?: number;
  126737. faceUV?: Vector4[];
  126738. faceColors?: Color4[];
  126739. updatable?: boolean;
  126740. sideOrientation?: number;
  126741. frontUVs?: Vector4;
  126742. backUVs?: Vector4;
  126743. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126744. /**
  126745. * Creates a tube mesh.
  126746. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126747. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  126748. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  126749. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  126750. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  126751. * * 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)
  126752. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  126753. * * 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
  126754. * * 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
  126755. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126756. * * 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
  126757. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126758. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126759. * @param name defines the name of the mesh
  126760. * @param options defines the options used to create the mesh
  126761. * @param scene defines the hosting scene
  126762. * @returns the tube mesh
  126763. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126764. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  126765. */
  126766. static CreateTube(name: string, options: {
  126767. path: Vector3[];
  126768. radius?: number;
  126769. tessellation?: number;
  126770. radiusFunction?: {
  126771. (i: number, distance: number): number;
  126772. };
  126773. cap?: number;
  126774. arc?: number;
  126775. updatable?: boolean;
  126776. sideOrientation?: number;
  126777. frontUVs?: Vector4;
  126778. backUVs?: Vector4;
  126779. instance?: Mesh;
  126780. invertUV?: boolean;
  126781. }, scene?: Nullable<Scene>): Mesh;
  126782. /**
  126783. * Creates a polyhedron mesh
  126784. * * 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
  126785. * * The parameter `size` (positive float, default 1) sets the polygon size
  126786. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  126787. * * 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`
  126788. * * 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
  126789. * * 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)`)
  126790. * * 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
  126791. * * 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
  126792. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126793. * * 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
  126794. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126795. * @param name defines the name of the mesh
  126796. * @param options defines the options used to create the mesh
  126797. * @param scene defines the hosting scene
  126798. * @returns the polyhedron mesh
  126799. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  126800. */
  126801. static CreatePolyhedron(name: string, options: {
  126802. type?: number;
  126803. size?: number;
  126804. sizeX?: number;
  126805. sizeY?: number;
  126806. sizeZ?: number;
  126807. custom?: any;
  126808. faceUV?: Vector4[];
  126809. faceColors?: Color4[];
  126810. flat?: boolean;
  126811. updatable?: boolean;
  126812. sideOrientation?: number;
  126813. frontUVs?: Vector4;
  126814. backUVs?: Vector4;
  126815. }, scene?: Nullable<Scene>): Mesh;
  126816. /**
  126817. * Creates a decal mesh.
  126818. * 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
  126819. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  126820. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  126821. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  126822. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  126823. * @param name defines the name of the mesh
  126824. * @param sourceMesh defines the mesh where the decal must be applied
  126825. * @param options defines the options used to create the mesh
  126826. * @param scene defines the hosting scene
  126827. * @returns the decal mesh
  126828. * @see https://doc.babylonjs.com/how_to/decals
  126829. */
  126830. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  126831. position?: Vector3;
  126832. normal?: Vector3;
  126833. size?: Vector3;
  126834. angle?: number;
  126835. }): Mesh;
  126836. }
  126837. }
  126838. declare module BABYLON {
  126839. /**
  126840. * A simplifier interface for future simplification implementations
  126841. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126842. */
  126843. export interface ISimplifier {
  126844. /**
  126845. * Simplification of a given mesh according to the given settings.
  126846. * Since this requires computation, it is assumed that the function runs async.
  126847. * @param settings The settings of the simplification, including quality and distance
  126848. * @param successCallback A callback that will be called after the mesh was simplified.
  126849. * @param errorCallback in case of an error, this callback will be called. optional.
  126850. */
  126851. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  126852. }
  126853. /**
  126854. * Expected simplification settings.
  126855. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  126856. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126857. */
  126858. export interface ISimplificationSettings {
  126859. /**
  126860. * Gets or sets the expected quality
  126861. */
  126862. quality: number;
  126863. /**
  126864. * Gets or sets the distance when this optimized version should be used
  126865. */
  126866. distance: number;
  126867. /**
  126868. * Gets an already optimized mesh
  126869. */
  126870. optimizeMesh?: boolean;
  126871. }
  126872. /**
  126873. * Class used to specify simplification options
  126874. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126875. */
  126876. export class SimplificationSettings implements ISimplificationSettings {
  126877. /** expected quality */
  126878. quality: number;
  126879. /** distance when this optimized version should be used */
  126880. distance: number;
  126881. /** already optimized mesh */
  126882. optimizeMesh?: boolean | undefined;
  126883. /**
  126884. * Creates a SimplificationSettings
  126885. * @param quality expected quality
  126886. * @param distance distance when this optimized version should be used
  126887. * @param optimizeMesh already optimized mesh
  126888. */
  126889. constructor(
  126890. /** expected quality */
  126891. quality: number,
  126892. /** distance when this optimized version should be used */
  126893. distance: number,
  126894. /** already optimized mesh */
  126895. optimizeMesh?: boolean | undefined);
  126896. }
  126897. /**
  126898. * Interface used to define a simplification task
  126899. */
  126900. export interface ISimplificationTask {
  126901. /**
  126902. * Array of settings
  126903. */
  126904. settings: Array<ISimplificationSettings>;
  126905. /**
  126906. * Simplification type
  126907. */
  126908. simplificationType: SimplificationType;
  126909. /**
  126910. * Mesh to simplify
  126911. */
  126912. mesh: Mesh;
  126913. /**
  126914. * Callback called on success
  126915. */
  126916. successCallback?: () => void;
  126917. /**
  126918. * Defines if parallel processing can be used
  126919. */
  126920. parallelProcessing: boolean;
  126921. }
  126922. /**
  126923. * Queue used to order the simplification tasks
  126924. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126925. */
  126926. export class SimplificationQueue {
  126927. private _simplificationArray;
  126928. /**
  126929. * Gets a boolean indicating that the process is still running
  126930. */
  126931. running: boolean;
  126932. /**
  126933. * Creates a new queue
  126934. */
  126935. constructor();
  126936. /**
  126937. * Adds a new simplification task
  126938. * @param task defines a task to add
  126939. */
  126940. addTask(task: ISimplificationTask): void;
  126941. /**
  126942. * Execute next task
  126943. */
  126944. executeNext(): void;
  126945. /**
  126946. * Execute a simplification task
  126947. * @param task defines the task to run
  126948. */
  126949. runSimplification(task: ISimplificationTask): void;
  126950. private getSimplifier;
  126951. }
  126952. /**
  126953. * The implemented types of simplification
  126954. * At the moment only Quadratic Error Decimation is implemented
  126955. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126956. */
  126957. export enum SimplificationType {
  126958. /** Quadratic error decimation */
  126959. QUADRATIC = 0
  126960. }
  126961. }
  126962. declare module BABYLON {
  126963. interface Scene {
  126964. /** @hidden (Backing field) */
  126965. _simplificationQueue: SimplificationQueue;
  126966. /**
  126967. * Gets or sets the simplification queue attached to the scene
  126968. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126969. */
  126970. simplificationQueue: SimplificationQueue;
  126971. }
  126972. interface Mesh {
  126973. /**
  126974. * Simplify the mesh according to the given array of settings.
  126975. * Function will return immediately and will simplify async
  126976. * @param settings a collection of simplification settings
  126977. * @param parallelProcessing should all levels calculate parallel or one after the other
  126978. * @param simplificationType the type of simplification to run
  126979. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  126980. * @returns the current mesh
  126981. */
  126982. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  126983. }
  126984. /**
  126985. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  126986. * created in a scene
  126987. */
  126988. export class SimplicationQueueSceneComponent implements ISceneComponent {
  126989. /**
  126990. * The component name helpfull to identify the component in the list of scene components.
  126991. */
  126992. readonly name: string;
  126993. /**
  126994. * The scene the component belongs to.
  126995. */
  126996. scene: Scene;
  126997. /**
  126998. * Creates a new instance of the component for the given scene
  126999. * @param scene Defines the scene to register the component in
  127000. */
  127001. constructor(scene: Scene);
  127002. /**
  127003. * Registers the component in a given scene
  127004. */
  127005. register(): void;
  127006. /**
  127007. * Rebuilds the elements related to this component in case of
  127008. * context lost for instance.
  127009. */
  127010. rebuild(): void;
  127011. /**
  127012. * Disposes the component and the associated ressources
  127013. */
  127014. dispose(): void;
  127015. private _beforeCameraUpdate;
  127016. }
  127017. }
  127018. declare module BABYLON {
  127019. /**
  127020. * Navigation plugin interface to add navigation constrained by a navigation mesh
  127021. */
  127022. export interface INavigationEnginePlugin {
  127023. /**
  127024. * plugin name
  127025. */
  127026. name: string;
  127027. /**
  127028. * Creates a navigation mesh
  127029. * @param meshes array of all the geometry used to compute the navigatio mesh
  127030. * @param parameters bunch of parameters used to filter geometry
  127031. */
  127032. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  127033. /**
  127034. * Create a navigation mesh debug mesh
  127035. * @param scene is where the mesh will be added
  127036. * @returns debug display mesh
  127037. */
  127038. createDebugNavMesh(scene: Scene): Mesh;
  127039. /**
  127040. * Get a navigation mesh constrained position, closest to the parameter position
  127041. * @param position world position
  127042. * @returns the closest point to position constrained by the navigation mesh
  127043. */
  127044. getClosestPoint(position: Vector3): Vector3;
  127045. /**
  127046. * Get a navigation mesh constrained position, within a particular radius
  127047. * @param position world position
  127048. * @param maxRadius the maximum distance to the constrained world position
  127049. * @returns the closest point to position constrained by the navigation mesh
  127050. */
  127051. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  127052. /**
  127053. * Compute the final position from a segment made of destination-position
  127054. * @param position world position
  127055. * @param destination world position
  127056. * @returns the resulting point along the navmesh
  127057. */
  127058. moveAlong(position: Vector3, destination: Vector3): Vector3;
  127059. /**
  127060. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  127061. * @param start world position
  127062. * @param end world position
  127063. * @returns array containing world position composing the path
  127064. */
  127065. computePath(start: Vector3, end: Vector3): Vector3[];
  127066. /**
  127067. * If this plugin is supported
  127068. * @returns true if plugin is supported
  127069. */
  127070. isSupported(): boolean;
  127071. /**
  127072. * Create a new Crowd so you can add agents
  127073. * @param maxAgents the maximum agent count in the crowd
  127074. * @param maxAgentRadius the maximum radius an agent can have
  127075. * @param scene to attach the crowd to
  127076. * @returns the crowd you can add agents to
  127077. */
  127078. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  127079. /**
  127080. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127081. * The queries will try to find a solution within those bounds
  127082. * default is (1,1,1)
  127083. * @param extent x,y,z value that define the extent around the queries point of reference
  127084. */
  127085. setDefaultQueryExtent(extent: Vector3): void;
  127086. /**
  127087. * Get the Bounding box extent specified by setDefaultQueryExtent
  127088. * @returns the box extent values
  127089. */
  127090. getDefaultQueryExtent(): Vector3;
  127091. /**
  127092. * Release all resources
  127093. */
  127094. dispose(): void;
  127095. }
  127096. /**
  127097. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  127098. */
  127099. export interface ICrowd {
  127100. /**
  127101. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  127102. * You can attach anything to that node. The node position is updated in the scene update tick.
  127103. * @param pos world position that will be constrained by the navigation mesh
  127104. * @param parameters agent parameters
  127105. * @param transform hooked to the agent that will be update by the scene
  127106. * @returns agent index
  127107. */
  127108. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  127109. /**
  127110. * Returns the agent position in world space
  127111. * @param index agent index returned by addAgent
  127112. * @returns world space position
  127113. */
  127114. getAgentPosition(index: number): Vector3;
  127115. /**
  127116. * Gets the agent velocity in world space
  127117. * @param index agent index returned by addAgent
  127118. * @returns world space velocity
  127119. */
  127120. getAgentVelocity(index: number): Vector3;
  127121. /**
  127122. * remove a particular agent previously created
  127123. * @param index agent index returned by addAgent
  127124. */
  127125. removeAgent(index: number): void;
  127126. /**
  127127. * get the list of all agents attached to this crowd
  127128. * @returns list of agent indices
  127129. */
  127130. getAgents(): number[];
  127131. /**
  127132. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  127133. * @param deltaTime in seconds
  127134. */
  127135. update(deltaTime: number): void;
  127136. /**
  127137. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  127138. * @param index agent index returned by addAgent
  127139. * @param destination targeted world position
  127140. */
  127141. agentGoto(index: number, destination: Vector3): void;
  127142. /**
  127143. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127144. * The queries will try to find a solution within those bounds
  127145. * default is (1,1,1)
  127146. * @param extent x,y,z value that define the extent around the queries point of reference
  127147. */
  127148. setDefaultQueryExtent(extent: Vector3): void;
  127149. /**
  127150. * Get the Bounding box extent specified by setDefaultQueryExtent
  127151. * @returns the box extent values
  127152. */
  127153. getDefaultQueryExtent(): Vector3;
  127154. /**
  127155. * Release all resources
  127156. */
  127157. dispose(): void;
  127158. }
  127159. /**
  127160. * Configures an agent
  127161. */
  127162. export interface IAgentParameters {
  127163. /**
  127164. * Agent radius. [Limit: >= 0]
  127165. */
  127166. radius: number;
  127167. /**
  127168. * Agent height. [Limit: > 0]
  127169. */
  127170. height: number;
  127171. /**
  127172. * Maximum allowed acceleration. [Limit: >= 0]
  127173. */
  127174. maxAcceleration: number;
  127175. /**
  127176. * Maximum allowed speed. [Limit: >= 0]
  127177. */
  127178. maxSpeed: number;
  127179. /**
  127180. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  127181. */
  127182. collisionQueryRange: number;
  127183. /**
  127184. * The path visibility optimization range. [Limit: > 0]
  127185. */
  127186. pathOptimizationRange: number;
  127187. /**
  127188. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  127189. */
  127190. separationWeight: number;
  127191. }
  127192. /**
  127193. * Configures the navigation mesh creation
  127194. */
  127195. export interface INavMeshParameters {
  127196. /**
  127197. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  127198. */
  127199. cs: number;
  127200. /**
  127201. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  127202. */
  127203. ch: number;
  127204. /**
  127205. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  127206. */
  127207. walkableSlopeAngle: number;
  127208. /**
  127209. * Minimum floor to 'ceiling' height that will still allow the floor area to
  127210. * be considered walkable. [Limit: >= 3] [Units: vx]
  127211. */
  127212. walkableHeight: number;
  127213. /**
  127214. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  127215. */
  127216. walkableClimb: number;
  127217. /**
  127218. * The distance to erode/shrink the walkable area of the heightfield away from
  127219. * obstructions. [Limit: >=0] [Units: vx]
  127220. */
  127221. walkableRadius: number;
  127222. /**
  127223. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  127224. */
  127225. maxEdgeLen: number;
  127226. /**
  127227. * The maximum distance a simplfied contour's border edges should deviate
  127228. * the original raw contour. [Limit: >=0] [Units: vx]
  127229. */
  127230. maxSimplificationError: number;
  127231. /**
  127232. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  127233. */
  127234. minRegionArea: number;
  127235. /**
  127236. * Any regions with a span count smaller than this value will, if possible,
  127237. * be merged with larger regions. [Limit: >=0] [Units: vx]
  127238. */
  127239. mergeRegionArea: number;
  127240. /**
  127241. * The maximum number of vertices allowed for polygons generated during the
  127242. * contour to polygon conversion process. [Limit: >= 3]
  127243. */
  127244. maxVertsPerPoly: number;
  127245. /**
  127246. * Sets the sampling distance to use when generating the detail mesh.
  127247. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  127248. */
  127249. detailSampleDist: number;
  127250. /**
  127251. * The maximum distance the detail mesh surface should deviate from heightfield
  127252. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  127253. */
  127254. detailSampleMaxError: number;
  127255. }
  127256. }
  127257. declare module BABYLON {
  127258. /**
  127259. * RecastJS navigation plugin
  127260. */
  127261. export class RecastJSPlugin implements INavigationEnginePlugin {
  127262. /**
  127263. * Reference to the Recast library
  127264. */
  127265. bjsRECAST: any;
  127266. /**
  127267. * plugin name
  127268. */
  127269. name: string;
  127270. /**
  127271. * the first navmesh created. We might extend this to support multiple navmeshes
  127272. */
  127273. navMesh: any;
  127274. /**
  127275. * Initializes the recastJS plugin
  127276. * @param recastInjection can be used to inject your own recast reference
  127277. */
  127278. constructor(recastInjection?: any);
  127279. /**
  127280. * Creates a navigation mesh
  127281. * @param meshes array of all the geometry used to compute the navigatio mesh
  127282. * @param parameters bunch of parameters used to filter geometry
  127283. */
  127284. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  127285. /**
  127286. * Create a navigation mesh debug mesh
  127287. * @param scene is where the mesh will be added
  127288. * @returns debug display mesh
  127289. */
  127290. createDebugNavMesh(scene: Scene): Mesh;
  127291. /**
  127292. * Get a navigation mesh constrained position, closest to the parameter position
  127293. * @param position world position
  127294. * @returns the closest point to position constrained by the navigation mesh
  127295. */
  127296. getClosestPoint(position: Vector3): Vector3;
  127297. /**
  127298. * Get a navigation mesh constrained position, within a particular radius
  127299. * @param position world position
  127300. * @param maxRadius the maximum distance to the constrained world position
  127301. * @returns the closest point to position constrained by the navigation mesh
  127302. */
  127303. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  127304. /**
  127305. * Compute the final position from a segment made of destination-position
  127306. * @param position world position
  127307. * @param destination world position
  127308. * @returns the resulting point along the navmesh
  127309. */
  127310. moveAlong(position: Vector3, destination: Vector3): Vector3;
  127311. /**
  127312. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  127313. * @param start world position
  127314. * @param end world position
  127315. * @returns array containing world position composing the path
  127316. */
  127317. computePath(start: Vector3, end: Vector3): Vector3[];
  127318. /**
  127319. * Create a new Crowd so you can add agents
  127320. * @param maxAgents the maximum agent count in the crowd
  127321. * @param maxAgentRadius the maximum radius an agent can have
  127322. * @param scene to attach the crowd to
  127323. * @returns the crowd you can add agents to
  127324. */
  127325. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  127326. /**
  127327. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127328. * The queries will try to find a solution within those bounds
  127329. * default is (1,1,1)
  127330. * @param extent x,y,z value that define the extent around the queries point of reference
  127331. */
  127332. setDefaultQueryExtent(extent: Vector3): void;
  127333. /**
  127334. * Get the Bounding box extent specified by setDefaultQueryExtent
  127335. * @returns the box extent values
  127336. */
  127337. getDefaultQueryExtent(): Vector3;
  127338. /**
  127339. * Disposes
  127340. */
  127341. dispose(): void;
  127342. /**
  127343. * If this plugin is supported
  127344. * @returns true if plugin is supported
  127345. */
  127346. isSupported(): boolean;
  127347. }
  127348. /**
  127349. * Recast detour crowd implementation
  127350. */
  127351. export class RecastJSCrowd implements ICrowd {
  127352. /**
  127353. * Recast/detour plugin
  127354. */
  127355. bjsRECASTPlugin: RecastJSPlugin;
  127356. /**
  127357. * Link to the detour crowd
  127358. */
  127359. recastCrowd: any;
  127360. /**
  127361. * One transform per agent
  127362. */
  127363. transforms: TransformNode[];
  127364. /**
  127365. * All agents created
  127366. */
  127367. agents: number[];
  127368. /**
  127369. * Link to the scene is kept to unregister the crowd from the scene
  127370. */
  127371. private _scene;
  127372. /**
  127373. * Observer for crowd updates
  127374. */
  127375. private _onBeforeAnimationsObserver;
  127376. /**
  127377. * Constructor
  127378. * @param plugin recastJS plugin
  127379. * @param maxAgents the maximum agent count in the crowd
  127380. * @param maxAgentRadius the maximum radius an agent can have
  127381. * @param scene to attach the crowd to
  127382. * @returns the crowd you can add agents to
  127383. */
  127384. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  127385. /**
  127386. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  127387. * You can attach anything to that node. The node position is updated in the scene update tick.
  127388. * @param pos world position that will be constrained by the navigation mesh
  127389. * @param parameters agent parameters
  127390. * @param transform hooked to the agent that will be update by the scene
  127391. * @returns agent index
  127392. */
  127393. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  127394. /**
  127395. * Returns the agent position in world space
  127396. * @param index agent index returned by addAgent
  127397. * @returns world space position
  127398. */
  127399. getAgentPosition(index: number): Vector3;
  127400. /**
  127401. * Returns the agent velocity in world space
  127402. * @param index agent index returned by addAgent
  127403. * @returns world space velocity
  127404. */
  127405. getAgentVelocity(index: number): Vector3;
  127406. /**
  127407. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  127408. * @param index agent index returned by addAgent
  127409. * @param destination targeted world position
  127410. */
  127411. agentGoto(index: number, destination: Vector3): void;
  127412. /**
  127413. * remove a particular agent previously created
  127414. * @param index agent index returned by addAgent
  127415. */
  127416. removeAgent(index: number): void;
  127417. /**
  127418. * get the list of all agents attached to this crowd
  127419. * @returns list of agent indices
  127420. */
  127421. getAgents(): number[];
  127422. /**
  127423. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  127424. * @param deltaTime in seconds
  127425. */
  127426. update(deltaTime: number): void;
  127427. /**
  127428. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127429. * The queries will try to find a solution within those bounds
  127430. * default is (1,1,1)
  127431. * @param extent x,y,z value that define the extent around the queries point of reference
  127432. */
  127433. setDefaultQueryExtent(extent: Vector3): void;
  127434. /**
  127435. * Get the Bounding box extent specified by setDefaultQueryExtent
  127436. * @returns the box extent values
  127437. */
  127438. getDefaultQueryExtent(): Vector3;
  127439. /**
  127440. * Release all resources
  127441. */
  127442. dispose(): void;
  127443. }
  127444. }
  127445. declare module BABYLON {
  127446. /**
  127447. * Class used to enable access to IndexedDB
  127448. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  127449. */
  127450. export class Database implements IOfflineProvider {
  127451. private _callbackManifestChecked;
  127452. private _currentSceneUrl;
  127453. private _db;
  127454. private _enableSceneOffline;
  127455. private _enableTexturesOffline;
  127456. private _manifestVersionFound;
  127457. private _mustUpdateRessources;
  127458. private _hasReachedQuota;
  127459. private _isSupported;
  127460. private _idbFactory;
  127461. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  127462. private static IsUASupportingBlobStorage;
  127463. /**
  127464. * Gets a boolean indicating if Database storate is enabled (off by default)
  127465. */
  127466. static IDBStorageEnabled: boolean;
  127467. /**
  127468. * Gets a boolean indicating if scene must be saved in the database
  127469. */
  127470. readonly enableSceneOffline: boolean;
  127471. /**
  127472. * Gets a boolean indicating if textures must be saved in the database
  127473. */
  127474. readonly enableTexturesOffline: boolean;
  127475. /**
  127476. * Creates a new Database
  127477. * @param urlToScene defines the url to load the scene
  127478. * @param callbackManifestChecked defines the callback to use when manifest is checked
  127479. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  127480. */
  127481. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  127482. private static _ParseURL;
  127483. private static _ReturnFullUrlLocation;
  127484. private _checkManifestFile;
  127485. /**
  127486. * Open the database and make it available
  127487. * @param successCallback defines the callback to call on success
  127488. * @param errorCallback defines the callback to call on error
  127489. */
  127490. open(successCallback: () => void, errorCallback: () => void): void;
  127491. /**
  127492. * Loads an image from the database
  127493. * @param url defines the url to load from
  127494. * @param image defines the target DOM image
  127495. */
  127496. loadImage(url: string, image: HTMLImageElement): void;
  127497. private _loadImageFromDBAsync;
  127498. private _saveImageIntoDBAsync;
  127499. private _checkVersionFromDB;
  127500. private _loadVersionFromDBAsync;
  127501. private _saveVersionIntoDBAsync;
  127502. /**
  127503. * Loads a file from database
  127504. * @param url defines the URL to load from
  127505. * @param sceneLoaded defines a callback to call on success
  127506. * @param progressCallBack defines a callback to call when progress changed
  127507. * @param errorCallback defines a callback to call on error
  127508. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  127509. */
  127510. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  127511. private _loadFileAsync;
  127512. private _saveFileAsync;
  127513. /**
  127514. * Validates if xhr data is correct
  127515. * @param xhr defines the request to validate
  127516. * @param dataType defines the expected data type
  127517. * @returns true if data is correct
  127518. */
  127519. private static _ValidateXHRData;
  127520. }
  127521. }
  127522. declare module BABYLON {
  127523. /** @hidden */
  127524. export var gpuUpdateParticlesPixelShader: {
  127525. name: string;
  127526. shader: string;
  127527. };
  127528. }
  127529. declare module BABYLON {
  127530. /** @hidden */
  127531. export var gpuUpdateParticlesVertexShader: {
  127532. name: string;
  127533. shader: string;
  127534. };
  127535. }
  127536. declare module BABYLON {
  127537. /** @hidden */
  127538. export var clipPlaneFragmentDeclaration2: {
  127539. name: string;
  127540. shader: string;
  127541. };
  127542. }
  127543. declare module BABYLON {
  127544. /** @hidden */
  127545. export var gpuRenderParticlesPixelShader: {
  127546. name: string;
  127547. shader: string;
  127548. };
  127549. }
  127550. declare module BABYLON {
  127551. /** @hidden */
  127552. export var clipPlaneVertexDeclaration2: {
  127553. name: string;
  127554. shader: string;
  127555. };
  127556. }
  127557. declare module BABYLON {
  127558. /** @hidden */
  127559. export var gpuRenderParticlesVertexShader: {
  127560. name: string;
  127561. shader: string;
  127562. };
  127563. }
  127564. declare module BABYLON {
  127565. /**
  127566. * This represents a GPU particle system in Babylon
  127567. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  127568. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  127569. */
  127570. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  127571. /**
  127572. * The layer mask we are rendering the particles through.
  127573. */
  127574. layerMask: number;
  127575. private _capacity;
  127576. private _activeCount;
  127577. private _currentActiveCount;
  127578. private _accumulatedCount;
  127579. private _renderEffect;
  127580. private _updateEffect;
  127581. private _buffer0;
  127582. private _buffer1;
  127583. private _spriteBuffer;
  127584. private _updateVAO;
  127585. private _renderVAO;
  127586. private _targetIndex;
  127587. private _sourceBuffer;
  127588. private _targetBuffer;
  127589. private _engine;
  127590. private _currentRenderId;
  127591. private _started;
  127592. private _stopped;
  127593. private _timeDelta;
  127594. private _randomTexture;
  127595. private _randomTexture2;
  127596. private _attributesStrideSize;
  127597. private _updateEffectOptions;
  127598. private _randomTextureSize;
  127599. private _actualFrame;
  127600. private readonly _rawTextureWidth;
  127601. /**
  127602. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  127603. */
  127604. static readonly IsSupported: boolean;
  127605. /**
  127606. * An event triggered when the system is disposed.
  127607. */
  127608. onDisposeObservable: Observable<GPUParticleSystem>;
  127609. /**
  127610. * Gets the maximum number of particles active at the same time.
  127611. * @returns The max number of active particles.
  127612. */
  127613. getCapacity(): number;
  127614. /**
  127615. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  127616. * to override the particles.
  127617. */
  127618. forceDepthWrite: boolean;
  127619. /**
  127620. * Gets or set the number of active particles
  127621. */
  127622. activeParticleCount: number;
  127623. private _preWarmDone;
  127624. /**
  127625. * Is this system ready to be used/rendered
  127626. * @return true if the system is ready
  127627. */
  127628. isReady(): boolean;
  127629. /**
  127630. * Gets if the system has been started. (Note: this will still be true after stop is called)
  127631. * @returns True if it has been started, otherwise false.
  127632. */
  127633. isStarted(): boolean;
  127634. /**
  127635. * Starts the particle system and begins to emit
  127636. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  127637. */
  127638. start(delay?: number): void;
  127639. /**
  127640. * Stops the particle system.
  127641. */
  127642. stop(): void;
  127643. /**
  127644. * Remove all active particles
  127645. */
  127646. reset(): void;
  127647. /**
  127648. * Returns the string "GPUParticleSystem"
  127649. * @returns a string containing the class name
  127650. */
  127651. getClassName(): string;
  127652. private _colorGradientsTexture;
  127653. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  127654. /**
  127655. * Adds a new color gradient
  127656. * @param gradient defines the gradient to use (between 0 and 1)
  127657. * @param color1 defines the color to affect to the specified gradient
  127658. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  127659. * @returns the current particle system
  127660. */
  127661. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  127662. /**
  127663. * Remove a specific color gradient
  127664. * @param gradient defines the gradient to remove
  127665. * @returns the current particle system
  127666. */
  127667. removeColorGradient(gradient: number): GPUParticleSystem;
  127668. private _angularSpeedGradientsTexture;
  127669. private _sizeGradientsTexture;
  127670. private _velocityGradientsTexture;
  127671. private _limitVelocityGradientsTexture;
  127672. private _dragGradientsTexture;
  127673. private _addFactorGradient;
  127674. /**
  127675. * Adds a new size gradient
  127676. * @param gradient defines the gradient to use (between 0 and 1)
  127677. * @param factor defines the size factor to affect to the specified gradient
  127678. * @returns the current particle system
  127679. */
  127680. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  127681. /**
  127682. * Remove a specific size gradient
  127683. * @param gradient defines the gradient to remove
  127684. * @returns the current particle system
  127685. */
  127686. removeSizeGradient(gradient: number): GPUParticleSystem;
  127687. /**
  127688. * Adds a new angular speed gradient
  127689. * @param gradient defines the gradient to use (between 0 and 1)
  127690. * @param factor defines the angular speed to affect to the specified gradient
  127691. * @returns the current particle system
  127692. */
  127693. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  127694. /**
  127695. * Remove a specific angular speed gradient
  127696. * @param gradient defines the gradient to remove
  127697. * @returns the current particle system
  127698. */
  127699. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  127700. /**
  127701. * Adds a new velocity gradient
  127702. * @param gradient defines the gradient to use (between 0 and 1)
  127703. * @param factor defines the velocity to affect to the specified gradient
  127704. * @returns the current particle system
  127705. */
  127706. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127707. /**
  127708. * Remove a specific velocity gradient
  127709. * @param gradient defines the gradient to remove
  127710. * @returns the current particle system
  127711. */
  127712. removeVelocityGradient(gradient: number): GPUParticleSystem;
  127713. /**
  127714. * Adds a new limit velocity gradient
  127715. * @param gradient defines the gradient to use (between 0 and 1)
  127716. * @param factor defines the limit velocity value to affect to the specified gradient
  127717. * @returns the current particle system
  127718. */
  127719. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127720. /**
  127721. * Remove a specific limit velocity gradient
  127722. * @param gradient defines the gradient to remove
  127723. * @returns the current particle system
  127724. */
  127725. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  127726. /**
  127727. * Adds a new drag gradient
  127728. * @param gradient defines the gradient to use (between 0 and 1)
  127729. * @param factor defines the drag value to affect to the specified gradient
  127730. * @returns the current particle system
  127731. */
  127732. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  127733. /**
  127734. * Remove a specific drag gradient
  127735. * @param gradient defines the gradient to remove
  127736. * @returns the current particle system
  127737. */
  127738. removeDragGradient(gradient: number): GPUParticleSystem;
  127739. /**
  127740. * Not supported by GPUParticleSystem
  127741. * @param gradient defines the gradient to use (between 0 and 1)
  127742. * @param factor defines the emit rate value to affect to the specified gradient
  127743. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127744. * @returns the current particle system
  127745. */
  127746. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127747. /**
  127748. * Not supported by GPUParticleSystem
  127749. * @param gradient defines the gradient to remove
  127750. * @returns the current particle system
  127751. */
  127752. removeEmitRateGradient(gradient: number): IParticleSystem;
  127753. /**
  127754. * Not supported by GPUParticleSystem
  127755. * @param gradient defines the gradient to use (between 0 and 1)
  127756. * @param factor defines the start size value to affect to the specified gradient
  127757. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127758. * @returns the current particle system
  127759. */
  127760. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127761. /**
  127762. * Not supported by GPUParticleSystem
  127763. * @param gradient defines the gradient to remove
  127764. * @returns the current particle system
  127765. */
  127766. removeStartSizeGradient(gradient: number): IParticleSystem;
  127767. /**
  127768. * Not supported by GPUParticleSystem
  127769. * @param gradient defines the gradient to use (between 0 and 1)
  127770. * @param min defines the color remap minimal range
  127771. * @param max defines the color remap maximal range
  127772. * @returns the current particle system
  127773. */
  127774. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127775. /**
  127776. * Not supported by GPUParticleSystem
  127777. * @param gradient defines the gradient to remove
  127778. * @returns the current particle system
  127779. */
  127780. removeColorRemapGradient(): IParticleSystem;
  127781. /**
  127782. * Not supported by GPUParticleSystem
  127783. * @param gradient defines the gradient to use (between 0 and 1)
  127784. * @param min defines the alpha remap minimal range
  127785. * @param max defines the alpha remap maximal range
  127786. * @returns the current particle system
  127787. */
  127788. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127789. /**
  127790. * Not supported by GPUParticleSystem
  127791. * @param gradient defines the gradient to remove
  127792. * @returns the current particle system
  127793. */
  127794. removeAlphaRemapGradient(): IParticleSystem;
  127795. /**
  127796. * Not supported by GPUParticleSystem
  127797. * @param gradient defines the gradient to use (between 0 and 1)
  127798. * @param color defines the color to affect to the specified gradient
  127799. * @returns the current particle system
  127800. */
  127801. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  127802. /**
  127803. * Not supported by GPUParticleSystem
  127804. * @param gradient defines the gradient to remove
  127805. * @returns the current particle system
  127806. */
  127807. removeRampGradient(): IParticleSystem;
  127808. /**
  127809. * Not supported by GPUParticleSystem
  127810. * @returns the list of ramp gradients
  127811. */
  127812. getRampGradients(): Nullable<Array<Color3Gradient>>;
  127813. /**
  127814. * Not supported by GPUParticleSystem
  127815. * Gets or sets a boolean indicating that ramp gradients must be used
  127816. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  127817. */
  127818. useRampGradients: boolean;
  127819. /**
  127820. * Not supported by GPUParticleSystem
  127821. * @param gradient defines the gradient to use (between 0 and 1)
  127822. * @param factor defines the life time factor to affect to the specified gradient
  127823. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127824. * @returns the current particle system
  127825. */
  127826. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127827. /**
  127828. * Not supported by GPUParticleSystem
  127829. * @param gradient defines the gradient to remove
  127830. * @returns the current particle system
  127831. */
  127832. removeLifeTimeGradient(gradient: number): IParticleSystem;
  127833. /**
  127834. * Instantiates a GPU particle system.
  127835. * 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.
  127836. * @param name The name of the particle system
  127837. * @param options The options used to create the system
  127838. * @param scene The scene the particle system belongs to
  127839. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  127840. */
  127841. constructor(name: string, options: Partial<{
  127842. capacity: number;
  127843. randomTextureSize: number;
  127844. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  127845. protected _reset(): void;
  127846. private _createUpdateVAO;
  127847. private _createRenderVAO;
  127848. private _initialize;
  127849. /** @hidden */
  127850. _recreateUpdateEffect(): void;
  127851. /** @hidden */
  127852. _recreateRenderEffect(): void;
  127853. /**
  127854. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  127855. * @param preWarm defines if we are in the pre-warmimg phase
  127856. */
  127857. animate(preWarm?: boolean): void;
  127858. private _createFactorGradientTexture;
  127859. private _createSizeGradientTexture;
  127860. private _createAngularSpeedGradientTexture;
  127861. private _createVelocityGradientTexture;
  127862. private _createLimitVelocityGradientTexture;
  127863. private _createDragGradientTexture;
  127864. private _createColorGradientTexture;
  127865. /**
  127866. * Renders the particle system in its current state
  127867. * @param preWarm defines if the system should only update the particles but not render them
  127868. * @returns the current number of particles
  127869. */
  127870. render(preWarm?: boolean): number;
  127871. /**
  127872. * Rebuilds the particle system
  127873. */
  127874. rebuild(): void;
  127875. private _releaseBuffers;
  127876. private _releaseVAOs;
  127877. /**
  127878. * Disposes the particle system and free the associated resources
  127879. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  127880. */
  127881. dispose(disposeTexture?: boolean): void;
  127882. /**
  127883. * Clones the particle system.
  127884. * @param name The name of the cloned object
  127885. * @param newEmitter The new emitter to use
  127886. * @returns the cloned particle system
  127887. */
  127888. clone(name: string, newEmitter: any): GPUParticleSystem;
  127889. /**
  127890. * Serializes the particle system to a JSON object.
  127891. * @returns the JSON object
  127892. */
  127893. serialize(): any;
  127894. /**
  127895. * Parses a JSON object to create a GPU particle system.
  127896. * @param parsedParticleSystem The JSON object to parse
  127897. * @param scene The scene to create the particle system in
  127898. * @param rootUrl The root url to use to load external dependencies like texture
  127899. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  127900. * @returns the parsed GPU particle system
  127901. */
  127902. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  127903. }
  127904. }
  127905. declare module BABYLON {
  127906. /**
  127907. * Represents a set of particle systems working together to create a specific effect
  127908. */
  127909. export class ParticleSystemSet implements IDisposable {
  127910. /**
  127911. * Gets or sets base Assets URL
  127912. */
  127913. static BaseAssetsUrl: string;
  127914. private _emitterCreationOptions;
  127915. private _emitterNode;
  127916. /**
  127917. * Gets the particle system list
  127918. */
  127919. systems: IParticleSystem[];
  127920. /**
  127921. * Gets the emitter node used with this set
  127922. */
  127923. readonly emitterNode: Nullable<TransformNode>;
  127924. /**
  127925. * Creates a new emitter mesh as a sphere
  127926. * @param options defines the options used to create the sphere
  127927. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  127928. * @param scene defines the hosting scene
  127929. */
  127930. setEmitterAsSphere(options: {
  127931. diameter: number;
  127932. segments: number;
  127933. color: Color3;
  127934. }, renderingGroupId: number, scene: Scene): void;
  127935. /**
  127936. * Starts all particle systems of the set
  127937. * @param emitter defines an optional mesh to use as emitter for the particle systems
  127938. */
  127939. start(emitter?: AbstractMesh): void;
  127940. /**
  127941. * Release all associated resources
  127942. */
  127943. dispose(): void;
  127944. /**
  127945. * Serialize the set into a JSON compatible object
  127946. * @returns a JSON compatible representation of the set
  127947. */
  127948. serialize(): any;
  127949. /**
  127950. * Parse a new ParticleSystemSet from a serialized source
  127951. * @param data defines a JSON compatible representation of the set
  127952. * @param scene defines the hosting scene
  127953. * @param gpu defines if we want GPU particles or CPU particles
  127954. * @returns a new ParticleSystemSet
  127955. */
  127956. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  127957. }
  127958. }
  127959. declare module BABYLON {
  127960. /**
  127961. * This class is made for on one-liner static method to help creating particle system set.
  127962. */
  127963. export class ParticleHelper {
  127964. /**
  127965. * Gets or sets base Assets URL
  127966. */
  127967. static BaseAssetsUrl: string;
  127968. /**
  127969. * Create a default particle system that you can tweak
  127970. * @param emitter defines the emitter to use
  127971. * @param capacity defines the system capacity (default is 500 particles)
  127972. * @param scene defines the hosting scene
  127973. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  127974. * @returns the new Particle system
  127975. */
  127976. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  127977. /**
  127978. * This is the main static method (one-liner) of this helper to create different particle systems
  127979. * @param type This string represents the type to the particle system to create
  127980. * @param scene The scene where the particle system should live
  127981. * @param gpu If the system will use gpu
  127982. * @returns the ParticleSystemSet created
  127983. */
  127984. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  127985. /**
  127986. * Static function used to export a particle system to a ParticleSystemSet variable.
  127987. * Please note that the emitter shape is not exported
  127988. * @param systems defines the particle systems to export
  127989. * @returns the created particle system set
  127990. */
  127991. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  127992. }
  127993. }
  127994. declare module BABYLON {
  127995. interface Engine {
  127996. /**
  127997. * Create an effect to use with particle systems.
  127998. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  127999. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  128000. * @param uniformsNames defines a list of attribute names
  128001. * @param samplers defines an array of string used to represent textures
  128002. * @param defines defines the string containing the defines to use to compile the shaders
  128003. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  128004. * @param onCompiled defines a function to call when the effect creation is successful
  128005. * @param onError defines a function to call when the effect creation has failed
  128006. * @returns the new Effect
  128007. */
  128008. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  128009. }
  128010. interface Mesh {
  128011. /**
  128012. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  128013. * @returns an array of IParticleSystem
  128014. */
  128015. getEmittedParticleSystems(): IParticleSystem[];
  128016. /**
  128017. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  128018. * @returns an array of IParticleSystem
  128019. */
  128020. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  128021. }
  128022. /**
  128023. * @hidden
  128024. */
  128025. export var _IDoNeedToBeInTheBuild: number;
  128026. }
  128027. declare module BABYLON {
  128028. /** Defines the 4 color options */
  128029. export enum PointColor {
  128030. /** color value */
  128031. Color = 2,
  128032. /** uv value */
  128033. UV = 1,
  128034. /** random value */
  128035. Random = 0,
  128036. /** stated value */
  128037. Stated = 3
  128038. }
  128039. /**
  128040. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  128041. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  128042. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  128043. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  128044. *
  128045. * Full documentation here : TO BE ENTERED
  128046. */
  128047. export class PointsCloudSystem implements IDisposable {
  128048. /**
  128049. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  128050. * Example : var p = SPS.particles[i];
  128051. */
  128052. particles: CloudPoint[];
  128053. /**
  128054. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  128055. */
  128056. nbParticles: number;
  128057. /**
  128058. * This a counter for your own usage. It's not set by any SPS functions.
  128059. */
  128060. counter: number;
  128061. /**
  128062. * The PCS name. This name is also given to the underlying mesh.
  128063. */
  128064. name: string;
  128065. /**
  128066. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  128067. */
  128068. mesh: Mesh;
  128069. /**
  128070. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  128071. * Please read :
  128072. */
  128073. vars: any;
  128074. /**
  128075. * @hidden
  128076. */
  128077. _size: number;
  128078. private _scene;
  128079. private _promises;
  128080. private _positions;
  128081. private _indices;
  128082. private _normals;
  128083. private _colors;
  128084. private _uvs;
  128085. private _indices32;
  128086. private _positions32;
  128087. private _colors32;
  128088. private _uvs32;
  128089. private _updatable;
  128090. private _isVisibilityBoxLocked;
  128091. private _alwaysVisible;
  128092. private _groups;
  128093. private _groupCounter;
  128094. private _computeParticleColor;
  128095. private _computeParticleTexture;
  128096. private _computeParticleRotation;
  128097. private _computeBoundingBox;
  128098. private _isReady;
  128099. /**
  128100. * Creates a PCS (Points Cloud System) object
  128101. * @param name (String) is the PCS name, this will be the underlying mesh name
  128102. * @param pointSize (number) is the size for each point
  128103. * @param scene (Scene) is the scene in which the PCS is added
  128104. * @param options defines the options of the PCS e.g.
  128105. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  128106. */
  128107. constructor(name: string, pointSize: number, scene: Scene, options?: {
  128108. updatable?: boolean;
  128109. });
  128110. /**
  128111. * Builds the PCS underlying mesh. Returns a standard Mesh.
  128112. * If no points were added to the PCS, the returned mesh is just a single point.
  128113. * @returns a promise for the created mesh
  128114. */
  128115. buildMeshAsync(): Promise<Mesh>;
  128116. /**
  128117. * @hidden
  128118. */
  128119. private _buildMesh;
  128120. private _addParticle;
  128121. private _randomUnitVector;
  128122. private _getColorIndicesForCoord;
  128123. private _setPointsColorOrUV;
  128124. private _colorFromTexture;
  128125. private _calculateDensity;
  128126. /**
  128127. * Adds points to the PCS in random positions within a unit sphere
  128128. * @param nb (positive integer) the number of particles to be created from this model
  128129. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  128130. * @returns the number of groups in the system
  128131. */
  128132. addPoints(nb: number, pointFunction?: any): number;
  128133. /**
  128134. * Adds points to the PCS from the surface of the model shape
  128135. * @param mesh is any Mesh object that will be used as a surface model for the points
  128136. * @param nb (positive integer) the number of particles to be created from this model
  128137. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  128138. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  128139. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  128140. * @returns the number of groups in the system
  128141. */
  128142. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  128143. /**
  128144. * Adds points to the PCS inside the model shape
  128145. * @param mesh is any Mesh object that will be used as a surface model for the points
  128146. * @param nb (positive integer) the number of particles to be created from this model
  128147. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  128148. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  128149. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  128150. * @returns the number of groups in the system
  128151. */
  128152. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  128153. /**
  128154. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  128155. * This method calls `updateParticle()` for each particle of the SPS.
  128156. * For an animated SPS, it is usually called within the render loop.
  128157. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  128158. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  128159. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  128160. * @returns the PCS.
  128161. */
  128162. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  128163. /**
  128164. * Disposes the PCS.
  128165. */
  128166. dispose(): void;
  128167. /**
  128168. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  128169. * doc :
  128170. * @returns the PCS.
  128171. */
  128172. refreshVisibleSize(): PointsCloudSystem;
  128173. /**
  128174. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  128175. * @param size the size (float) of the visibility box
  128176. * note : this doesn't lock the PCS mesh bounding box.
  128177. * doc :
  128178. */
  128179. setVisibilityBox(size: number): void;
  128180. /**
  128181. * Gets whether the PCS is always visible or not
  128182. * doc :
  128183. */
  128184. /**
  128185. * Sets the PCS as always visible or not
  128186. * doc :
  128187. */
  128188. isAlwaysVisible: boolean;
  128189. /**
  128190. * Tells to `setParticles()` to compute the particle rotations or not
  128191. * Default value : false. The PCS is faster when it's set to false
  128192. * Note : particle rotations are only applied to parent particles
  128193. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  128194. */
  128195. computeParticleRotation: boolean;
  128196. /**
  128197. * Tells to `setParticles()` to compute the particle colors or not.
  128198. * Default value : true. The PCS is faster when it's set to false.
  128199. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  128200. */
  128201. /**
  128202. * Gets if `setParticles()` computes the particle colors or not.
  128203. * Default value : false. The PCS is faster when it's set to false.
  128204. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  128205. */
  128206. computeParticleColor: boolean;
  128207. /**
  128208. * Gets if `setParticles()` computes the particle textures or not.
  128209. * Default value : false. The PCS is faster when it's set to false.
  128210. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  128211. */
  128212. computeParticleTexture: boolean;
  128213. /**
  128214. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  128215. */
  128216. /**
  128217. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  128218. */
  128219. computeBoundingBox: boolean;
  128220. /**
  128221. * This function does nothing. It may be overwritten to set all the particle first values.
  128222. * The PCS doesn't call this function, you may have to call it by your own.
  128223. * doc :
  128224. */
  128225. initParticles(): void;
  128226. /**
  128227. * This function does nothing. It may be overwritten to recycle a particle
  128228. * The PCS doesn't call this function, you can to call it
  128229. * doc :
  128230. * @param particle The particle to recycle
  128231. * @returns the recycled particle
  128232. */
  128233. recycleParticle(particle: CloudPoint): CloudPoint;
  128234. /**
  128235. * Updates a particle : this function should be overwritten by the user.
  128236. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  128237. * doc :
  128238. * @example : just set a particle position or velocity and recycle conditions
  128239. * @param particle The particle to update
  128240. * @returns the updated particle
  128241. */
  128242. updateParticle(particle: CloudPoint): CloudPoint;
  128243. /**
  128244. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  128245. * This does nothing and may be overwritten by the user.
  128246. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  128247. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  128248. * @param update the boolean update value actually passed to setParticles()
  128249. */
  128250. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  128251. /**
  128252. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  128253. * This will be passed three parameters.
  128254. * This does nothing and may be overwritten by the user.
  128255. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  128256. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  128257. * @param update the boolean update value actually passed to setParticles()
  128258. */
  128259. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  128260. }
  128261. }
  128262. declare module BABYLON {
  128263. /**
  128264. * Represents one particle of a points cloud system.
  128265. */
  128266. export class CloudPoint {
  128267. /**
  128268. * particle global index
  128269. */
  128270. idx: number;
  128271. /**
  128272. * The color of the particle
  128273. */
  128274. color: Nullable<Color4>;
  128275. /**
  128276. * The world space position of the particle.
  128277. */
  128278. position: Vector3;
  128279. /**
  128280. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  128281. */
  128282. rotation: Vector3;
  128283. /**
  128284. * The world space rotation quaternion of the particle.
  128285. */
  128286. rotationQuaternion: Nullable<Quaternion>;
  128287. /**
  128288. * The uv of the particle.
  128289. */
  128290. uv: Nullable<Vector2>;
  128291. /**
  128292. * The current speed of the particle.
  128293. */
  128294. velocity: Vector3;
  128295. /**
  128296. * The pivot point in the particle local space.
  128297. */
  128298. pivot: Vector3;
  128299. /**
  128300. * Must the particle be translated from its pivot point in its local space ?
  128301. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  128302. * Default : false
  128303. */
  128304. translateFromPivot: boolean;
  128305. /**
  128306. * Index of this particle in the global "positions" array (Internal use)
  128307. * @hidden
  128308. */
  128309. _pos: number;
  128310. /**
  128311. * @hidden Index of this particle in the global "indices" array (Internal use)
  128312. */
  128313. _ind: number;
  128314. /**
  128315. * Group this particle belongs to
  128316. */
  128317. _group: PointsGroup;
  128318. /**
  128319. * Group id of this particle
  128320. */
  128321. groupId: number;
  128322. /**
  128323. * Index of the particle in its group id (Internal use)
  128324. */
  128325. idxInGroup: number;
  128326. /**
  128327. * @hidden Particle BoundingInfo object (Internal use)
  128328. */
  128329. _boundingInfo: BoundingInfo;
  128330. /**
  128331. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  128332. */
  128333. _pcs: PointsCloudSystem;
  128334. /**
  128335. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  128336. */
  128337. _stillInvisible: boolean;
  128338. /**
  128339. * @hidden Last computed particle rotation matrix
  128340. */
  128341. _rotationMatrix: number[];
  128342. /**
  128343. * Parent particle Id, if any.
  128344. * Default null.
  128345. */
  128346. parentId: Nullable<number>;
  128347. /**
  128348. * @hidden Internal global position in the PCS.
  128349. */
  128350. _globalPosition: Vector3;
  128351. /**
  128352. * Creates a Point Cloud object.
  128353. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  128354. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  128355. * @param group (PointsGroup) is the group the particle belongs to
  128356. * @param groupId (integer) is the group identifier in the PCS.
  128357. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  128358. * @param pcs defines the PCS it is associated to
  128359. */
  128360. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  128361. /**
  128362. * get point size
  128363. */
  128364. /**
  128365. * Set point size
  128366. */
  128367. size: Vector3;
  128368. /**
  128369. * Legacy support, changed quaternion to rotationQuaternion
  128370. */
  128371. /**
  128372. * Legacy support, changed quaternion to rotationQuaternion
  128373. */
  128374. quaternion: Nullable<Quaternion>;
  128375. /**
  128376. * Returns a boolean. True if the particle intersects a mesh, else false
  128377. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  128378. * @param target is the object (point or mesh) what the intersection is computed against
  128379. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  128380. * @returns true if it intersects
  128381. */
  128382. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  128383. /**
  128384. * get the rotation matrix of the particle
  128385. * @hidden
  128386. */
  128387. getRotationMatrix(m: Matrix): void;
  128388. }
  128389. /**
  128390. * Represents a group of points in a points cloud system
  128391. * * PCS internal tool, don't use it manually.
  128392. */
  128393. export class PointsGroup {
  128394. /**
  128395. * The group id
  128396. * @hidden
  128397. */
  128398. groupID: number;
  128399. /**
  128400. * image data for group (internal use)
  128401. * @hidden
  128402. */
  128403. _groupImageData: Nullable<ArrayBufferView>;
  128404. /**
  128405. * Image Width (internal use)
  128406. * @hidden
  128407. */
  128408. _groupImgWidth: number;
  128409. /**
  128410. * Image Height (internal use)
  128411. * @hidden
  128412. */
  128413. _groupImgHeight: number;
  128414. /**
  128415. * Custom position function (internal use)
  128416. * @hidden
  128417. */
  128418. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  128419. /**
  128420. * density per facet for surface points
  128421. * @hidden
  128422. */
  128423. _groupDensity: number[];
  128424. /**
  128425. * Only when points are colored by texture carries pointer to texture list array
  128426. * @hidden
  128427. */
  128428. _textureNb: number;
  128429. /**
  128430. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  128431. * PCS internal tool, don't use it manually.
  128432. * @hidden
  128433. */
  128434. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  128435. }
  128436. }
  128437. declare module BABYLON {
  128438. interface Scene {
  128439. /** @hidden (Backing field) */
  128440. _physicsEngine: Nullable<IPhysicsEngine>;
  128441. /**
  128442. * Gets the current physics engine
  128443. * @returns a IPhysicsEngine or null if none attached
  128444. */
  128445. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  128446. /**
  128447. * Enables physics to the current scene
  128448. * @param gravity defines the scene's gravity for the physics engine
  128449. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  128450. * @return a boolean indicating if the physics engine was initialized
  128451. */
  128452. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  128453. /**
  128454. * Disables and disposes the physics engine associated with the scene
  128455. */
  128456. disablePhysicsEngine(): void;
  128457. /**
  128458. * Gets a boolean indicating if there is an active physics engine
  128459. * @returns a boolean indicating if there is an active physics engine
  128460. */
  128461. isPhysicsEnabled(): boolean;
  128462. /**
  128463. * Deletes a physics compound impostor
  128464. * @param compound defines the compound to delete
  128465. */
  128466. deleteCompoundImpostor(compound: any): void;
  128467. /**
  128468. * An event triggered when physic simulation is about to be run
  128469. */
  128470. onBeforePhysicsObservable: Observable<Scene>;
  128471. /**
  128472. * An event triggered when physic simulation has been done
  128473. */
  128474. onAfterPhysicsObservable: Observable<Scene>;
  128475. }
  128476. interface AbstractMesh {
  128477. /** @hidden */
  128478. _physicsImpostor: Nullable<PhysicsImpostor>;
  128479. /**
  128480. * Gets or sets impostor used for physic simulation
  128481. * @see http://doc.babylonjs.com/features/physics_engine
  128482. */
  128483. physicsImpostor: Nullable<PhysicsImpostor>;
  128484. /**
  128485. * Gets the current physics impostor
  128486. * @see http://doc.babylonjs.com/features/physics_engine
  128487. * @returns a physics impostor or null
  128488. */
  128489. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  128490. /** Apply a physic impulse to the mesh
  128491. * @param force defines the force to apply
  128492. * @param contactPoint defines where to apply the force
  128493. * @returns the current mesh
  128494. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  128495. */
  128496. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  128497. /**
  128498. * Creates a physic joint between two meshes
  128499. * @param otherMesh defines the other mesh to use
  128500. * @param pivot1 defines the pivot to use on this mesh
  128501. * @param pivot2 defines the pivot to use on the other mesh
  128502. * @param options defines additional options (can be plugin dependent)
  128503. * @returns the current mesh
  128504. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  128505. */
  128506. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  128507. /** @hidden */
  128508. _disposePhysicsObserver: Nullable<Observer<Node>>;
  128509. }
  128510. /**
  128511. * Defines the physics engine scene component responsible to manage a physics engine
  128512. */
  128513. export class PhysicsEngineSceneComponent implements ISceneComponent {
  128514. /**
  128515. * The component name helpful to identify the component in the list of scene components.
  128516. */
  128517. readonly name: string;
  128518. /**
  128519. * The scene the component belongs to.
  128520. */
  128521. scene: Scene;
  128522. /**
  128523. * Creates a new instance of the component for the given scene
  128524. * @param scene Defines the scene to register the component in
  128525. */
  128526. constructor(scene: Scene);
  128527. /**
  128528. * Registers the component in a given scene
  128529. */
  128530. register(): void;
  128531. /**
  128532. * Rebuilds the elements related to this component in case of
  128533. * context lost for instance.
  128534. */
  128535. rebuild(): void;
  128536. /**
  128537. * Disposes the component and the associated ressources
  128538. */
  128539. dispose(): void;
  128540. }
  128541. }
  128542. declare module BABYLON {
  128543. /**
  128544. * A helper for physics simulations
  128545. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128546. */
  128547. export class PhysicsHelper {
  128548. private _scene;
  128549. private _physicsEngine;
  128550. /**
  128551. * Initializes the Physics helper
  128552. * @param scene Babylon.js scene
  128553. */
  128554. constructor(scene: Scene);
  128555. /**
  128556. * Applies a radial explosion impulse
  128557. * @param origin the origin of the explosion
  128558. * @param radiusOrEventOptions the radius or the options of radial explosion
  128559. * @param strength the explosion strength
  128560. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128561. * @returns A physics radial explosion event, or null
  128562. */
  128563. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128564. /**
  128565. * Applies a radial explosion force
  128566. * @param origin the origin of the explosion
  128567. * @param radiusOrEventOptions the radius or the options of radial explosion
  128568. * @param strength the explosion strength
  128569. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128570. * @returns A physics radial explosion event, or null
  128571. */
  128572. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128573. /**
  128574. * Creates a gravitational field
  128575. * @param origin the origin of the explosion
  128576. * @param radiusOrEventOptions the radius or the options of radial explosion
  128577. * @param strength the explosion strength
  128578. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128579. * @returns A physics gravitational field event, or null
  128580. */
  128581. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  128582. /**
  128583. * Creates a physics updraft event
  128584. * @param origin the origin of the updraft
  128585. * @param radiusOrEventOptions the radius or the options of the updraft
  128586. * @param strength the strength of the updraft
  128587. * @param height the height of the updraft
  128588. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  128589. * @returns A physics updraft event, or null
  128590. */
  128591. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  128592. /**
  128593. * Creates a physics vortex event
  128594. * @param origin the of the vortex
  128595. * @param radiusOrEventOptions the radius or the options of the vortex
  128596. * @param strength the strength of the vortex
  128597. * @param height the height of the vortex
  128598. * @returns a Physics vortex event, or null
  128599. * A physics vortex event or null
  128600. */
  128601. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  128602. }
  128603. /**
  128604. * Represents a physics radial explosion event
  128605. */
  128606. class PhysicsRadialExplosionEvent {
  128607. private _scene;
  128608. private _options;
  128609. private _sphere;
  128610. private _dataFetched;
  128611. /**
  128612. * Initializes a radial explosioin event
  128613. * @param _scene BabylonJS scene
  128614. * @param _options The options for the vortex event
  128615. */
  128616. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  128617. /**
  128618. * Returns the data related to the radial explosion event (sphere).
  128619. * @returns The radial explosion event data
  128620. */
  128621. getData(): PhysicsRadialExplosionEventData;
  128622. /**
  128623. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  128624. * @param impostor A physics imposter
  128625. * @param origin the origin of the explosion
  128626. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  128627. */
  128628. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  128629. /**
  128630. * Triggers affecterd impostors callbacks
  128631. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  128632. */
  128633. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  128634. /**
  128635. * Disposes the sphere.
  128636. * @param force Specifies if the sphere should be disposed by force
  128637. */
  128638. dispose(force?: boolean): void;
  128639. /*** Helpers ***/
  128640. private _prepareSphere;
  128641. private _intersectsWithSphere;
  128642. }
  128643. /**
  128644. * Represents a gravitational field event
  128645. */
  128646. class PhysicsGravitationalFieldEvent {
  128647. private _physicsHelper;
  128648. private _scene;
  128649. private _origin;
  128650. private _options;
  128651. private _tickCallback;
  128652. private _sphere;
  128653. private _dataFetched;
  128654. /**
  128655. * Initializes the physics gravitational field event
  128656. * @param _physicsHelper A physics helper
  128657. * @param _scene BabylonJS scene
  128658. * @param _origin The origin position of the gravitational field event
  128659. * @param _options The options for the vortex event
  128660. */
  128661. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  128662. /**
  128663. * Returns the data related to the gravitational field event (sphere).
  128664. * @returns A gravitational field event
  128665. */
  128666. getData(): PhysicsGravitationalFieldEventData;
  128667. /**
  128668. * Enables the gravitational field.
  128669. */
  128670. enable(): void;
  128671. /**
  128672. * Disables the gravitational field.
  128673. */
  128674. disable(): void;
  128675. /**
  128676. * Disposes the sphere.
  128677. * @param force The force to dispose from the gravitational field event
  128678. */
  128679. dispose(force?: boolean): void;
  128680. private _tick;
  128681. }
  128682. /**
  128683. * Represents a physics updraft event
  128684. */
  128685. class PhysicsUpdraftEvent {
  128686. private _scene;
  128687. private _origin;
  128688. private _options;
  128689. private _physicsEngine;
  128690. private _originTop;
  128691. private _originDirection;
  128692. private _tickCallback;
  128693. private _cylinder;
  128694. private _cylinderPosition;
  128695. private _dataFetched;
  128696. /**
  128697. * Initializes the physics updraft event
  128698. * @param _scene BabylonJS scene
  128699. * @param _origin The origin position of the updraft
  128700. * @param _options The options for the updraft event
  128701. */
  128702. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  128703. /**
  128704. * Returns the data related to the updraft event (cylinder).
  128705. * @returns A physics updraft event
  128706. */
  128707. getData(): PhysicsUpdraftEventData;
  128708. /**
  128709. * Enables the updraft.
  128710. */
  128711. enable(): void;
  128712. /**
  128713. * Disables the updraft.
  128714. */
  128715. disable(): void;
  128716. /**
  128717. * Disposes the cylinder.
  128718. * @param force Specifies if the updraft should be disposed by force
  128719. */
  128720. dispose(force?: boolean): void;
  128721. private getImpostorHitData;
  128722. private _tick;
  128723. /*** Helpers ***/
  128724. private _prepareCylinder;
  128725. private _intersectsWithCylinder;
  128726. }
  128727. /**
  128728. * Represents a physics vortex event
  128729. */
  128730. class PhysicsVortexEvent {
  128731. private _scene;
  128732. private _origin;
  128733. private _options;
  128734. private _physicsEngine;
  128735. private _originTop;
  128736. private _tickCallback;
  128737. private _cylinder;
  128738. private _cylinderPosition;
  128739. private _dataFetched;
  128740. /**
  128741. * Initializes the physics vortex event
  128742. * @param _scene The BabylonJS scene
  128743. * @param _origin The origin position of the vortex
  128744. * @param _options The options for the vortex event
  128745. */
  128746. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  128747. /**
  128748. * Returns the data related to the vortex event (cylinder).
  128749. * @returns The physics vortex event data
  128750. */
  128751. getData(): PhysicsVortexEventData;
  128752. /**
  128753. * Enables the vortex.
  128754. */
  128755. enable(): void;
  128756. /**
  128757. * Disables the cortex.
  128758. */
  128759. disable(): void;
  128760. /**
  128761. * Disposes the sphere.
  128762. * @param force
  128763. */
  128764. dispose(force?: boolean): void;
  128765. private getImpostorHitData;
  128766. private _tick;
  128767. /*** Helpers ***/
  128768. private _prepareCylinder;
  128769. private _intersectsWithCylinder;
  128770. }
  128771. /**
  128772. * Options fot the radial explosion event
  128773. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128774. */
  128775. export class PhysicsRadialExplosionEventOptions {
  128776. /**
  128777. * The radius of the sphere for the radial explosion.
  128778. */
  128779. radius: number;
  128780. /**
  128781. * The strenth of the explosion.
  128782. */
  128783. strength: number;
  128784. /**
  128785. * The strenght of the force in correspondence to the distance of the affected object
  128786. */
  128787. falloff: PhysicsRadialImpulseFalloff;
  128788. /**
  128789. * Sphere options for the radial explosion.
  128790. */
  128791. sphere: {
  128792. segments: number;
  128793. diameter: number;
  128794. };
  128795. /**
  128796. * Sphere options for the radial explosion.
  128797. */
  128798. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  128799. }
  128800. /**
  128801. * Options fot the updraft event
  128802. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128803. */
  128804. export class PhysicsUpdraftEventOptions {
  128805. /**
  128806. * The radius of the cylinder for the vortex
  128807. */
  128808. radius: number;
  128809. /**
  128810. * The strenth of the updraft.
  128811. */
  128812. strength: number;
  128813. /**
  128814. * The height of the cylinder for the updraft.
  128815. */
  128816. height: number;
  128817. /**
  128818. * The mode for the the updraft.
  128819. */
  128820. updraftMode: PhysicsUpdraftMode;
  128821. }
  128822. /**
  128823. * Options fot the vortex event
  128824. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128825. */
  128826. export class PhysicsVortexEventOptions {
  128827. /**
  128828. * The radius of the cylinder for the vortex
  128829. */
  128830. radius: number;
  128831. /**
  128832. * The strenth of the vortex.
  128833. */
  128834. strength: number;
  128835. /**
  128836. * The height of the cylinder for the vortex.
  128837. */
  128838. height: number;
  128839. /**
  128840. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  128841. */
  128842. centripetalForceThreshold: number;
  128843. /**
  128844. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  128845. */
  128846. centripetalForceMultiplier: number;
  128847. /**
  128848. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  128849. */
  128850. centrifugalForceMultiplier: number;
  128851. /**
  128852. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  128853. */
  128854. updraftForceMultiplier: number;
  128855. }
  128856. /**
  128857. * The strenght of the force in correspondence to the distance of the affected object
  128858. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128859. */
  128860. export enum PhysicsRadialImpulseFalloff {
  128861. /** Defines that impulse is constant in strength across it's whole radius */
  128862. Constant = 0,
  128863. /** Defines that impulse gets weaker if it's further from the origin */
  128864. Linear = 1
  128865. }
  128866. /**
  128867. * The strength of the force in correspondence to the distance of the affected object
  128868. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128869. */
  128870. export enum PhysicsUpdraftMode {
  128871. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  128872. Center = 0,
  128873. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  128874. Perpendicular = 1
  128875. }
  128876. /**
  128877. * Interface for a physics hit data
  128878. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128879. */
  128880. export interface PhysicsHitData {
  128881. /**
  128882. * The force applied at the contact point
  128883. */
  128884. force: Vector3;
  128885. /**
  128886. * The contact point
  128887. */
  128888. contactPoint: Vector3;
  128889. /**
  128890. * The distance from the origin to the contact point
  128891. */
  128892. distanceFromOrigin: number;
  128893. }
  128894. /**
  128895. * Interface for radial explosion event data
  128896. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128897. */
  128898. export interface PhysicsRadialExplosionEventData {
  128899. /**
  128900. * A sphere used for the radial explosion event
  128901. */
  128902. sphere: Mesh;
  128903. }
  128904. /**
  128905. * Interface for gravitational field event data
  128906. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128907. */
  128908. export interface PhysicsGravitationalFieldEventData {
  128909. /**
  128910. * A sphere mesh used for the gravitational field event
  128911. */
  128912. sphere: Mesh;
  128913. }
  128914. /**
  128915. * Interface for updraft event data
  128916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128917. */
  128918. export interface PhysicsUpdraftEventData {
  128919. /**
  128920. * A cylinder used for the updraft event
  128921. */
  128922. cylinder: Mesh;
  128923. }
  128924. /**
  128925. * Interface for vortex event data
  128926. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128927. */
  128928. export interface PhysicsVortexEventData {
  128929. /**
  128930. * A cylinder used for the vortex event
  128931. */
  128932. cylinder: Mesh;
  128933. }
  128934. /**
  128935. * Interface for an affected physics impostor
  128936. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128937. */
  128938. export interface PhysicsAffectedImpostorWithData {
  128939. /**
  128940. * The impostor affected by the effect
  128941. */
  128942. impostor: PhysicsImpostor;
  128943. /**
  128944. * The data about the hit/horce from the explosion
  128945. */
  128946. hitData: PhysicsHitData;
  128947. }
  128948. }
  128949. declare module BABYLON {
  128950. /** @hidden */
  128951. export var blackAndWhitePixelShader: {
  128952. name: string;
  128953. shader: string;
  128954. };
  128955. }
  128956. declare module BABYLON {
  128957. /**
  128958. * Post process used to render in black and white
  128959. */
  128960. export class BlackAndWhitePostProcess extends PostProcess {
  128961. /**
  128962. * Linear about to convert he result to black and white (default: 1)
  128963. */
  128964. degree: number;
  128965. /**
  128966. * Creates a black and white post process
  128967. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  128968. * @param name The name of the effect.
  128969. * @param options The required width/height ratio to downsize to before computing the render pass.
  128970. * @param camera The camera to apply the render pass to.
  128971. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128972. * @param engine The engine which the post process will be applied. (default: current engine)
  128973. * @param reusable If the post process can be reused on the same frame. (default: false)
  128974. */
  128975. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128976. }
  128977. }
  128978. declare module BABYLON {
  128979. /**
  128980. * This represents a set of one or more post processes in Babylon.
  128981. * A post process can be used to apply a shader to a texture after it is rendered.
  128982. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128983. */
  128984. export class PostProcessRenderEffect {
  128985. private _postProcesses;
  128986. private _getPostProcesses;
  128987. private _singleInstance;
  128988. private _cameras;
  128989. private _indicesForCamera;
  128990. /**
  128991. * Name of the effect
  128992. * @hidden
  128993. */
  128994. _name: string;
  128995. /**
  128996. * Instantiates a post process render effect.
  128997. * A post process can be used to apply a shader to a texture after it is rendered.
  128998. * @param engine The engine the effect is tied to
  128999. * @param name The name of the effect
  129000. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  129001. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  129002. */
  129003. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  129004. /**
  129005. * Checks if all the post processes in the effect are supported.
  129006. */
  129007. readonly isSupported: boolean;
  129008. /**
  129009. * Updates the current state of the effect
  129010. * @hidden
  129011. */
  129012. _update(): void;
  129013. /**
  129014. * Attaches the effect on cameras
  129015. * @param cameras The camera to attach to.
  129016. * @hidden
  129017. */
  129018. _attachCameras(cameras: Camera): void;
  129019. /**
  129020. * Attaches the effect on cameras
  129021. * @param cameras The camera to attach to.
  129022. * @hidden
  129023. */
  129024. _attachCameras(cameras: Camera[]): void;
  129025. /**
  129026. * Detaches the effect on cameras
  129027. * @param cameras The camera to detatch from.
  129028. * @hidden
  129029. */
  129030. _detachCameras(cameras: Camera): void;
  129031. /**
  129032. * Detatches the effect on cameras
  129033. * @param cameras The camera to detatch from.
  129034. * @hidden
  129035. */
  129036. _detachCameras(cameras: Camera[]): void;
  129037. /**
  129038. * Enables the effect on given cameras
  129039. * @param cameras The camera to enable.
  129040. * @hidden
  129041. */
  129042. _enable(cameras: Camera): void;
  129043. /**
  129044. * Enables the effect on given cameras
  129045. * @param cameras The camera to enable.
  129046. * @hidden
  129047. */
  129048. _enable(cameras: Nullable<Camera[]>): void;
  129049. /**
  129050. * Disables the effect on the given cameras
  129051. * @param cameras The camera to disable.
  129052. * @hidden
  129053. */
  129054. _disable(cameras: Camera): void;
  129055. /**
  129056. * Disables the effect on the given cameras
  129057. * @param cameras The camera to disable.
  129058. * @hidden
  129059. */
  129060. _disable(cameras: Nullable<Camera[]>): void;
  129061. /**
  129062. * Gets a list of the post processes contained in the effect.
  129063. * @param camera The camera to get the post processes on.
  129064. * @returns The list of the post processes in the effect.
  129065. */
  129066. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  129067. }
  129068. }
  129069. declare module BABYLON {
  129070. /** @hidden */
  129071. export var extractHighlightsPixelShader: {
  129072. name: string;
  129073. shader: string;
  129074. };
  129075. }
  129076. declare module BABYLON {
  129077. /**
  129078. * 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.
  129079. */
  129080. export class ExtractHighlightsPostProcess extends PostProcess {
  129081. /**
  129082. * The luminance threshold, pixels below this value will be set to black.
  129083. */
  129084. threshold: number;
  129085. /** @hidden */
  129086. _exposure: number;
  129087. /**
  129088. * Post process which has the input texture to be used when performing highlight extraction
  129089. * @hidden
  129090. */
  129091. _inputPostProcess: Nullable<PostProcess>;
  129092. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129093. }
  129094. }
  129095. declare module BABYLON {
  129096. /** @hidden */
  129097. export var bloomMergePixelShader: {
  129098. name: string;
  129099. shader: string;
  129100. };
  129101. }
  129102. declare module BABYLON {
  129103. /**
  129104. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  129105. */
  129106. export class BloomMergePostProcess extends PostProcess {
  129107. /** Weight of the bloom to be added to the original input. */
  129108. weight: number;
  129109. /**
  129110. * Creates a new instance of @see BloomMergePostProcess
  129111. * @param name The name of the effect.
  129112. * @param originalFromInput Post process which's input will be used for the merge.
  129113. * @param blurred Blurred highlights post process which's output will be used.
  129114. * @param weight Weight of the bloom to be added to the original input.
  129115. * @param options The required width/height ratio to downsize to before computing the render pass.
  129116. * @param camera The camera to apply the render pass to.
  129117. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129118. * @param engine The engine which the post process will be applied. (default: current engine)
  129119. * @param reusable If the post process can be reused on the same frame. (default: false)
  129120. * @param textureType Type of textures used when performing the post process. (default: 0)
  129121. * @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)
  129122. */
  129123. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  129124. /** Weight of the bloom to be added to the original input. */
  129125. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129126. }
  129127. }
  129128. declare module BABYLON {
  129129. /**
  129130. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  129131. */
  129132. export class BloomEffect extends PostProcessRenderEffect {
  129133. private bloomScale;
  129134. /**
  129135. * @hidden Internal
  129136. */
  129137. _effects: Array<PostProcess>;
  129138. /**
  129139. * @hidden Internal
  129140. */
  129141. _downscale: ExtractHighlightsPostProcess;
  129142. private _blurX;
  129143. private _blurY;
  129144. private _merge;
  129145. /**
  129146. * The luminance threshold to find bright areas of the image to bloom.
  129147. */
  129148. threshold: number;
  129149. /**
  129150. * The strength of the bloom.
  129151. */
  129152. weight: number;
  129153. /**
  129154. * Specifies the size of the bloom blur kernel, relative to the final output size
  129155. */
  129156. kernel: number;
  129157. /**
  129158. * Creates a new instance of @see BloomEffect
  129159. * @param scene The scene the effect belongs to.
  129160. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  129161. * @param bloomKernel The size of the kernel to be used when applying the blur.
  129162. * @param bloomWeight The the strength of bloom.
  129163. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  129164. * @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)
  129165. */
  129166. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  129167. /**
  129168. * Disposes each of the internal effects for a given camera.
  129169. * @param camera The camera to dispose the effect on.
  129170. */
  129171. disposeEffects(camera: Camera): void;
  129172. /**
  129173. * @hidden Internal
  129174. */
  129175. _updateEffects(): void;
  129176. /**
  129177. * Internal
  129178. * @returns if all the contained post processes are ready.
  129179. * @hidden
  129180. */
  129181. _isReady(): boolean;
  129182. }
  129183. }
  129184. declare module BABYLON {
  129185. /** @hidden */
  129186. export var chromaticAberrationPixelShader: {
  129187. name: string;
  129188. shader: string;
  129189. };
  129190. }
  129191. declare module BABYLON {
  129192. /**
  129193. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  129194. */
  129195. export class ChromaticAberrationPostProcess extends PostProcess {
  129196. /**
  129197. * The amount of seperation of rgb channels (default: 30)
  129198. */
  129199. aberrationAmount: number;
  129200. /**
  129201. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  129202. */
  129203. radialIntensity: number;
  129204. /**
  129205. * 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))
  129206. */
  129207. direction: Vector2;
  129208. /**
  129209. * 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))
  129210. */
  129211. centerPosition: Vector2;
  129212. /**
  129213. * Creates a new instance ChromaticAberrationPostProcess
  129214. * @param name The name of the effect.
  129215. * @param screenWidth The width of the screen to apply the effect on.
  129216. * @param screenHeight The height of the screen to apply the effect on.
  129217. * @param options The required width/height ratio to downsize to before computing the render pass.
  129218. * @param camera The camera to apply the render pass to.
  129219. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129220. * @param engine The engine which the post process will be applied. (default: current engine)
  129221. * @param reusable If the post process can be reused on the same frame. (default: false)
  129222. * @param textureType Type of textures used when performing the post process. (default: 0)
  129223. * @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)
  129224. */
  129225. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129226. }
  129227. }
  129228. declare module BABYLON {
  129229. /** @hidden */
  129230. export var circleOfConfusionPixelShader: {
  129231. name: string;
  129232. shader: string;
  129233. };
  129234. }
  129235. declare module BABYLON {
  129236. /**
  129237. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  129238. */
  129239. export class CircleOfConfusionPostProcess extends PostProcess {
  129240. /**
  129241. * 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.
  129242. */
  129243. lensSize: number;
  129244. /**
  129245. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  129246. */
  129247. fStop: number;
  129248. /**
  129249. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  129250. */
  129251. focusDistance: number;
  129252. /**
  129253. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  129254. */
  129255. focalLength: number;
  129256. private _depthTexture;
  129257. /**
  129258. * Creates a new instance CircleOfConfusionPostProcess
  129259. * @param name The name of the effect.
  129260. * @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.
  129261. * @param options The required width/height ratio to downsize to before computing the render pass.
  129262. * @param camera The camera to apply the render pass to.
  129263. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129264. * @param engine The engine which the post process will be applied. (default: current engine)
  129265. * @param reusable If the post process can be reused on the same frame. (default: false)
  129266. * @param textureType Type of textures used when performing the post process. (default: 0)
  129267. * @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)
  129268. */
  129269. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129270. /**
  129271. * 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.
  129272. */
  129273. depthTexture: RenderTargetTexture;
  129274. }
  129275. }
  129276. declare module BABYLON {
  129277. /** @hidden */
  129278. export var colorCorrectionPixelShader: {
  129279. name: string;
  129280. shader: string;
  129281. };
  129282. }
  129283. declare module BABYLON {
  129284. /**
  129285. *
  129286. * This post-process allows the modification of rendered colors by using
  129287. * a 'look-up table' (LUT). This effect is also called Color Grading.
  129288. *
  129289. * The object needs to be provided an url to a texture containing the color
  129290. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  129291. * Use an image editing software to tweak the LUT to match your needs.
  129292. *
  129293. * For an example of a color LUT, see here:
  129294. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  129295. * For explanations on color grading, see here:
  129296. * @see http://udn.epicgames.com/Three/ColorGrading.html
  129297. *
  129298. */
  129299. export class ColorCorrectionPostProcess extends PostProcess {
  129300. private _colorTableTexture;
  129301. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129302. }
  129303. }
  129304. declare module BABYLON {
  129305. /** @hidden */
  129306. export var convolutionPixelShader: {
  129307. name: string;
  129308. shader: string;
  129309. };
  129310. }
  129311. declare module BABYLON {
  129312. /**
  129313. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  129314. * input texture to perform effects such as edge detection or sharpening
  129315. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  129316. */
  129317. export class ConvolutionPostProcess extends PostProcess {
  129318. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  129319. kernel: number[];
  129320. /**
  129321. * Creates a new instance ConvolutionPostProcess
  129322. * @param name The name of the effect.
  129323. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  129324. * @param options The required width/height ratio to downsize to before computing the render pass.
  129325. * @param camera The camera to apply the render pass to.
  129326. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129327. * @param engine The engine which the post process will be applied. (default: current engine)
  129328. * @param reusable If the post process can be reused on the same frame. (default: false)
  129329. * @param textureType Type of textures used when performing the post process. (default: 0)
  129330. */
  129331. constructor(name: string,
  129332. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  129333. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129334. /**
  129335. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129336. */
  129337. static EdgeDetect0Kernel: number[];
  129338. /**
  129339. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129340. */
  129341. static EdgeDetect1Kernel: number[];
  129342. /**
  129343. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129344. */
  129345. static EdgeDetect2Kernel: number[];
  129346. /**
  129347. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129348. */
  129349. static SharpenKernel: number[];
  129350. /**
  129351. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129352. */
  129353. static EmbossKernel: number[];
  129354. /**
  129355. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129356. */
  129357. static GaussianKernel: number[];
  129358. }
  129359. }
  129360. declare module BABYLON {
  129361. /**
  129362. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  129363. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  129364. * based on samples that have a large difference in distance than the center pixel.
  129365. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  129366. */
  129367. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  129368. direction: Vector2;
  129369. /**
  129370. * Creates a new instance CircleOfConfusionPostProcess
  129371. * @param name The name of the effect.
  129372. * @param scene The scene the effect belongs to.
  129373. * @param direction The direction the blur should be applied.
  129374. * @param kernel The size of the kernel used to blur.
  129375. * @param options The required width/height ratio to downsize to before computing the render pass.
  129376. * @param camera The camera to apply the render pass to.
  129377. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  129378. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  129379. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129380. * @param engine The engine which the post process will be applied. (default: current engine)
  129381. * @param reusable If the post process can be reused on the same frame. (default: false)
  129382. * @param textureType Type of textures used when performing the post process. (default: 0)
  129383. * @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)
  129384. */
  129385. 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);
  129386. }
  129387. }
  129388. declare module BABYLON {
  129389. /** @hidden */
  129390. export var depthOfFieldMergePixelShader: {
  129391. name: string;
  129392. shader: string;
  129393. };
  129394. }
  129395. declare module BABYLON {
  129396. /**
  129397. * Options to be set when merging outputs from the default pipeline.
  129398. */
  129399. export class DepthOfFieldMergePostProcessOptions {
  129400. /**
  129401. * The original image to merge on top of
  129402. */
  129403. originalFromInput: PostProcess;
  129404. /**
  129405. * Parameters to perform the merge of the depth of field effect
  129406. */
  129407. depthOfField?: {
  129408. circleOfConfusion: PostProcess;
  129409. blurSteps: Array<PostProcess>;
  129410. };
  129411. /**
  129412. * Parameters to perform the merge of bloom effect
  129413. */
  129414. bloom?: {
  129415. blurred: PostProcess;
  129416. weight: number;
  129417. };
  129418. }
  129419. /**
  129420. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  129421. */
  129422. export class DepthOfFieldMergePostProcess extends PostProcess {
  129423. private blurSteps;
  129424. /**
  129425. * Creates a new instance of DepthOfFieldMergePostProcess
  129426. * @param name The name of the effect.
  129427. * @param originalFromInput Post process which's input will be used for the merge.
  129428. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  129429. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  129430. * @param options The required width/height ratio to downsize to before computing the render pass.
  129431. * @param camera The camera to apply the render pass to.
  129432. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129433. * @param engine The engine which the post process will be applied. (default: current engine)
  129434. * @param reusable If the post process can be reused on the same frame. (default: false)
  129435. * @param textureType Type of textures used when performing the post process. (default: 0)
  129436. * @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)
  129437. */
  129438. 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);
  129439. /**
  129440. * Updates the effect with the current post process compile time values and recompiles the shader.
  129441. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  129442. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  129443. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  129444. * @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
  129445. * @param onCompiled Called when the shader has been compiled.
  129446. * @param onError Called if there is an error when compiling a shader.
  129447. */
  129448. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  129449. }
  129450. }
  129451. declare module BABYLON {
  129452. /**
  129453. * Specifies the level of max blur that should be applied when using the depth of field effect
  129454. */
  129455. export enum DepthOfFieldEffectBlurLevel {
  129456. /**
  129457. * Subtle blur
  129458. */
  129459. Low = 0,
  129460. /**
  129461. * Medium blur
  129462. */
  129463. Medium = 1,
  129464. /**
  129465. * Large blur
  129466. */
  129467. High = 2
  129468. }
  129469. /**
  129470. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  129471. */
  129472. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  129473. private _circleOfConfusion;
  129474. /**
  129475. * @hidden Internal, blurs from high to low
  129476. */
  129477. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  129478. private _depthOfFieldBlurY;
  129479. private _dofMerge;
  129480. /**
  129481. * @hidden Internal post processes in depth of field effect
  129482. */
  129483. _effects: Array<PostProcess>;
  129484. /**
  129485. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  129486. */
  129487. focalLength: number;
  129488. /**
  129489. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  129490. */
  129491. fStop: number;
  129492. /**
  129493. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  129494. */
  129495. focusDistance: number;
  129496. /**
  129497. * 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.
  129498. */
  129499. lensSize: number;
  129500. /**
  129501. * Creates a new instance DepthOfFieldEffect
  129502. * @param scene The scene the effect belongs to.
  129503. * @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.
  129504. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  129505. * @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)
  129506. */
  129507. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  129508. /**
  129509. * Get the current class name of the current effet
  129510. * @returns "DepthOfFieldEffect"
  129511. */
  129512. getClassName(): string;
  129513. /**
  129514. * 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.
  129515. */
  129516. depthTexture: RenderTargetTexture;
  129517. /**
  129518. * Disposes each of the internal effects for a given camera.
  129519. * @param camera The camera to dispose the effect on.
  129520. */
  129521. disposeEffects(camera: Camera): void;
  129522. /**
  129523. * @hidden Internal
  129524. */
  129525. _updateEffects(): void;
  129526. /**
  129527. * Internal
  129528. * @returns if all the contained post processes are ready.
  129529. * @hidden
  129530. */
  129531. _isReady(): boolean;
  129532. }
  129533. }
  129534. declare module BABYLON {
  129535. /** @hidden */
  129536. export var displayPassPixelShader: {
  129537. name: string;
  129538. shader: string;
  129539. };
  129540. }
  129541. declare module BABYLON {
  129542. /**
  129543. * DisplayPassPostProcess which produces an output the same as it's input
  129544. */
  129545. export class DisplayPassPostProcess extends PostProcess {
  129546. /**
  129547. * Creates the DisplayPassPostProcess
  129548. * @param name The name of the effect.
  129549. * @param options The required width/height ratio to downsize to before computing the render pass.
  129550. * @param camera The camera to apply the render pass to.
  129551. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129552. * @param engine The engine which the post process will be applied. (default: current engine)
  129553. * @param reusable If the post process can be reused on the same frame. (default: false)
  129554. */
  129555. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129556. }
  129557. }
  129558. declare module BABYLON {
  129559. /** @hidden */
  129560. export var filterPixelShader: {
  129561. name: string;
  129562. shader: string;
  129563. };
  129564. }
  129565. declare module BABYLON {
  129566. /**
  129567. * Applies a kernel filter to the image
  129568. */
  129569. export class FilterPostProcess extends PostProcess {
  129570. /** The matrix to be applied to the image */
  129571. kernelMatrix: Matrix;
  129572. /**
  129573. *
  129574. * @param name The name of the effect.
  129575. * @param kernelMatrix The matrix to be applied to the image
  129576. * @param options The required width/height ratio to downsize to before computing the render pass.
  129577. * @param camera The camera to apply the render pass to.
  129578. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129579. * @param engine The engine which the post process will be applied. (default: current engine)
  129580. * @param reusable If the post process can be reused on the same frame. (default: false)
  129581. */
  129582. constructor(name: string,
  129583. /** The matrix to be applied to the image */
  129584. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129585. }
  129586. }
  129587. declare module BABYLON {
  129588. /** @hidden */
  129589. export var fxaaPixelShader: {
  129590. name: string;
  129591. shader: string;
  129592. };
  129593. }
  129594. declare module BABYLON {
  129595. /** @hidden */
  129596. export var fxaaVertexShader: {
  129597. name: string;
  129598. shader: string;
  129599. };
  129600. }
  129601. declare module BABYLON {
  129602. /**
  129603. * Fxaa post process
  129604. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  129605. */
  129606. export class FxaaPostProcess extends PostProcess {
  129607. /** @hidden */
  129608. texelWidth: number;
  129609. /** @hidden */
  129610. texelHeight: number;
  129611. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129612. private _getDefines;
  129613. }
  129614. }
  129615. declare module BABYLON {
  129616. /** @hidden */
  129617. export var grainPixelShader: {
  129618. name: string;
  129619. shader: string;
  129620. };
  129621. }
  129622. declare module BABYLON {
  129623. /**
  129624. * The GrainPostProcess adds noise to the image at mid luminance levels
  129625. */
  129626. export class GrainPostProcess extends PostProcess {
  129627. /**
  129628. * The intensity of the grain added (default: 30)
  129629. */
  129630. intensity: number;
  129631. /**
  129632. * If the grain should be randomized on every frame
  129633. */
  129634. animated: boolean;
  129635. /**
  129636. * Creates a new instance of @see GrainPostProcess
  129637. * @param name The name of the effect.
  129638. * @param options The required width/height ratio to downsize to before computing the render pass.
  129639. * @param camera The camera to apply the render pass to.
  129640. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129641. * @param engine The engine which the post process will be applied. (default: current engine)
  129642. * @param reusable If the post process can be reused on the same frame. (default: false)
  129643. * @param textureType Type of textures used when performing the post process. (default: 0)
  129644. * @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)
  129645. */
  129646. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129647. }
  129648. }
  129649. declare module BABYLON {
  129650. /** @hidden */
  129651. export var highlightsPixelShader: {
  129652. name: string;
  129653. shader: string;
  129654. };
  129655. }
  129656. declare module BABYLON {
  129657. /**
  129658. * Extracts highlights from the image
  129659. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129660. */
  129661. export class HighlightsPostProcess extends PostProcess {
  129662. /**
  129663. * Extracts highlights from the image
  129664. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129665. * @param name The name of the effect.
  129666. * @param options The required width/height ratio to downsize to before computing the render pass.
  129667. * @param camera The camera to apply the render pass to.
  129668. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129669. * @param engine The engine which the post process will be applied. (default: current engine)
  129670. * @param reusable If the post process can be reused on the same frame. (default: false)
  129671. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  129672. */
  129673. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129674. }
  129675. }
  129676. declare module BABYLON {
  129677. /** @hidden */
  129678. export var mrtFragmentDeclaration: {
  129679. name: string;
  129680. shader: string;
  129681. };
  129682. }
  129683. declare module BABYLON {
  129684. /** @hidden */
  129685. export var geometryPixelShader: {
  129686. name: string;
  129687. shader: string;
  129688. };
  129689. }
  129690. declare module BABYLON {
  129691. /** @hidden */
  129692. export var geometryVertexShader: {
  129693. name: string;
  129694. shader: string;
  129695. };
  129696. }
  129697. declare module BABYLON {
  129698. /** @hidden */
  129699. interface ISavedTransformationMatrix {
  129700. world: Matrix;
  129701. viewProjection: Matrix;
  129702. }
  129703. /**
  129704. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  129705. */
  129706. export class GeometryBufferRenderer {
  129707. /**
  129708. * Constant used to retrieve the position texture index in the G-Buffer textures array
  129709. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  129710. */
  129711. static readonly POSITION_TEXTURE_TYPE: number;
  129712. /**
  129713. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  129714. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  129715. */
  129716. static readonly VELOCITY_TEXTURE_TYPE: number;
  129717. /**
  129718. * Dictionary used to store the previous transformation matrices of each rendered mesh
  129719. * in order to compute objects velocities when enableVelocity is set to "true"
  129720. * @hidden
  129721. */
  129722. _previousTransformationMatrices: {
  129723. [index: number]: ISavedTransformationMatrix;
  129724. };
  129725. /**
  129726. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  129727. * in order to compute objects velocities when enableVelocity is set to "true"
  129728. * @hidden
  129729. */
  129730. _previousBonesTransformationMatrices: {
  129731. [index: number]: Float32Array;
  129732. };
  129733. /**
  129734. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  129735. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  129736. */
  129737. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  129738. private _scene;
  129739. private _multiRenderTarget;
  129740. private _ratio;
  129741. private _enablePosition;
  129742. private _enableVelocity;
  129743. private _positionIndex;
  129744. private _velocityIndex;
  129745. protected _effect: Effect;
  129746. protected _cachedDefines: string;
  129747. /**
  129748. * Set the render list (meshes to be rendered) used in the G buffer.
  129749. */
  129750. renderList: Mesh[];
  129751. /**
  129752. * Gets wether or not G buffer are supported by the running hardware.
  129753. * This requires draw buffer supports
  129754. */
  129755. readonly isSupported: boolean;
  129756. /**
  129757. * Returns the index of the given texture type in the G-Buffer textures array
  129758. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  129759. * @returns the index of the given texture type in the G-Buffer textures array
  129760. */
  129761. getTextureIndex(textureType: number): number;
  129762. /**
  129763. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  129764. */
  129765. /**
  129766. * Sets whether or not objects positions are enabled for the G buffer.
  129767. */
  129768. enablePosition: boolean;
  129769. /**
  129770. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  129771. */
  129772. /**
  129773. * Sets wether or not objects velocities are enabled for the G buffer.
  129774. */
  129775. enableVelocity: boolean;
  129776. /**
  129777. * Gets the scene associated with the buffer.
  129778. */
  129779. readonly scene: Scene;
  129780. /**
  129781. * Gets the ratio used by the buffer during its creation.
  129782. * How big is the buffer related to the main canvas.
  129783. */
  129784. readonly ratio: number;
  129785. /** @hidden */
  129786. static _SceneComponentInitialization: (scene: Scene) => void;
  129787. /**
  129788. * Creates a new G Buffer for the scene
  129789. * @param scene The scene the buffer belongs to
  129790. * @param ratio How big is the buffer related to the main canvas.
  129791. */
  129792. constructor(scene: Scene, ratio?: number);
  129793. /**
  129794. * Checks wether everything is ready to render a submesh to the G buffer.
  129795. * @param subMesh the submesh to check readiness for
  129796. * @param useInstances is the mesh drawn using instance or not
  129797. * @returns true if ready otherwise false
  129798. */
  129799. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129800. /**
  129801. * Gets the current underlying G Buffer.
  129802. * @returns the buffer
  129803. */
  129804. getGBuffer(): MultiRenderTarget;
  129805. /**
  129806. * Gets the number of samples used to render the buffer (anti aliasing).
  129807. */
  129808. /**
  129809. * Sets the number of samples used to render the buffer (anti aliasing).
  129810. */
  129811. samples: number;
  129812. /**
  129813. * Disposes the renderer and frees up associated resources.
  129814. */
  129815. dispose(): void;
  129816. protected _createRenderTargets(): void;
  129817. private _copyBonesTransformationMatrices;
  129818. }
  129819. }
  129820. declare module BABYLON {
  129821. interface Scene {
  129822. /** @hidden (Backing field) */
  129823. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129824. /**
  129825. * Gets or Sets the current geometry buffer associated to the scene.
  129826. */
  129827. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129828. /**
  129829. * Enables a GeometryBufferRender and associates it with the scene
  129830. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  129831. * @returns the GeometryBufferRenderer
  129832. */
  129833. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  129834. /**
  129835. * Disables the GeometryBufferRender associated with the scene
  129836. */
  129837. disableGeometryBufferRenderer(): void;
  129838. }
  129839. /**
  129840. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  129841. * in several rendering techniques.
  129842. */
  129843. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  129844. /**
  129845. * The component name helpful to identify the component in the list of scene components.
  129846. */
  129847. readonly name: string;
  129848. /**
  129849. * The scene the component belongs to.
  129850. */
  129851. scene: Scene;
  129852. /**
  129853. * Creates a new instance of the component for the given scene
  129854. * @param scene Defines the scene to register the component in
  129855. */
  129856. constructor(scene: Scene);
  129857. /**
  129858. * Registers the component in a given scene
  129859. */
  129860. register(): void;
  129861. /**
  129862. * Rebuilds the elements related to this component in case of
  129863. * context lost for instance.
  129864. */
  129865. rebuild(): void;
  129866. /**
  129867. * Disposes the component and the associated ressources
  129868. */
  129869. dispose(): void;
  129870. private _gatherRenderTargets;
  129871. }
  129872. }
  129873. declare module BABYLON {
  129874. /** @hidden */
  129875. export var motionBlurPixelShader: {
  129876. name: string;
  129877. shader: string;
  129878. };
  129879. }
  129880. declare module BABYLON {
  129881. /**
  129882. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  129883. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  129884. * As an example, all you have to do is to create the post-process:
  129885. * var mb = new BABYLON.MotionBlurPostProcess(
  129886. * 'mb', // The name of the effect.
  129887. * scene, // The scene containing the objects to blur according to their velocity.
  129888. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  129889. * camera // The camera to apply the render pass to.
  129890. * );
  129891. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  129892. */
  129893. export class MotionBlurPostProcess extends PostProcess {
  129894. /**
  129895. * Defines how much the image is blurred by the movement. Default value is equal to 1
  129896. */
  129897. motionStrength: number;
  129898. /**
  129899. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  129900. */
  129901. /**
  129902. * Sets the number of iterations to be used for motion blur quality
  129903. */
  129904. motionBlurSamples: number;
  129905. private _motionBlurSamples;
  129906. private _geometryBufferRenderer;
  129907. /**
  129908. * Creates a new instance MotionBlurPostProcess
  129909. * @param name The name of the effect.
  129910. * @param scene The scene containing the objects to blur according to their velocity.
  129911. * @param options The required width/height ratio to downsize to before computing the render pass.
  129912. * @param camera The camera to apply the render pass to.
  129913. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129914. * @param engine The engine which the post process will be applied. (default: current engine)
  129915. * @param reusable If the post process can be reused on the same frame. (default: false)
  129916. * @param textureType Type of textures used when performing the post process. (default: 0)
  129917. * @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)
  129918. */
  129919. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129920. /**
  129921. * Excludes the given skinned mesh from computing bones velocities.
  129922. * 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.
  129923. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  129924. */
  129925. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129926. /**
  129927. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  129928. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  129929. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  129930. */
  129931. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129932. /**
  129933. * Disposes the post process.
  129934. * @param camera The camera to dispose the post process on.
  129935. */
  129936. dispose(camera?: Camera): void;
  129937. }
  129938. }
  129939. declare module BABYLON {
  129940. /** @hidden */
  129941. export var refractionPixelShader: {
  129942. name: string;
  129943. shader: string;
  129944. };
  129945. }
  129946. declare module BABYLON {
  129947. /**
  129948. * Post process which applies a refractin texture
  129949. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129950. */
  129951. export class RefractionPostProcess extends PostProcess {
  129952. /** the base color of the refraction (used to taint the rendering) */
  129953. color: Color3;
  129954. /** simulated refraction depth */
  129955. depth: number;
  129956. /** the coefficient of the base color (0 to remove base color tainting) */
  129957. colorLevel: number;
  129958. private _refTexture;
  129959. private _ownRefractionTexture;
  129960. /**
  129961. * Gets or sets the refraction texture
  129962. * Please note that you are responsible for disposing the texture if you set it manually
  129963. */
  129964. refractionTexture: Texture;
  129965. /**
  129966. * Initializes the RefractionPostProcess
  129967. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129968. * @param name The name of the effect.
  129969. * @param refractionTextureUrl Url of the refraction texture to use
  129970. * @param color the base color of the refraction (used to taint the rendering)
  129971. * @param depth simulated refraction depth
  129972. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  129973. * @param camera The camera to apply the render pass to.
  129974. * @param options The required width/height ratio to downsize to before computing the render pass.
  129975. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129976. * @param engine The engine which the post process will be applied. (default: current engine)
  129977. * @param reusable If the post process can be reused on the same frame. (default: false)
  129978. */
  129979. constructor(name: string, refractionTextureUrl: string,
  129980. /** the base color of the refraction (used to taint the rendering) */
  129981. color: Color3,
  129982. /** simulated refraction depth */
  129983. depth: number,
  129984. /** the coefficient of the base color (0 to remove base color tainting) */
  129985. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129986. /**
  129987. * Disposes of the post process
  129988. * @param camera Camera to dispose post process on
  129989. */
  129990. dispose(camera: Camera): void;
  129991. }
  129992. }
  129993. declare module BABYLON {
  129994. /** @hidden */
  129995. export var sharpenPixelShader: {
  129996. name: string;
  129997. shader: string;
  129998. };
  129999. }
  130000. declare module BABYLON {
  130001. /**
  130002. * The SharpenPostProcess applies a sharpen kernel to every pixel
  130003. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  130004. */
  130005. export class SharpenPostProcess extends PostProcess {
  130006. /**
  130007. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  130008. */
  130009. colorAmount: number;
  130010. /**
  130011. * How much sharpness should be applied (default: 0.3)
  130012. */
  130013. edgeAmount: number;
  130014. /**
  130015. * Creates a new instance ConvolutionPostProcess
  130016. * @param name The name of the effect.
  130017. * @param options The required width/height ratio to downsize to before computing the render pass.
  130018. * @param camera The camera to apply the render pass to.
  130019. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  130020. * @param engine The engine which the post process will be applied. (default: current engine)
  130021. * @param reusable If the post process can be reused on the same frame. (default: false)
  130022. * @param textureType Type of textures used when performing the post process. (default: 0)
  130023. * @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)
  130024. */
  130025. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  130026. }
  130027. }
  130028. declare module BABYLON {
  130029. /**
  130030. * PostProcessRenderPipeline
  130031. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  130032. */
  130033. export class PostProcessRenderPipeline {
  130034. private engine;
  130035. private _renderEffects;
  130036. private _renderEffectsForIsolatedPass;
  130037. /**
  130038. * List of inspectable custom properties (used by the Inspector)
  130039. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  130040. */
  130041. inspectableCustomProperties: IInspectable[];
  130042. /**
  130043. * @hidden
  130044. */
  130045. protected _cameras: Camera[];
  130046. /** @hidden */
  130047. _name: string;
  130048. /**
  130049. * Gets pipeline name
  130050. */
  130051. readonly name: string;
  130052. /** Gets the list of attached cameras */
  130053. readonly cameras: Camera[];
  130054. /**
  130055. * Initializes a PostProcessRenderPipeline
  130056. * @param engine engine to add the pipeline to
  130057. * @param name name of the pipeline
  130058. */
  130059. constructor(engine: Engine, name: string);
  130060. /**
  130061. * Gets the class name
  130062. * @returns "PostProcessRenderPipeline"
  130063. */
  130064. getClassName(): string;
  130065. /**
  130066. * If all the render effects in the pipeline are supported
  130067. */
  130068. readonly isSupported: boolean;
  130069. /**
  130070. * Adds an effect to the pipeline
  130071. * @param renderEffect the effect to add
  130072. */
  130073. addEffect(renderEffect: PostProcessRenderEffect): void;
  130074. /** @hidden */
  130075. _rebuild(): void;
  130076. /** @hidden */
  130077. _enableEffect(renderEffectName: string, cameras: Camera): void;
  130078. /** @hidden */
  130079. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  130080. /** @hidden */
  130081. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  130082. /** @hidden */
  130083. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  130084. /** @hidden */
  130085. _attachCameras(cameras: Camera, unique: boolean): void;
  130086. /** @hidden */
  130087. _attachCameras(cameras: Camera[], unique: boolean): void;
  130088. /** @hidden */
  130089. _detachCameras(cameras: Camera): void;
  130090. /** @hidden */
  130091. _detachCameras(cameras: Nullable<Camera[]>): void;
  130092. /** @hidden */
  130093. _update(): void;
  130094. /** @hidden */
  130095. _reset(): void;
  130096. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  130097. /**
  130098. * Disposes of the pipeline
  130099. */
  130100. dispose(): void;
  130101. }
  130102. }
  130103. declare module BABYLON {
  130104. /**
  130105. * PostProcessRenderPipelineManager class
  130106. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  130107. */
  130108. export class PostProcessRenderPipelineManager {
  130109. private _renderPipelines;
  130110. /**
  130111. * Initializes a PostProcessRenderPipelineManager
  130112. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  130113. */
  130114. constructor();
  130115. /**
  130116. * Gets the list of supported render pipelines
  130117. */
  130118. readonly supportedPipelines: PostProcessRenderPipeline[];
  130119. /**
  130120. * Adds a pipeline to the manager
  130121. * @param renderPipeline The pipeline to add
  130122. */
  130123. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  130124. /**
  130125. * Attaches a camera to the pipeline
  130126. * @param renderPipelineName The name of the pipeline to attach to
  130127. * @param cameras the camera to attach
  130128. * @param unique if the camera can be attached multiple times to the pipeline
  130129. */
  130130. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  130131. /**
  130132. * Detaches a camera from the pipeline
  130133. * @param renderPipelineName The name of the pipeline to detach from
  130134. * @param cameras the camera to detach
  130135. */
  130136. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  130137. /**
  130138. * Enables an effect by name on a pipeline
  130139. * @param renderPipelineName the name of the pipeline to enable the effect in
  130140. * @param renderEffectName the name of the effect to enable
  130141. * @param cameras the cameras that the effect should be enabled on
  130142. */
  130143. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  130144. /**
  130145. * Disables an effect by name on a pipeline
  130146. * @param renderPipelineName the name of the pipeline to disable the effect in
  130147. * @param renderEffectName the name of the effect to disable
  130148. * @param cameras the cameras that the effect should be disabled on
  130149. */
  130150. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  130151. /**
  130152. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  130153. */
  130154. update(): void;
  130155. /** @hidden */
  130156. _rebuild(): void;
  130157. /**
  130158. * Disposes of the manager and pipelines
  130159. */
  130160. dispose(): void;
  130161. }
  130162. }
  130163. declare module BABYLON {
  130164. interface Scene {
  130165. /** @hidden (Backing field) */
  130166. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  130167. /**
  130168. * Gets the postprocess render pipeline manager
  130169. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  130170. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  130171. */
  130172. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  130173. }
  130174. /**
  130175. * Defines the Render Pipeline scene component responsible to rendering pipelines
  130176. */
  130177. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  130178. /**
  130179. * The component name helpfull to identify the component in the list of scene components.
  130180. */
  130181. readonly name: string;
  130182. /**
  130183. * The scene the component belongs to.
  130184. */
  130185. scene: Scene;
  130186. /**
  130187. * Creates a new instance of the component for the given scene
  130188. * @param scene Defines the scene to register the component in
  130189. */
  130190. constructor(scene: Scene);
  130191. /**
  130192. * Registers the component in a given scene
  130193. */
  130194. register(): void;
  130195. /**
  130196. * Rebuilds the elements related to this component in case of
  130197. * context lost for instance.
  130198. */
  130199. rebuild(): void;
  130200. /**
  130201. * Disposes the component and the associated ressources
  130202. */
  130203. dispose(): void;
  130204. private _gatherRenderTargets;
  130205. }
  130206. }
  130207. declare module BABYLON {
  130208. /**
  130209. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  130210. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  130211. */
  130212. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  130213. private _scene;
  130214. private _camerasToBeAttached;
  130215. /**
  130216. * ID of the sharpen post process,
  130217. */
  130218. private readonly SharpenPostProcessId;
  130219. /**
  130220. * @ignore
  130221. * ID of the image processing post process;
  130222. */
  130223. readonly ImageProcessingPostProcessId: string;
  130224. /**
  130225. * @ignore
  130226. * ID of the Fast Approximate Anti-Aliasing post process;
  130227. */
  130228. readonly FxaaPostProcessId: string;
  130229. /**
  130230. * ID of the chromatic aberration post process,
  130231. */
  130232. private readonly ChromaticAberrationPostProcessId;
  130233. /**
  130234. * ID of the grain post process
  130235. */
  130236. private readonly GrainPostProcessId;
  130237. /**
  130238. * Sharpen post process which will apply a sharpen convolution to enhance edges
  130239. */
  130240. sharpen: SharpenPostProcess;
  130241. private _sharpenEffect;
  130242. private bloom;
  130243. /**
  130244. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  130245. */
  130246. depthOfField: DepthOfFieldEffect;
  130247. /**
  130248. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  130249. */
  130250. fxaa: FxaaPostProcess;
  130251. /**
  130252. * Image post processing pass used to perform operations such as tone mapping or color grading.
  130253. */
  130254. imageProcessing: ImageProcessingPostProcess;
  130255. /**
  130256. * Chromatic aberration post process which will shift rgb colors in the image
  130257. */
  130258. chromaticAberration: ChromaticAberrationPostProcess;
  130259. private _chromaticAberrationEffect;
  130260. /**
  130261. * Grain post process which add noise to the image
  130262. */
  130263. grain: GrainPostProcess;
  130264. private _grainEffect;
  130265. /**
  130266. * Glow post process which adds a glow to emissive areas of the image
  130267. */
  130268. private _glowLayer;
  130269. /**
  130270. * Animations which can be used to tweak settings over a period of time
  130271. */
  130272. animations: Animation[];
  130273. private _imageProcessingConfigurationObserver;
  130274. private _sharpenEnabled;
  130275. private _bloomEnabled;
  130276. private _depthOfFieldEnabled;
  130277. private _depthOfFieldBlurLevel;
  130278. private _fxaaEnabled;
  130279. private _imageProcessingEnabled;
  130280. private _defaultPipelineTextureType;
  130281. private _bloomScale;
  130282. private _chromaticAberrationEnabled;
  130283. private _grainEnabled;
  130284. private _buildAllowed;
  130285. /**
  130286. * Gets active scene
  130287. */
  130288. readonly scene: Scene;
  130289. /**
  130290. * Enable or disable the sharpen process from the pipeline
  130291. */
  130292. sharpenEnabled: boolean;
  130293. private _resizeObserver;
  130294. private _hardwareScaleLevel;
  130295. private _bloomKernel;
  130296. /**
  130297. * Specifies the size of the bloom blur kernel, relative to the final output size
  130298. */
  130299. bloomKernel: number;
  130300. /**
  130301. * Specifies the weight of the bloom in the final rendering
  130302. */
  130303. private _bloomWeight;
  130304. /**
  130305. * Specifies the luma threshold for the area that will be blurred by the bloom
  130306. */
  130307. private _bloomThreshold;
  130308. private _hdr;
  130309. /**
  130310. * The strength of the bloom.
  130311. */
  130312. bloomWeight: number;
  130313. /**
  130314. * The strength of the bloom.
  130315. */
  130316. bloomThreshold: number;
  130317. /**
  130318. * The scale of the bloom, lower value will provide better performance.
  130319. */
  130320. bloomScale: number;
  130321. /**
  130322. * Enable or disable the bloom from the pipeline
  130323. */
  130324. bloomEnabled: boolean;
  130325. private _rebuildBloom;
  130326. /**
  130327. * If the depth of field is enabled.
  130328. */
  130329. depthOfFieldEnabled: boolean;
  130330. /**
  130331. * Blur level of the depth of field effect. (Higher blur will effect performance)
  130332. */
  130333. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  130334. /**
  130335. * If the anti aliasing is enabled.
  130336. */
  130337. fxaaEnabled: boolean;
  130338. private _samples;
  130339. /**
  130340. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130341. */
  130342. samples: number;
  130343. /**
  130344. * If image processing is enabled.
  130345. */
  130346. imageProcessingEnabled: boolean;
  130347. /**
  130348. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  130349. */
  130350. glowLayerEnabled: boolean;
  130351. /**
  130352. * Gets the glow layer (or null if not defined)
  130353. */
  130354. readonly glowLayer: Nullable<GlowLayer>;
  130355. /**
  130356. * Enable or disable the chromaticAberration process from the pipeline
  130357. */
  130358. chromaticAberrationEnabled: boolean;
  130359. /**
  130360. * Enable or disable the grain process from the pipeline
  130361. */
  130362. grainEnabled: boolean;
  130363. /**
  130364. * @constructor
  130365. * @param name - The rendering pipeline name (default: "")
  130366. * @param hdr - If high dynamic range textures should be used (default: true)
  130367. * @param scene - The scene linked to this pipeline (default: the last created scene)
  130368. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  130369. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  130370. */
  130371. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  130372. /**
  130373. * Get the class name
  130374. * @returns "DefaultRenderingPipeline"
  130375. */
  130376. getClassName(): string;
  130377. /**
  130378. * Force the compilation of the entire pipeline.
  130379. */
  130380. prepare(): void;
  130381. private _hasCleared;
  130382. private _prevPostProcess;
  130383. private _prevPrevPostProcess;
  130384. private _setAutoClearAndTextureSharing;
  130385. private _depthOfFieldSceneObserver;
  130386. private _buildPipeline;
  130387. private _disposePostProcesses;
  130388. /**
  130389. * Adds a camera to the pipeline
  130390. * @param camera the camera to be added
  130391. */
  130392. addCamera(camera: Camera): void;
  130393. /**
  130394. * Removes a camera from the pipeline
  130395. * @param camera the camera to remove
  130396. */
  130397. removeCamera(camera: Camera): void;
  130398. /**
  130399. * Dispose of the pipeline and stop all post processes
  130400. */
  130401. dispose(): void;
  130402. /**
  130403. * Serialize the rendering pipeline (Used when exporting)
  130404. * @returns the serialized object
  130405. */
  130406. serialize(): any;
  130407. /**
  130408. * Parse the serialized pipeline
  130409. * @param source Source pipeline.
  130410. * @param scene The scene to load the pipeline to.
  130411. * @param rootUrl The URL of the serialized pipeline.
  130412. * @returns An instantiated pipeline from the serialized object.
  130413. */
  130414. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  130415. }
  130416. }
  130417. declare module BABYLON {
  130418. /** @hidden */
  130419. export var lensHighlightsPixelShader: {
  130420. name: string;
  130421. shader: string;
  130422. };
  130423. }
  130424. declare module BABYLON {
  130425. /** @hidden */
  130426. export var depthOfFieldPixelShader: {
  130427. name: string;
  130428. shader: string;
  130429. };
  130430. }
  130431. declare module BABYLON {
  130432. /**
  130433. * BABYLON.JS Chromatic Aberration GLSL Shader
  130434. * Author: Olivier Guyot
  130435. * Separates very slightly R, G and B colors on the edges of the screen
  130436. * Inspired by Francois Tarlier & Martins Upitis
  130437. */
  130438. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  130439. /**
  130440. * @ignore
  130441. * The chromatic aberration PostProcess id in the pipeline
  130442. */
  130443. LensChromaticAberrationEffect: string;
  130444. /**
  130445. * @ignore
  130446. * The highlights enhancing PostProcess id in the pipeline
  130447. */
  130448. HighlightsEnhancingEffect: string;
  130449. /**
  130450. * @ignore
  130451. * The depth-of-field PostProcess id in the pipeline
  130452. */
  130453. LensDepthOfFieldEffect: string;
  130454. private _scene;
  130455. private _depthTexture;
  130456. private _grainTexture;
  130457. private _chromaticAberrationPostProcess;
  130458. private _highlightsPostProcess;
  130459. private _depthOfFieldPostProcess;
  130460. private _edgeBlur;
  130461. private _grainAmount;
  130462. private _chromaticAberration;
  130463. private _distortion;
  130464. private _highlightsGain;
  130465. private _highlightsThreshold;
  130466. private _dofDistance;
  130467. private _dofAperture;
  130468. private _dofDarken;
  130469. private _dofPentagon;
  130470. private _blurNoise;
  130471. /**
  130472. * @constructor
  130473. *
  130474. * Effect parameters are as follow:
  130475. * {
  130476. * chromatic_aberration: number; // from 0 to x (1 for realism)
  130477. * edge_blur: number; // from 0 to x (1 for realism)
  130478. * distortion: number; // from 0 to x (1 for realism)
  130479. * grain_amount: number; // from 0 to 1
  130480. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  130481. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  130482. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  130483. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  130484. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  130485. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  130486. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  130487. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  130488. * }
  130489. * Note: if an effect parameter is unset, effect is disabled
  130490. *
  130491. * @param name The rendering pipeline name
  130492. * @param parameters - An object containing all parameters (see above)
  130493. * @param scene The scene linked to this pipeline
  130494. * @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)
  130495. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130496. */
  130497. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  130498. /**
  130499. * Get the class name
  130500. * @returns "LensRenderingPipeline"
  130501. */
  130502. getClassName(): string;
  130503. /**
  130504. * Gets associated scene
  130505. */
  130506. readonly scene: Scene;
  130507. /**
  130508. * Gets or sets the edge blur
  130509. */
  130510. edgeBlur: number;
  130511. /**
  130512. * Gets or sets the grain amount
  130513. */
  130514. grainAmount: number;
  130515. /**
  130516. * Gets or sets the chromatic aberration amount
  130517. */
  130518. chromaticAberration: number;
  130519. /**
  130520. * Gets or sets the depth of field aperture
  130521. */
  130522. dofAperture: number;
  130523. /**
  130524. * Gets or sets the edge distortion
  130525. */
  130526. edgeDistortion: number;
  130527. /**
  130528. * Gets or sets the depth of field distortion
  130529. */
  130530. dofDistortion: number;
  130531. /**
  130532. * Gets or sets the darken out of focus amount
  130533. */
  130534. darkenOutOfFocus: number;
  130535. /**
  130536. * Gets or sets a boolean indicating if blur noise is enabled
  130537. */
  130538. blurNoise: boolean;
  130539. /**
  130540. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  130541. */
  130542. pentagonBokeh: boolean;
  130543. /**
  130544. * Gets or sets the highlight grain amount
  130545. */
  130546. highlightsGain: number;
  130547. /**
  130548. * Gets or sets the highlight threshold
  130549. */
  130550. highlightsThreshold: number;
  130551. /**
  130552. * Sets the amount of blur at the edges
  130553. * @param amount blur amount
  130554. */
  130555. setEdgeBlur(amount: number): void;
  130556. /**
  130557. * Sets edge blur to 0
  130558. */
  130559. disableEdgeBlur(): void;
  130560. /**
  130561. * Sets the amout of grain
  130562. * @param amount Amount of grain
  130563. */
  130564. setGrainAmount(amount: number): void;
  130565. /**
  130566. * Set grain amount to 0
  130567. */
  130568. disableGrain(): void;
  130569. /**
  130570. * Sets the chromatic aberration amount
  130571. * @param amount amount of chromatic aberration
  130572. */
  130573. setChromaticAberration(amount: number): void;
  130574. /**
  130575. * Sets chromatic aberration amount to 0
  130576. */
  130577. disableChromaticAberration(): void;
  130578. /**
  130579. * Sets the EdgeDistortion amount
  130580. * @param amount amount of EdgeDistortion
  130581. */
  130582. setEdgeDistortion(amount: number): void;
  130583. /**
  130584. * Sets edge distortion to 0
  130585. */
  130586. disableEdgeDistortion(): void;
  130587. /**
  130588. * Sets the FocusDistance amount
  130589. * @param amount amount of FocusDistance
  130590. */
  130591. setFocusDistance(amount: number): void;
  130592. /**
  130593. * Disables depth of field
  130594. */
  130595. disableDepthOfField(): void;
  130596. /**
  130597. * Sets the Aperture amount
  130598. * @param amount amount of Aperture
  130599. */
  130600. setAperture(amount: number): void;
  130601. /**
  130602. * Sets the DarkenOutOfFocus amount
  130603. * @param amount amount of DarkenOutOfFocus
  130604. */
  130605. setDarkenOutOfFocus(amount: number): void;
  130606. private _pentagonBokehIsEnabled;
  130607. /**
  130608. * Creates a pentagon bokeh effect
  130609. */
  130610. enablePentagonBokeh(): void;
  130611. /**
  130612. * Disables the pentagon bokeh effect
  130613. */
  130614. disablePentagonBokeh(): void;
  130615. /**
  130616. * Enables noise blur
  130617. */
  130618. enableNoiseBlur(): void;
  130619. /**
  130620. * Disables noise blur
  130621. */
  130622. disableNoiseBlur(): void;
  130623. /**
  130624. * Sets the HighlightsGain amount
  130625. * @param amount amount of HighlightsGain
  130626. */
  130627. setHighlightsGain(amount: number): void;
  130628. /**
  130629. * Sets the HighlightsThreshold amount
  130630. * @param amount amount of HighlightsThreshold
  130631. */
  130632. setHighlightsThreshold(amount: number): void;
  130633. /**
  130634. * Disables highlights
  130635. */
  130636. disableHighlights(): void;
  130637. /**
  130638. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  130639. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  130640. */
  130641. dispose(disableDepthRender?: boolean): void;
  130642. private _createChromaticAberrationPostProcess;
  130643. private _createHighlightsPostProcess;
  130644. private _createDepthOfFieldPostProcess;
  130645. private _createGrainTexture;
  130646. }
  130647. }
  130648. declare module BABYLON {
  130649. /** @hidden */
  130650. export var ssao2PixelShader: {
  130651. name: string;
  130652. shader: string;
  130653. };
  130654. }
  130655. declare module BABYLON {
  130656. /** @hidden */
  130657. export var ssaoCombinePixelShader: {
  130658. name: string;
  130659. shader: string;
  130660. };
  130661. }
  130662. declare module BABYLON {
  130663. /**
  130664. * Render pipeline to produce ssao effect
  130665. */
  130666. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  130667. /**
  130668. * @ignore
  130669. * The PassPostProcess id in the pipeline that contains the original scene color
  130670. */
  130671. SSAOOriginalSceneColorEffect: string;
  130672. /**
  130673. * @ignore
  130674. * The SSAO PostProcess id in the pipeline
  130675. */
  130676. SSAORenderEffect: string;
  130677. /**
  130678. * @ignore
  130679. * The horizontal blur PostProcess id in the pipeline
  130680. */
  130681. SSAOBlurHRenderEffect: string;
  130682. /**
  130683. * @ignore
  130684. * The vertical blur PostProcess id in the pipeline
  130685. */
  130686. SSAOBlurVRenderEffect: string;
  130687. /**
  130688. * @ignore
  130689. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130690. */
  130691. SSAOCombineRenderEffect: string;
  130692. /**
  130693. * The output strength of the SSAO post-process. Default value is 1.0.
  130694. */
  130695. totalStrength: number;
  130696. /**
  130697. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  130698. */
  130699. maxZ: number;
  130700. /**
  130701. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  130702. */
  130703. minZAspect: number;
  130704. private _samples;
  130705. /**
  130706. * Number of samples used for the SSAO calculations. Default value is 8
  130707. */
  130708. samples: number;
  130709. private _textureSamples;
  130710. /**
  130711. * Number of samples to use for antialiasing
  130712. */
  130713. textureSamples: number;
  130714. /**
  130715. * Ratio object used for SSAO ratio and blur ratio
  130716. */
  130717. private _ratio;
  130718. /**
  130719. * Dynamically generated sphere sampler.
  130720. */
  130721. private _sampleSphere;
  130722. /**
  130723. * Blur filter offsets
  130724. */
  130725. private _samplerOffsets;
  130726. private _expensiveBlur;
  130727. /**
  130728. * If bilateral blur should be used
  130729. */
  130730. expensiveBlur: boolean;
  130731. /**
  130732. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  130733. */
  130734. radius: number;
  130735. /**
  130736. * The base color of the SSAO post-process
  130737. * The final result is "base + ssao" between [0, 1]
  130738. */
  130739. base: number;
  130740. /**
  130741. * Support test.
  130742. */
  130743. static readonly IsSupported: boolean;
  130744. private _scene;
  130745. private _depthTexture;
  130746. private _normalTexture;
  130747. private _randomTexture;
  130748. private _originalColorPostProcess;
  130749. private _ssaoPostProcess;
  130750. private _blurHPostProcess;
  130751. private _blurVPostProcess;
  130752. private _ssaoCombinePostProcess;
  130753. /**
  130754. * Gets active scene
  130755. */
  130756. readonly scene: Scene;
  130757. /**
  130758. * @constructor
  130759. * @param name The rendering pipeline name
  130760. * @param scene The scene linked to this pipeline
  130761. * @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 }
  130762. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130763. */
  130764. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130765. /**
  130766. * Get the class name
  130767. * @returns "SSAO2RenderingPipeline"
  130768. */
  130769. getClassName(): string;
  130770. /**
  130771. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130772. */
  130773. dispose(disableGeometryBufferRenderer?: boolean): void;
  130774. private _createBlurPostProcess;
  130775. /** @hidden */
  130776. _rebuild(): void;
  130777. private _bits;
  130778. private _radicalInverse_VdC;
  130779. private _hammersley;
  130780. private _hemisphereSample_uniform;
  130781. private _generateHemisphere;
  130782. private _createSSAOPostProcess;
  130783. private _createSSAOCombinePostProcess;
  130784. private _createRandomTexture;
  130785. /**
  130786. * Serialize the rendering pipeline (Used when exporting)
  130787. * @returns the serialized object
  130788. */
  130789. serialize(): any;
  130790. /**
  130791. * Parse the serialized pipeline
  130792. * @param source Source pipeline.
  130793. * @param scene The scene to load the pipeline to.
  130794. * @param rootUrl The URL of the serialized pipeline.
  130795. * @returns An instantiated pipeline from the serialized object.
  130796. */
  130797. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  130798. }
  130799. }
  130800. declare module BABYLON {
  130801. /** @hidden */
  130802. export var ssaoPixelShader: {
  130803. name: string;
  130804. shader: string;
  130805. };
  130806. }
  130807. declare module BABYLON {
  130808. /**
  130809. * Render pipeline to produce ssao effect
  130810. */
  130811. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  130812. /**
  130813. * @ignore
  130814. * The PassPostProcess id in the pipeline that contains the original scene color
  130815. */
  130816. SSAOOriginalSceneColorEffect: string;
  130817. /**
  130818. * @ignore
  130819. * The SSAO PostProcess id in the pipeline
  130820. */
  130821. SSAORenderEffect: string;
  130822. /**
  130823. * @ignore
  130824. * The horizontal blur PostProcess id in the pipeline
  130825. */
  130826. SSAOBlurHRenderEffect: string;
  130827. /**
  130828. * @ignore
  130829. * The vertical blur PostProcess id in the pipeline
  130830. */
  130831. SSAOBlurVRenderEffect: string;
  130832. /**
  130833. * @ignore
  130834. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130835. */
  130836. SSAOCombineRenderEffect: string;
  130837. /**
  130838. * The output strength of the SSAO post-process. Default value is 1.0.
  130839. */
  130840. totalStrength: number;
  130841. /**
  130842. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  130843. */
  130844. radius: number;
  130845. /**
  130846. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  130847. * Must not be equal to fallOff and superior to fallOff.
  130848. * Default value is 0.0075
  130849. */
  130850. area: number;
  130851. /**
  130852. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  130853. * Must not be equal to area and inferior to area.
  130854. * Default value is 0.000001
  130855. */
  130856. fallOff: number;
  130857. /**
  130858. * The base color of the SSAO post-process
  130859. * The final result is "base + ssao" between [0, 1]
  130860. */
  130861. base: number;
  130862. private _scene;
  130863. private _depthTexture;
  130864. private _randomTexture;
  130865. private _originalColorPostProcess;
  130866. private _ssaoPostProcess;
  130867. private _blurHPostProcess;
  130868. private _blurVPostProcess;
  130869. private _ssaoCombinePostProcess;
  130870. private _firstUpdate;
  130871. /**
  130872. * Gets active scene
  130873. */
  130874. readonly scene: Scene;
  130875. /**
  130876. * @constructor
  130877. * @param name - The rendering pipeline name
  130878. * @param scene - The scene linked to this pipeline
  130879. * @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 }
  130880. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  130881. */
  130882. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130883. /**
  130884. * Get the class name
  130885. * @returns "SSAORenderingPipeline"
  130886. */
  130887. getClassName(): string;
  130888. /**
  130889. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130890. */
  130891. dispose(disableDepthRender?: boolean): void;
  130892. private _createBlurPostProcess;
  130893. /** @hidden */
  130894. _rebuild(): void;
  130895. private _createSSAOPostProcess;
  130896. private _createSSAOCombinePostProcess;
  130897. private _createRandomTexture;
  130898. }
  130899. }
  130900. declare module BABYLON {
  130901. /** @hidden */
  130902. export var standardPixelShader: {
  130903. name: string;
  130904. shader: string;
  130905. };
  130906. }
  130907. declare module BABYLON {
  130908. /**
  130909. * Standard rendering pipeline
  130910. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130911. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  130912. */
  130913. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  130914. /**
  130915. * Public members
  130916. */
  130917. /**
  130918. * Post-process which contains the original scene color before the pipeline applies all the effects
  130919. */
  130920. originalPostProcess: Nullable<PostProcess>;
  130921. /**
  130922. * Post-process used to down scale an image x4
  130923. */
  130924. downSampleX4PostProcess: Nullable<PostProcess>;
  130925. /**
  130926. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  130927. */
  130928. brightPassPostProcess: Nullable<PostProcess>;
  130929. /**
  130930. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  130931. */
  130932. blurHPostProcesses: PostProcess[];
  130933. /**
  130934. * Post-process array storing all the vertical blur post-processes used by the pipeline
  130935. */
  130936. blurVPostProcesses: PostProcess[];
  130937. /**
  130938. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  130939. */
  130940. textureAdderPostProcess: Nullable<PostProcess>;
  130941. /**
  130942. * Post-process used to create volumetric lighting effect
  130943. */
  130944. volumetricLightPostProcess: Nullable<PostProcess>;
  130945. /**
  130946. * Post-process used to smooth the previous volumetric light post-process on the X axis
  130947. */
  130948. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  130949. /**
  130950. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  130951. */
  130952. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  130953. /**
  130954. * Post-process used to merge the volumetric light effect and the real scene color
  130955. */
  130956. volumetricLightMergePostProces: Nullable<PostProcess>;
  130957. /**
  130958. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  130959. */
  130960. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  130961. /**
  130962. * Base post-process used to calculate the average luminance of the final image for HDR
  130963. */
  130964. luminancePostProcess: Nullable<PostProcess>;
  130965. /**
  130966. * Post-processes used to create down sample post-processes in order to get
  130967. * the average luminance of the final image for HDR
  130968. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  130969. */
  130970. luminanceDownSamplePostProcesses: PostProcess[];
  130971. /**
  130972. * Post-process used to create a HDR effect (light adaptation)
  130973. */
  130974. hdrPostProcess: Nullable<PostProcess>;
  130975. /**
  130976. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  130977. */
  130978. textureAdderFinalPostProcess: Nullable<PostProcess>;
  130979. /**
  130980. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  130981. */
  130982. lensFlareFinalPostProcess: Nullable<PostProcess>;
  130983. /**
  130984. * Post-process used to merge the final HDR post-process and the real scene color
  130985. */
  130986. hdrFinalPostProcess: Nullable<PostProcess>;
  130987. /**
  130988. * Post-process used to create a lens flare effect
  130989. */
  130990. lensFlarePostProcess: Nullable<PostProcess>;
  130991. /**
  130992. * Post-process that merges the result of the lens flare post-process and the real scene color
  130993. */
  130994. lensFlareComposePostProcess: Nullable<PostProcess>;
  130995. /**
  130996. * Post-process used to create a motion blur effect
  130997. */
  130998. motionBlurPostProcess: Nullable<PostProcess>;
  130999. /**
  131000. * Post-process used to create a depth of field effect
  131001. */
  131002. depthOfFieldPostProcess: Nullable<PostProcess>;
  131003. /**
  131004. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  131005. */
  131006. fxaaPostProcess: Nullable<FxaaPostProcess>;
  131007. /**
  131008. * Represents the brightness threshold in order to configure the illuminated surfaces
  131009. */
  131010. brightThreshold: number;
  131011. /**
  131012. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  131013. */
  131014. blurWidth: number;
  131015. /**
  131016. * Sets if the blur for highlighted surfaces must be only horizontal
  131017. */
  131018. horizontalBlur: boolean;
  131019. /**
  131020. * Gets the overall exposure used by the pipeline
  131021. */
  131022. /**
  131023. * Sets the overall exposure used by the pipeline
  131024. */
  131025. exposure: number;
  131026. /**
  131027. * Texture used typically to simulate "dirty" on camera lens
  131028. */
  131029. lensTexture: Nullable<Texture>;
  131030. /**
  131031. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  131032. */
  131033. volumetricLightCoefficient: number;
  131034. /**
  131035. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  131036. */
  131037. volumetricLightPower: number;
  131038. /**
  131039. * Used the set the blur intensity to smooth the volumetric lights
  131040. */
  131041. volumetricLightBlurScale: number;
  131042. /**
  131043. * Light (spot or directional) used to generate the volumetric lights rays
  131044. * The source light must have a shadow generate so the pipeline can get its
  131045. * depth map
  131046. */
  131047. sourceLight: Nullable<SpotLight | DirectionalLight>;
  131048. /**
  131049. * For eye adaptation, represents the minimum luminance the eye can see
  131050. */
  131051. hdrMinimumLuminance: number;
  131052. /**
  131053. * For eye adaptation, represents the decrease luminance speed
  131054. */
  131055. hdrDecreaseRate: number;
  131056. /**
  131057. * For eye adaptation, represents the increase luminance speed
  131058. */
  131059. hdrIncreaseRate: number;
  131060. /**
  131061. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  131062. */
  131063. /**
  131064. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  131065. */
  131066. hdrAutoExposure: boolean;
  131067. /**
  131068. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  131069. */
  131070. lensColorTexture: Nullable<Texture>;
  131071. /**
  131072. * The overall strengh for the lens flare effect
  131073. */
  131074. lensFlareStrength: number;
  131075. /**
  131076. * Dispersion coefficient for lens flare ghosts
  131077. */
  131078. lensFlareGhostDispersal: number;
  131079. /**
  131080. * Main lens flare halo width
  131081. */
  131082. lensFlareHaloWidth: number;
  131083. /**
  131084. * Based on the lens distortion effect, defines how much the lens flare result
  131085. * is distorted
  131086. */
  131087. lensFlareDistortionStrength: number;
  131088. /**
  131089. * Configures the blur intensity used for for lens flare (halo)
  131090. */
  131091. lensFlareBlurWidth: number;
  131092. /**
  131093. * Lens star texture must be used to simulate rays on the flares and is available
  131094. * in the documentation
  131095. */
  131096. lensStarTexture: Nullable<Texture>;
  131097. /**
  131098. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  131099. * flare effect by taking account of the dirt texture
  131100. */
  131101. lensFlareDirtTexture: Nullable<Texture>;
  131102. /**
  131103. * Represents the focal length for the depth of field effect
  131104. */
  131105. depthOfFieldDistance: number;
  131106. /**
  131107. * Represents the blur intensity for the blurred part of the depth of field effect
  131108. */
  131109. depthOfFieldBlurWidth: number;
  131110. /**
  131111. * Gets how much the image is blurred by the movement while using the motion blur post-process
  131112. */
  131113. /**
  131114. * Sets how much the image is blurred by the movement while using the motion blur post-process
  131115. */
  131116. motionStrength: number;
  131117. /**
  131118. * Gets wether or not the motion blur post-process is object based or screen based.
  131119. */
  131120. /**
  131121. * Sets wether or not the motion blur post-process should be object based or screen based
  131122. */
  131123. objectBasedMotionBlur: boolean;
  131124. /**
  131125. * List of animations for the pipeline (IAnimatable implementation)
  131126. */
  131127. animations: Animation[];
  131128. /**
  131129. * Private members
  131130. */
  131131. private _scene;
  131132. private _currentDepthOfFieldSource;
  131133. private _basePostProcess;
  131134. private _fixedExposure;
  131135. private _currentExposure;
  131136. private _hdrAutoExposure;
  131137. private _hdrCurrentLuminance;
  131138. private _motionStrength;
  131139. private _isObjectBasedMotionBlur;
  131140. private _floatTextureType;
  131141. private _camerasToBeAttached;
  131142. private _ratio;
  131143. private _bloomEnabled;
  131144. private _depthOfFieldEnabled;
  131145. private _vlsEnabled;
  131146. private _lensFlareEnabled;
  131147. private _hdrEnabled;
  131148. private _motionBlurEnabled;
  131149. private _fxaaEnabled;
  131150. private _motionBlurSamples;
  131151. private _volumetricLightStepsCount;
  131152. private _samples;
  131153. /**
  131154. * @ignore
  131155. * Specifies if the bloom pipeline is enabled
  131156. */
  131157. BloomEnabled: boolean;
  131158. /**
  131159. * @ignore
  131160. * Specifies if the depth of field pipeline is enabed
  131161. */
  131162. DepthOfFieldEnabled: boolean;
  131163. /**
  131164. * @ignore
  131165. * Specifies if the lens flare pipeline is enabed
  131166. */
  131167. LensFlareEnabled: boolean;
  131168. /**
  131169. * @ignore
  131170. * Specifies if the HDR pipeline is enabled
  131171. */
  131172. HDREnabled: boolean;
  131173. /**
  131174. * @ignore
  131175. * Specifies if the volumetric lights scattering effect is enabled
  131176. */
  131177. VLSEnabled: boolean;
  131178. /**
  131179. * @ignore
  131180. * Specifies if the motion blur effect is enabled
  131181. */
  131182. MotionBlurEnabled: boolean;
  131183. /**
  131184. * Specifies if anti-aliasing is enabled
  131185. */
  131186. fxaaEnabled: boolean;
  131187. /**
  131188. * Specifies the number of steps used to calculate the volumetric lights
  131189. * Typically in interval [50, 200]
  131190. */
  131191. volumetricLightStepsCount: number;
  131192. /**
  131193. * Specifies the number of samples used for the motion blur effect
  131194. * Typically in interval [16, 64]
  131195. */
  131196. motionBlurSamples: number;
  131197. /**
  131198. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  131199. */
  131200. samples: number;
  131201. /**
  131202. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  131203. * @constructor
  131204. * @param name The rendering pipeline name
  131205. * @param scene The scene linked to this pipeline
  131206. * @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)
  131207. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  131208. * @param cameras The array of cameras that the rendering pipeline will be attached to
  131209. */
  131210. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  131211. private _buildPipeline;
  131212. private _createDownSampleX4PostProcess;
  131213. private _createBrightPassPostProcess;
  131214. private _createBlurPostProcesses;
  131215. private _createTextureAdderPostProcess;
  131216. private _createVolumetricLightPostProcess;
  131217. private _createLuminancePostProcesses;
  131218. private _createHdrPostProcess;
  131219. private _createLensFlarePostProcess;
  131220. private _createDepthOfFieldPostProcess;
  131221. private _createMotionBlurPostProcess;
  131222. private _getDepthTexture;
  131223. private _disposePostProcesses;
  131224. /**
  131225. * Dispose of the pipeline and stop all post processes
  131226. */
  131227. dispose(): void;
  131228. /**
  131229. * Serialize the rendering pipeline (Used when exporting)
  131230. * @returns the serialized object
  131231. */
  131232. serialize(): any;
  131233. /**
  131234. * Parse the serialized pipeline
  131235. * @param source Source pipeline.
  131236. * @param scene The scene to load the pipeline to.
  131237. * @param rootUrl The URL of the serialized pipeline.
  131238. * @returns An instantiated pipeline from the serialized object.
  131239. */
  131240. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  131241. /**
  131242. * Luminance steps
  131243. */
  131244. static LuminanceSteps: number;
  131245. }
  131246. }
  131247. declare module BABYLON {
  131248. /** @hidden */
  131249. export var tonemapPixelShader: {
  131250. name: string;
  131251. shader: string;
  131252. };
  131253. }
  131254. declare module BABYLON {
  131255. /** Defines operator used for tonemapping */
  131256. export enum TonemappingOperator {
  131257. /** Hable */
  131258. Hable = 0,
  131259. /** Reinhard */
  131260. Reinhard = 1,
  131261. /** HejiDawson */
  131262. HejiDawson = 2,
  131263. /** Photographic */
  131264. Photographic = 3
  131265. }
  131266. /**
  131267. * Defines a post process to apply tone mapping
  131268. */
  131269. export class TonemapPostProcess extends PostProcess {
  131270. private _operator;
  131271. /** Defines the required exposure adjustement */
  131272. exposureAdjustment: number;
  131273. /**
  131274. * Creates a new TonemapPostProcess
  131275. * @param name defines the name of the postprocess
  131276. * @param _operator defines the operator to use
  131277. * @param exposureAdjustment defines the required exposure adjustement
  131278. * @param camera defines the camera to use (can be null)
  131279. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  131280. * @param engine defines the hosting engine (can be ignore if camera is set)
  131281. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  131282. */
  131283. constructor(name: string, _operator: TonemappingOperator,
  131284. /** Defines the required exposure adjustement */
  131285. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  131286. }
  131287. }
  131288. declare module BABYLON {
  131289. /** @hidden */
  131290. export var depthVertexShader: {
  131291. name: string;
  131292. shader: string;
  131293. };
  131294. }
  131295. declare module BABYLON {
  131296. /** @hidden */
  131297. export var volumetricLightScatteringPixelShader: {
  131298. name: string;
  131299. shader: string;
  131300. };
  131301. }
  131302. declare module BABYLON {
  131303. /** @hidden */
  131304. export var volumetricLightScatteringPassVertexShader: {
  131305. name: string;
  131306. shader: string;
  131307. };
  131308. }
  131309. declare module BABYLON {
  131310. /** @hidden */
  131311. export var volumetricLightScatteringPassPixelShader: {
  131312. name: string;
  131313. shader: string;
  131314. };
  131315. }
  131316. declare module BABYLON {
  131317. /**
  131318. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  131319. */
  131320. export class VolumetricLightScatteringPostProcess extends PostProcess {
  131321. private _volumetricLightScatteringPass;
  131322. private _volumetricLightScatteringRTT;
  131323. private _viewPort;
  131324. private _screenCoordinates;
  131325. private _cachedDefines;
  131326. /**
  131327. * If not undefined, the mesh position is computed from the attached node position
  131328. */
  131329. attachedNode: {
  131330. position: Vector3;
  131331. };
  131332. /**
  131333. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  131334. */
  131335. customMeshPosition: Vector3;
  131336. /**
  131337. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  131338. */
  131339. useCustomMeshPosition: boolean;
  131340. /**
  131341. * If the post-process should inverse the light scattering direction
  131342. */
  131343. invert: boolean;
  131344. /**
  131345. * The internal mesh used by the post-process
  131346. */
  131347. mesh: Mesh;
  131348. /**
  131349. * @hidden
  131350. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  131351. */
  131352. useDiffuseColor: boolean;
  131353. /**
  131354. * Array containing the excluded meshes not rendered in the internal pass
  131355. */
  131356. excludedMeshes: AbstractMesh[];
  131357. /**
  131358. * Controls the overall intensity of the post-process
  131359. */
  131360. exposure: number;
  131361. /**
  131362. * Dissipates each sample's contribution in range [0, 1]
  131363. */
  131364. decay: number;
  131365. /**
  131366. * Controls the overall intensity of each sample
  131367. */
  131368. weight: number;
  131369. /**
  131370. * Controls the density of each sample
  131371. */
  131372. density: number;
  131373. /**
  131374. * @constructor
  131375. * @param name The post-process name
  131376. * @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)
  131377. * @param camera The camera that the post-process will be attached to
  131378. * @param mesh The mesh used to create the light scattering
  131379. * @param samples The post-process quality, default 100
  131380. * @param samplingModeThe post-process filtering mode
  131381. * @param engine The babylon engine
  131382. * @param reusable If the post-process is reusable
  131383. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  131384. */
  131385. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  131386. /**
  131387. * Returns the string "VolumetricLightScatteringPostProcess"
  131388. * @returns "VolumetricLightScatteringPostProcess"
  131389. */
  131390. getClassName(): string;
  131391. private _isReady;
  131392. /**
  131393. * Sets the new light position for light scattering effect
  131394. * @param position The new custom light position
  131395. */
  131396. setCustomMeshPosition(position: Vector3): void;
  131397. /**
  131398. * Returns the light position for light scattering effect
  131399. * @return Vector3 The custom light position
  131400. */
  131401. getCustomMeshPosition(): Vector3;
  131402. /**
  131403. * Disposes the internal assets and detaches the post-process from the camera
  131404. */
  131405. dispose(camera: Camera): void;
  131406. /**
  131407. * Returns the render target texture used by the post-process
  131408. * @return the render target texture used by the post-process
  131409. */
  131410. getPass(): RenderTargetTexture;
  131411. private _meshExcluded;
  131412. private _createPass;
  131413. private _updateMeshScreenCoordinates;
  131414. /**
  131415. * Creates a default mesh for the Volumeric Light Scattering post-process
  131416. * @param name The mesh name
  131417. * @param scene The scene where to create the mesh
  131418. * @return the default mesh
  131419. */
  131420. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  131421. }
  131422. }
  131423. declare module BABYLON {
  131424. interface Scene {
  131425. /** @hidden (Backing field) */
  131426. _boundingBoxRenderer: BoundingBoxRenderer;
  131427. /** @hidden (Backing field) */
  131428. _forceShowBoundingBoxes: boolean;
  131429. /**
  131430. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  131431. */
  131432. forceShowBoundingBoxes: boolean;
  131433. /**
  131434. * Gets the bounding box renderer associated with the scene
  131435. * @returns a BoundingBoxRenderer
  131436. */
  131437. getBoundingBoxRenderer(): BoundingBoxRenderer;
  131438. }
  131439. interface AbstractMesh {
  131440. /** @hidden (Backing field) */
  131441. _showBoundingBox: boolean;
  131442. /**
  131443. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  131444. */
  131445. showBoundingBox: boolean;
  131446. }
  131447. /**
  131448. * Component responsible of rendering the bounding box of the meshes in a scene.
  131449. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  131450. */
  131451. export class BoundingBoxRenderer implements ISceneComponent {
  131452. /**
  131453. * The component name helpfull to identify the component in the list of scene components.
  131454. */
  131455. readonly name: string;
  131456. /**
  131457. * The scene the component belongs to.
  131458. */
  131459. scene: Scene;
  131460. /**
  131461. * Color of the bounding box lines placed in front of an object
  131462. */
  131463. frontColor: Color3;
  131464. /**
  131465. * Color of the bounding box lines placed behind an object
  131466. */
  131467. backColor: Color3;
  131468. /**
  131469. * Defines if the renderer should show the back lines or not
  131470. */
  131471. showBackLines: boolean;
  131472. /**
  131473. * @hidden
  131474. */
  131475. renderList: SmartArray<BoundingBox>;
  131476. private _colorShader;
  131477. private _vertexBuffers;
  131478. private _indexBuffer;
  131479. private _fillIndexBuffer;
  131480. private _fillIndexData;
  131481. /**
  131482. * Instantiates a new bounding box renderer in a scene.
  131483. * @param scene the scene the renderer renders in
  131484. */
  131485. constructor(scene: Scene);
  131486. /**
  131487. * Registers the component in a given scene
  131488. */
  131489. register(): void;
  131490. private _evaluateSubMesh;
  131491. private _activeMesh;
  131492. private _prepareRessources;
  131493. private _createIndexBuffer;
  131494. /**
  131495. * Rebuilds the elements related to this component in case of
  131496. * context lost for instance.
  131497. */
  131498. rebuild(): void;
  131499. /**
  131500. * @hidden
  131501. */
  131502. reset(): void;
  131503. /**
  131504. * Render the bounding boxes of a specific rendering group
  131505. * @param renderingGroupId defines the rendering group to render
  131506. */
  131507. render(renderingGroupId: number): void;
  131508. /**
  131509. * In case of occlusion queries, we can render the occlusion bounding box through this method
  131510. * @param mesh Define the mesh to render the occlusion bounding box for
  131511. */
  131512. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  131513. /**
  131514. * Dispose and release the resources attached to this renderer.
  131515. */
  131516. dispose(): void;
  131517. }
  131518. }
  131519. declare module BABYLON {
  131520. /** @hidden */
  131521. export var depthPixelShader: {
  131522. name: string;
  131523. shader: string;
  131524. };
  131525. }
  131526. declare module BABYLON {
  131527. /**
  131528. * This represents a depth renderer in Babylon.
  131529. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  131530. */
  131531. export class DepthRenderer {
  131532. private _scene;
  131533. private _depthMap;
  131534. private _effect;
  131535. private readonly _storeNonLinearDepth;
  131536. private readonly _clearColor;
  131537. /** Get if the depth renderer is using packed depth or not */
  131538. readonly isPacked: boolean;
  131539. private _cachedDefines;
  131540. private _camera;
  131541. /**
  131542. * Specifiess that the depth renderer will only be used within
  131543. * the camera it is created for.
  131544. * This can help forcing its rendering during the camera processing.
  131545. */
  131546. useOnlyInActiveCamera: boolean;
  131547. /** @hidden */
  131548. static _SceneComponentInitialization: (scene: Scene) => void;
  131549. /**
  131550. * Instantiates a depth renderer
  131551. * @param scene The scene the renderer belongs to
  131552. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  131553. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  131554. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131555. */
  131556. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  131557. /**
  131558. * Creates the depth rendering effect and checks if the effect is ready.
  131559. * @param subMesh The submesh to be used to render the depth map of
  131560. * @param useInstances If multiple world instances should be used
  131561. * @returns if the depth renderer is ready to render the depth map
  131562. */
  131563. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131564. /**
  131565. * Gets the texture which the depth map will be written to.
  131566. * @returns The depth map texture
  131567. */
  131568. getDepthMap(): RenderTargetTexture;
  131569. /**
  131570. * Disposes of the depth renderer.
  131571. */
  131572. dispose(): void;
  131573. }
  131574. }
  131575. declare module BABYLON {
  131576. interface Scene {
  131577. /** @hidden (Backing field) */
  131578. _depthRenderer: {
  131579. [id: string]: DepthRenderer;
  131580. };
  131581. /**
  131582. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  131583. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  131584. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131585. * @returns the created depth renderer
  131586. */
  131587. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  131588. /**
  131589. * Disables a depth renderer for a given camera
  131590. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  131591. */
  131592. disableDepthRenderer(camera?: Nullable<Camera>): void;
  131593. }
  131594. /**
  131595. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  131596. * in several rendering techniques.
  131597. */
  131598. export class DepthRendererSceneComponent implements ISceneComponent {
  131599. /**
  131600. * The component name helpfull to identify the component in the list of scene components.
  131601. */
  131602. readonly name: string;
  131603. /**
  131604. * The scene the component belongs to.
  131605. */
  131606. scene: Scene;
  131607. /**
  131608. * Creates a new instance of the component for the given scene
  131609. * @param scene Defines the scene to register the component in
  131610. */
  131611. constructor(scene: Scene);
  131612. /**
  131613. * Registers the component in a given scene
  131614. */
  131615. register(): void;
  131616. /**
  131617. * Rebuilds the elements related to this component in case of
  131618. * context lost for instance.
  131619. */
  131620. rebuild(): void;
  131621. /**
  131622. * Disposes the component and the associated ressources
  131623. */
  131624. dispose(): void;
  131625. private _gatherRenderTargets;
  131626. private _gatherActiveCameraRenderTargets;
  131627. }
  131628. }
  131629. declare module BABYLON {
  131630. /** @hidden */
  131631. export var outlinePixelShader: {
  131632. name: string;
  131633. shader: string;
  131634. };
  131635. }
  131636. declare module BABYLON {
  131637. /** @hidden */
  131638. export var outlineVertexShader: {
  131639. name: string;
  131640. shader: string;
  131641. };
  131642. }
  131643. declare module BABYLON {
  131644. interface Scene {
  131645. /** @hidden */
  131646. _outlineRenderer: OutlineRenderer;
  131647. /**
  131648. * Gets the outline renderer associated with the scene
  131649. * @returns a OutlineRenderer
  131650. */
  131651. getOutlineRenderer(): OutlineRenderer;
  131652. }
  131653. interface AbstractMesh {
  131654. /** @hidden (Backing field) */
  131655. _renderOutline: boolean;
  131656. /**
  131657. * Gets or sets a boolean indicating if the outline must be rendered as well
  131658. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  131659. */
  131660. renderOutline: boolean;
  131661. /** @hidden (Backing field) */
  131662. _renderOverlay: boolean;
  131663. /**
  131664. * Gets or sets a boolean indicating if the overlay must be rendered as well
  131665. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  131666. */
  131667. renderOverlay: boolean;
  131668. }
  131669. /**
  131670. * This class is responsible to draw bothe outline/overlay of meshes.
  131671. * It should not be used directly but through the available method on mesh.
  131672. */
  131673. export class OutlineRenderer implements ISceneComponent {
  131674. /**
  131675. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  131676. */
  131677. private static _StencilReference;
  131678. /**
  131679. * The name of the component. Each component must have a unique name.
  131680. */
  131681. name: string;
  131682. /**
  131683. * The scene the component belongs to.
  131684. */
  131685. scene: Scene;
  131686. /**
  131687. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  131688. */
  131689. zOffset: number;
  131690. private _engine;
  131691. private _effect;
  131692. private _cachedDefines;
  131693. private _savedDepthWrite;
  131694. /**
  131695. * Instantiates a new outline renderer. (There could be only one per scene).
  131696. * @param scene Defines the scene it belongs to
  131697. */
  131698. constructor(scene: Scene);
  131699. /**
  131700. * Register the component to one instance of a scene.
  131701. */
  131702. register(): void;
  131703. /**
  131704. * Rebuilds the elements related to this component in case of
  131705. * context lost for instance.
  131706. */
  131707. rebuild(): void;
  131708. /**
  131709. * Disposes the component and the associated ressources.
  131710. */
  131711. dispose(): void;
  131712. /**
  131713. * Renders the outline in the canvas.
  131714. * @param subMesh Defines the sumesh to render
  131715. * @param batch Defines the batch of meshes in case of instances
  131716. * @param useOverlay Defines if the rendering is for the overlay or the outline
  131717. */
  131718. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  131719. /**
  131720. * Returns whether or not the outline renderer is ready for a given submesh.
  131721. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  131722. * @param subMesh Defines the submesh to check readyness for
  131723. * @param useInstances Defines wheter wee are trying to render instances or not
  131724. * @returns true if ready otherwise false
  131725. */
  131726. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131727. private _beforeRenderingMesh;
  131728. private _afterRenderingMesh;
  131729. }
  131730. }
  131731. declare module BABYLON {
  131732. /**
  131733. * Class used to manage multiple sprites of different sizes on the same spritesheet
  131734. * @see http://doc.babylonjs.com/babylon101/sprites
  131735. */
  131736. export class SpritePackedManager extends SpriteManager {
  131737. /** defines the packed manager's name */
  131738. name: string;
  131739. /**
  131740. * Creates a new sprite manager from a packed sprite sheet
  131741. * @param name defines the manager's name
  131742. * @param imgUrl defines the sprite sheet url
  131743. * @param capacity defines the maximum allowed number of sprites
  131744. * @param scene defines the hosting scene
  131745. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  131746. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  131747. * @param samplingMode defines the smapling mode to use with spritesheet
  131748. * @param fromPacked set to true; do not alter
  131749. */
  131750. constructor(
  131751. /** defines the packed manager's name */
  131752. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  131753. }
  131754. }
  131755. declare module BABYLON {
  131756. /**
  131757. * Defines the list of states available for a task inside a AssetsManager
  131758. */
  131759. export enum AssetTaskState {
  131760. /**
  131761. * Initialization
  131762. */
  131763. INIT = 0,
  131764. /**
  131765. * Running
  131766. */
  131767. RUNNING = 1,
  131768. /**
  131769. * Done
  131770. */
  131771. DONE = 2,
  131772. /**
  131773. * Error
  131774. */
  131775. ERROR = 3
  131776. }
  131777. /**
  131778. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  131779. */
  131780. export abstract class AbstractAssetTask {
  131781. /**
  131782. * Task name
  131783. */ name: string;
  131784. /**
  131785. * Callback called when the task is successful
  131786. */
  131787. onSuccess: (task: any) => void;
  131788. /**
  131789. * Callback called when the task is not successful
  131790. */
  131791. onError: (task: any, message?: string, exception?: any) => void;
  131792. /**
  131793. * Creates a new AssetsManager
  131794. * @param name defines the name of the task
  131795. */
  131796. constructor(
  131797. /**
  131798. * Task name
  131799. */ name: string);
  131800. private _isCompleted;
  131801. private _taskState;
  131802. private _errorObject;
  131803. /**
  131804. * Get if the task is completed
  131805. */
  131806. readonly isCompleted: boolean;
  131807. /**
  131808. * Gets the current state of the task
  131809. */
  131810. readonly taskState: AssetTaskState;
  131811. /**
  131812. * Gets the current error object (if task is in error)
  131813. */
  131814. readonly errorObject: {
  131815. message?: string;
  131816. exception?: any;
  131817. };
  131818. /**
  131819. * Internal only
  131820. * @hidden
  131821. */
  131822. _setErrorObject(message?: string, exception?: any): void;
  131823. /**
  131824. * Execute the current task
  131825. * @param scene defines the scene where you want your assets to be loaded
  131826. * @param onSuccess is a callback called when the task is successfully executed
  131827. * @param onError is a callback called if an error occurs
  131828. */
  131829. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131830. /**
  131831. * Execute the current task
  131832. * @param scene defines the scene where you want your assets to be loaded
  131833. * @param onSuccess is a callback called when the task is successfully executed
  131834. * @param onError is a callback called if an error occurs
  131835. */
  131836. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131837. /**
  131838. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  131839. * This can be used with failed tasks that have the reason for failure fixed.
  131840. */
  131841. reset(): void;
  131842. private onErrorCallback;
  131843. private onDoneCallback;
  131844. }
  131845. /**
  131846. * Define the interface used by progress events raised during assets loading
  131847. */
  131848. export interface IAssetsProgressEvent {
  131849. /**
  131850. * Defines the number of remaining tasks to process
  131851. */
  131852. remainingCount: number;
  131853. /**
  131854. * Defines the total number of tasks
  131855. */
  131856. totalCount: number;
  131857. /**
  131858. * Defines the task that was just processed
  131859. */
  131860. task: AbstractAssetTask;
  131861. }
  131862. /**
  131863. * Class used to share progress information about assets loading
  131864. */
  131865. export class AssetsProgressEvent implements IAssetsProgressEvent {
  131866. /**
  131867. * Defines the number of remaining tasks to process
  131868. */
  131869. remainingCount: number;
  131870. /**
  131871. * Defines the total number of tasks
  131872. */
  131873. totalCount: number;
  131874. /**
  131875. * Defines the task that was just processed
  131876. */
  131877. task: AbstractAssetTask;
  131878. /**
  131879. * Creates a AssetsProgressEvent
  131880. * @param remainingCount defines the number of remaining tasks to process
  131881. * @param totalCount defines the total number of tasks
  131882. * @param task defines the task that was just processed
  131883. */
  131884. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  131885. }
  131886. /**
  131887. * Define a task used by AssetsManager to load meshes
  131888. */
  131889. export class MeshAssetTask extends AbstractAssetTask {
  131890. /**
  131891. * Defines the name of the task
  131892. */
  131893. name: string;
  131894. /**
  131895. * Defines the list of mesh's names you want to load
  131896. */
  131897. meshesNames: any;
  131898. /**
  131899. * Defines the root url to use as a base to load your meshes and associated resources
  131900. */
  131901. rootUrl: string;
  131902. /**
  131903. * Defines the filename of the scene to load from
  131904. */
  131905. sceneFilename: string;
  131906. /**
  131907. * Gets the list of loaded meshes
  131908. */
  131909. loadedMeshes: Array<AbstractMesh>;
  131910. /**
  131911. * Gets the list of loaded particle systems
  131912. */
  131913. loadedParticleSystems: Array<IParticleSystem>;
  131914. /**
  131915. * Gets the list of loaded skeletons
  131916. */
  131917. loadedSkeletons: Array<Skeleton>;
  131918. /**
  131919. * Gets the list of loaded animation groups
  131920. */
  131921. loadedAnimationGroups: Array<AnimationGroup>;
  131922. /**
  131923. * Callback called when the task is successful
  131924. */
  131925. onSuccess: (task: MeshAssetTask) => void;
  131926. /**
  131927. * Callback called when the task is successful
  131928. */
  131929. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  131930. /**
  131931. * Creates a new MeshAssetTask
  131932. * @param name defines the name of the task
  131933. * @param meshesNames defines the list of mesh's names you want to load
  131934. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  131935. * @param sceneFilename defines the filename of the scene to load from
  131936. */
  131937. constructor(
  131938. /**
  131939. * Defines the name of the task
  131940. */
  131941. name: string,
  131942. /**
  131943. * Defines the list of mesh's names you want to load
  131944. */
  131945. meshesNames: any,
  131946. /**
  131947. * Defines the root url to use as a base to load your meshes and associated resources
  131948. */
  131949. rootUrl: string,
  131950. /**
  131951. * Defines the filename of the scene to load from
  131952. */
  131953. sceneFilename: string);
  131954. /**
  131955. * Execute the current task
  131956. * @param scene defines the scene where you want your assets to be loaded
  131957. * @param onSuccess is a callback called when the task is successfully executed
  131958. * @param onError is a callback called if an error occurs
  131959. */
  131960. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131961. }
  131962. /**
  131963. * Define a task used by AssetsManager to load text content
  131964. */
  131965. export class TextFileAssetTask extends AbstractAssetTask {
  131966. /**
  131967. * Defines the name of the task
  131968. */
  131969. name: string;
  131970. /**
  131971. * Defines the location of the file to load
  131972. */
  131973. url: string;
  131974. /**
  131975. * Gets the loaded text string
  131976. */
  131977. text: string;
  131978. /**
  131979. * Callback called when the task is successful
  131980. */
  131981. onSuccess: (task: TextFileAssetTask) => void;
  131982. /**
  131983. * Callback called when the task is successful
  131984. */
  131985. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  131986. /**
  131987. * Creates a new TextFileAssetTask object
  131988. * @param name defines the name of the task
  131989. * @param url defines the location of the file to load
  131990. */
  131991. constructor(
  131992. /**
  131993. * Defines the name of the task
  131994. */
  131995. name: string,
  131996. /**
  131997. * Defines the location of the file to load
  131998. */
  131999. url: string);
  132000. /**
  132001. * Execute the current task
  132002. * @param scene defines the scene where you want your assets to be loaded
  132003. * @param onSuccess is a callback called when the task is successfully executed
  132004. * @param onError is a callback called if an error occurs
  132005. */
  132006. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132007. }
  132008. /**
  132009. * Define a task used by AssetsManager to load binary data
  132010. */
  132011. export class BinaryFileAssetTask extends AbstractAssetTask {
  132012. /**
  132013. * Defines the name of the task
  132014. */
  132015. name: string;
  132016. /**
  132017. * Defines the location of the file to load
  132018. */
  132019. url: string;
  132020. /**
  132021. * Gets the lodaded data (as an array buffer)
  132022. */
  132023. data: ArrayBuffer;
  132024. /**
  132025. * Callback called when the task is successful
  132026. */
  132027. onSuccess: (task: BinaryFileAssetTask) => void;
  132028. /**
  132029. * Callback called when the task is successful
  132030. */
  132031. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  132032. /**
  132033. * Creates a new BinaryFileAssetTask object
  132034. * @param name defines the name of the new task
  132035. * @param url defines the location of the file to load
  132036. */
  132037. constructor(
  132038. /**
  132039. * Defines the name of the task
  132040. */
  132041. name: string,
  132042. /**
  132043. * Defines the location of the file to load
  132044. */
  132045. url: string);
  132046. /**
  132047. * Execute the current task
  132048. * @param scene defines the scene where you want your assets to be loaded
  132049. * @param onSuccess is a callback called when the task is successfully executed
  132050. * @param onError is a callback called if an error occurs
  132051. */
  132052. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132053. }
  132054. /**
  132055. * Define a task used by AssetsManager to load images
  132056. */
  132057. export class ImageAssetTask extends AbstractAssetTask {
  132058. /**
  132059. * Defines the name of the task
  132060. */
  132061. name: string;
  132062. /**
  132063. * Defines the location of the image to load
  132064. */
  132065. url: string;
  132066. /**
  132067. * Gets the loaded images
  132068. */
  132069. image: HTMLImageElement;
  132070. /**
  132071. * Callback called when the task is successful
  132072. */
  132073. onSuccess: (task: ImageAssetTask) => void;
  132074. /**
  132075. * Callback called when the task is successful
  132076. */
  132077. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  132078. /**
  132079. * Creates a new ImageAssetTask
  132080. * @param name defines the name of the task
  132081. * @param url defines the location of the image to load
  132082. */
  132083. constructor(
  132084. /**
  132085. * Defines the name of the task
  132086. */
  132087. name: string,
  132088. /**
  132089. * Defines the location of the image to load
  132090. */
  132091. url: string);
  132092. /**
  132093. * Execute the current task
  132094. * @param scene defines the scene where you want your assets to be loaded
  132095. * @param onSuccess is a callback called when the task is successfully executed
  132096. * @param onError is a callback called if an error occurs
  132097. */
  132098. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132099. }
  132100. /**
  132101. * Defines the interface used by texture loading tasks
  132102. */
  132103. export interface ITextureAssetTask<TEX extends BaseTexture> {
  132104. /**
  132105. * Gets the loaded texture
  132106. */
  132107. texture: TEX;
  132108. }
  132109. /**
  132110. * Define a task used by AssetsManager to load 2D textures
  132111. */
  132112. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  132113. /**
  132114. * Defines the name of the task
  132115. */
  132116. name: string;
  132117. /**
  132118. * Defines the location of the file to load
  132119. */
  132120. url: string;
  132121. /**
  132122. * Defines if mipmap should not be generated (default is false)
  132123. */
  132124. noMipmap?: boolean | undefined;
  132125. /**
  132126. * Defines if texture must be inverted on Y axis (default is false)
  132127. */
  132128. invertY?: boolean | undefined;
  132129. /**
  132130. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  132131. */
  132132. samplingMode: number;
  132133. /**
  132134. * Gets the loaded texture
  132135. */
  132136. texture: Texture;
  132137. /**
  132138. * Callback called when the task is successful
  132139. */
  132140. onSuccess: (task: TextureAssetTask) => void;
  132141. /**
  132142. * Callback called when the task is successful
  132143. */
  132144. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  132145. /**
  132146. * Creates a new TextureAssetTask object
  132147. * @param name defines the name of the task
  132148. * @param url defines the location of the file to load
  132149. * @param noMipmap defines if mipmap should not be generated (default is false)
  132150. * @param invertY defines if texture must be inverted on Y axis (default is false)
  132151. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  132152. */
  132153. constructor(
  132154. /**
  132155. * Defines the name of the task
  132156. */
  132157. name: string,
  132158. /**
  132159. * Defines the location of the file to load
  132160. */
  132161. url: string,
  132162. /**
  132163. * Defines if mipmap should not be generated (default is false)
  132164. */
  132165. noMipmap?: boolean | undefined,
  132166. /**
  132167. * Defines if texture must be inverted on Y axis (default is false)
  132168. */
  132169. invertY?: boolean | undefined,
  132170. /**
  132171. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  132172. */
  132173. samplingMode?: number);
  132174. /**
  132175. * Execute the current task
  132176. * @param scene defines the scene where you want your assets to be loaded
  132177. * @param onSuccess is a callback called when the task is successfully executed
  132178. * @param onError is a callback called if an error occurs
  132179. */
  132180. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132181. }
  132182. /**
  132183. * Define a task used by AssetsManager to load cube textures
  132184. */
  132185. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  132186. /**
  132187. * Defines the name of the task
  132188. */
  132189. name: string;
  132190. /**
  132191. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132192. */
  132193. url: string;
  132194. /**
  132195. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132196. */
  132197. extensions?: string[] | undefined;
  132198. /**
  132199. * Defines if mipmaps should not be generated (default is false)
  132200. */
  132201. noMipmap?: boolean | undefined;
  132202. /**
  132203. * Defines the explicit list of files (undefined by default)
  132204. */
  132205. files?: string[] | undefined;
  132206. /**
  132207. * Gets the loaded texture
  132208. */
  132209. texture: CubeTexture;
  132210. /**
  132211. * Callback called when the task is successful
  132212. */
  132213. onSuccess: (task: CubeTextureAssetTask) => void;
  132214. /**
  132215. * Callback called when the task is successful
  132216. */
  132217. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  132218. /**
  132219. * Creates a new CubeTextureAssetTask
  132220. * @param name defines the name of the task
  132221. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132222. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132223. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132224. * @param files defines the explicit list of files (undefined by default)
  132225. */
  132226. constructor(
  132227. /**
  132228. * Defines the name of the task
  132229. */
  132230. name: string,
  132231. /**
  132232. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132233. */
  132234. url: string,
  132235. /**
  132236. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132237. */
  132238. extensions?: string[] | undefined,
  132239. /**
  132240. * Defines if mipmaps should not be generated (default is false)
  132241. */
  132242. noMipmap?: boolean | undefined,
  132243. /**
  132244. * Defines the explicit list of files (undefined by default)
  132245. */
  132246. files?: string[] | undefined);
  132247. /**
  132248. * Execute the current task
  132249. * @param scene defines the scene where you want your assets to be loaded
  132250. * @param onSuccess is a callback called when the task is successfully executed
  132251. * @param onError is a callback called if an error occurs
  132252. */
  132253. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132254. }
  132255. /**
  132256. * Define a task used by AssetsManager to load HDR cube textures
  132257. */
  132258. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  132259. /**
  132260. * Defines the name of the task
  132261. */
  132262. name: string;
  132263. /**
  132264. * Defines the location of the file to load
  132265. */
  132266. url: string;
  132267. /**
  132268. * Defines the desired size (the more it increases the longer the generation will be)
  132269. */
  132270. size: number;
  132271. /**
  132272. * Defines if mipmaps should not be generated (default is false)
  132273. */
  132274. noMipmap: boolean;
  132275. /**
  132276. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132277. */
  132278. generateHarmonics: boolean;
  132279. /**
  132280. * 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)
  132281. */
  132282. gammaSpace: boolean;
  132283. /**
  132284. * Internal Use Only
  132285. */
  132286. reserved: boolean;
  132287. /**
  132288. * Gets the loaded texture
  132289. */
  132290. texture: HDRCubeTexture;
  132291. /**
  132292. * Callback called when the task is successful
  132293. */
  132294. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  132295. /**
  132296. * Callback called when the task is successful
  132297. */
  132298. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  132299. /**
  132300. * Creates a new HDRCubeTextureAssetTask object
  132301. * @param name defines the name of the task
  132302. * @param url defines the location of the file to load
  132303. * @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.
  132304. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132305. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132306. * @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)
  132307. * @param reserved Internal use only
  132308. */
  132309. constructor(
  132310. /**
  132311. * Defines the name of the task
  132312. */
  132313. name: string,
  132314. /**
  132315. * Defines the location of the file to load
  132316. */
  132317. url: string,
  132318. /**
  132319. * Defines the desired size (the more it increases the longer the generation will be)
  132320. */
  132321. size: number,
  132322. /**
  132323. * Defines if mipmaps should not be generated (default is false)
  132324. */
  132325. noMipmap?: boolean,
  132326. /**
  132327. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132328. */
  132329. generateHarmonics?: boolean,
  132330. /**
  132331. * 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)
  132332. */
  132333. gammaSpace?: boolean,
  132334. /**
  132335. * Internal Use Only
  132336. */
  132337. reserved?: boolean);
  132338. /**
  132339. * Execute the current task
  132340. * @param scene defines the scene where you want your assets to be loaded
  132341. * @param onSuccess is a callback called when the task is successfully executed
  132342. * @param onError is a callback called if an error occurs
  132343. */
  132344. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132345. }
  132346. /**
  132347. * Define a task used by AssetsManager to load Equirectangular cube textures
  132348. */
  132349. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  132350. /**
  132351. * Defines the name of the task
  132352. */
  132353. name: string;
  132354. /**
  132355. * Defines the location of the file to load
  132356. */
  132357. url: string;
  132358. /**
  132359. * Defines the desired size (the more it increases the longer the generation will be)
  132360. */
  132361. size: number;
  132362. /**
  132363. * Defines if mipmaps should not be generated (default is false)
  132364. */
  132365. noMipmap: boolean;
  132366. /**
  132367. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  132368. * but the standard material would require them in Gamma space) (default is true)
  132369. */
  132370. gammaSpace: boolean;
  132371. /**
  132372. * Gets the loaded texture
  132373. */
  132374. texture: EquiRectangularCubeTexture;
  132375. /**
  132376. * Callback called when the task is successful
  132377. */
  132378. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  132379. /**
  132380. * Callback called when the task is successful
  132381. */
  132382. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  132383. /**
  132384. * Creates a new EquiRectangularCubeTextureAssetTask object
  132385. * @param name defines the name of the task
  132386. * @param url defines the location of the file to load
  132387. * @param size defines the desired size (the more it increases the longer the generation will be)
  132388. * If the size is omitted this implies you are using a preprocessed cubemap.
  132389. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132390. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  132391. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  132392. * (default is true)
  132393. */
  132394. constructor(
  132395. /**
  132396. * Defines the name of the task
  132397. */
  132398. name: string,
  132399. /**
  132400. * Defines the location of the file to load
  132401. */
  132402. url: string,
  132403. /**
  132404. * Defines the desired size (the more it increases the longer the generation will be)
  132405. */
  132406. size: number,
  132407. /**
  132408. * Defines if mipmaps should not be generated (default is false)
  132409. */
  132410. noMipmap?: boolean,
  132411. /**
  132412. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  132413. * but the standard material would require them in Gamma space) (default is true)
  132414. */
  132415. gammaSpace?: boolean);
  132416. /**
  132417. * Execute the current task
  132418. * @param scene defines the scene where you want your assets to be loaded
  132419. * @param onSuccess is a callback called when the task is successfully executed
  132420. * @param onError is a callback called if an error occurs
  132421. */
  132422. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132423. }
  132424. /**
  132425. * This class can be used to easily import assets into a scene
  132426. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  132427. */
  132428. export class AssetsManager {
  132429. private _scene;
  132430. private _isLoading;
  132431. protected _tasks: AbstractAssetTask[];
  132432. protected _waitingTasksCount: number;
  132433. protected _totalTasksCount: number;
  132434. /**
  132435. * Callback called when all tasks are processed
  132436. */
  132437. onFinish: (tasks: AbstractAssetTask[]) => void;
  132438. /**
  132439. * Callback called when a task is successful
  132440. */
  132441. onTaskSuccess: (task: AbstractAssetTask) => void;
  132442. /**
  132443. * Callback called when a task had an error
  132444. */
  132445. onTaskError: (task: AbstractAssetTask) => void;
  132446. /**
  132447. * Callback called when a task is done (whatever the result is)
  132448. */
  132449. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  132450. /**
  132451. * Observable called when all tasks are processed
  132452. */
  132453. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  132454. /**
  132455. * Observable called when a task had an error
  132456. */
  132457. onTaskErrorObservable: Observable<AbstractAssetTask>;
  132458. /**
  132459. * Observable called when all tasks were executed
  132460. */
  132461. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  132462. /**
  132463. * Observable called when a task is done (whatever the result is)
  132464. */
  132465. onProgressObservable: Observable<IAssetsProgressEvent>;
  132466. /**
  132467. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  132468. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  132469. */
  132470. useDefaultLoadingScreen: boolean;
  132471. /**
  132472. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  132473. * when all assets have been downloaded.
  132474. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  132475. */
  132476. autoHideLoadingUI: boolean;
  132477. /**
  132478. * Creates a new AssetsManager
  132479. * @param scene defines the scene to work on
  132480. */
  132481. constructor(scene: Scene);
  132482. /**
  132483. * Add a MeshAssetTask to the list of active tasks
  132484. * @param taskName defines the name of the new task
  132485. * @param meshesNames defines the name of meshes to load
  132486. * @param rootUrl defines the root url to use to locate files
  132487. * @param sceneFilename defines the filename of the scene file
  132488. * @returns a new MeshAssetTask object
  132489. */
  132490. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  132491. /**
  132492. * Add a TextFileAssetTask to the list of active tasks
  132493. * @param taskName defines the name of the new task
  132494. * @param url defines the url of the file to load
  132495. * @returns a new TextFileAssetTask object
  132496. */
  132497. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  132498. /**
  132499. * Add a BinaryFileAssetTask to the list of active tasks
  132500. * @param taskName defines the name of the new task
  132501. * @param url defines the url of the file to load
  132502. * @returns a new BinaryFileAssetTask object
  132503. */
  132504. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  132505. /**
  132506. * Add a ImageAssetTask to the list of active tasks
  132507. * @param taskName defines the name of the new task
  132508. * @param url defines the url of the file to load
  132509. * @returns a new ImageAssetTask object
  132510. */
  132511. addImageTask(taskName: string, url: string): ImageAssetTask;
  132512. /**
  132513. * Add a TextureAssetTask to the list of active tasks
  132514. * @param taskName defines the name of the new task
  132515. * @param url defines the url of the file to load
  132516. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132517. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  132518. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  132519. * @returns a new TextureAssetTask object
  132520. */
  132521. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  132522. /**
  132523. * Add a CubeTextureAssetTask to the list of active tasks
  132524. * @param taskName defines the name of the new task
  132525. * @param url defines the url of the file to load
  132526. * @param extensions defines the extension to use to load the cube map (can be null)
  132527. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132528. * @param files defines the list of files to load (can be null)
  132529. * @returns a new CubeTextureAssetTask object
  132530. */
  132531. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  132532. /**
  132533. *
  132534. * Add a HDRCubeTextureAssetTask to the list of active tasks
  132535. * @param taskName defines the name of the new task
  132536. * @param url defines the url of the file to load
  132537. * @param size defines the size you want for the cubemap (can be null)
  132538. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132539. * @param generateHarmonics defines if you want to automatically generate (true by default)
  132540. * @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)
  132541. * @param reserved Internal use only
  132542. * @returns a new HDRCubeTextureAssetTask object
  132543. */
  132544. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  132545. /**
  132546. *
  132547. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  132548. * @param taskName defines the name of the new task
  132549. * @param url defines the url of the file to load
  132550. * @param size defines the size you want for the cubemap (can be null)
  132551. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132552. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  132553. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  132554. * @returns a new EquiRectangularCubeTextureAssetTask object
  132555. */
  132556. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  132557. /**
  132558. * Remove a task from the assets manager.
  132559. * @param task the task to remove
  132560. */
  132561. removeTask(task: AbstractAssetTask): void;
  132562. private _decreaseWaitingTasksCount;
  132563. private _runTask;
  132564. /**
  132565. * Reset the AssetsManager and remove all tasks
  132566. * @return the current instance of the AssetsManager
  132567. */
  132568. reset(): AssetsManager;
  132569. /**
  132570. * Start the loading process
  132571. * @return the current instance of the AssetsManager
  132572. */
  132573. load(): AssetsManager;
  132574. /**
  132575. * Start the loading process as an async operation
  132576. * @return a promise returning the list of failed tasks
  132577. */
  132578. loadAsync(): Promise<void>;
  132579. }
  132580. }
  132581. declare module BABYLON {
  132582. /**
  132583. * Wrapper class for promise with external resolve and reject.
  132584. */
  132585. export class Deferred<T> {
  132586. /**
  132587. * The promise associated with this deferred object.
  132588. */
  132589. readonly promise: Promise<T>;
  132590. private _resolve;
  132591. private _reject;
  132592. /**
  132593. * The resolve method of the promise associated with this deferred object.
  132594. */
  132595. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  132596. /**
  132597. * The reject method of the promise associated with this deferred object.
  132598. */
  132599. readonly reject: (reason?: any) => void;
  132600. /**
  132601. * Constructor for this deferred object.
  132602. */
  132603. constructor();
  132604. }
  132605. }
  132606. declare module BABYLON {
  132607. /**
  132608. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  132609. */
  132610. export class MeshExploder {
  132611. private _centerMesh;
  132612. private _meshes;
  132613. private _meshesOrigins;
  132614. private _toCenterVectors;
  132615. private _scaledDirection;
  132616. private _newPosition;
  132617. private _centerPosition;
  132618. /**
  132619. * Explodes meshes from a center mesh.
  132620. * @param meshes The meshes to explode.
  132621. * @param centerMesh The mesh to be center of explosion.
  132622. */
  132623. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  132624. private _setCenterMesh;
  132625. /**
  132626. * Get class name
  132627. * @returns "MeshExploder"
  132628. */
  132629. getClassName(): string;
  132630. /**
  132631. * "Exploded meshes"
  132632. * @returns Array of meshes with the centerMesh at index 0.
  132633. */
  132634. getMeshes(): Array<Mesh>;
  132635. /**
  132636. * Explodes meshes giving a specific direction
  132637. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  132638. */
  132639. explode(direction?: number): void;
  132640. }
  132641. }
  132642. declare module BABYLON {
  132643. /**
  132644. * Class used to help managing file picking and drag'n'drop
  132645. */
  132646. export class FilesInput {
  132647. /**
  132648. * List of files ready to be loaded
  132649. */
  132650. static readonly FilesToLoad: {
  132651. [key: string]: File;
  132652. };
  132653. /**
  132654. * Callback called when a file is processed
  132655. */
  132656. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  132657. private _engine;
  132658. private _currentScene;
  132659. private _sceneLoadedCallback;
  132660. private _progressCallback;
  132661. private _additionalRenderLoopLogicCallback;
  132662. private _textureLoadingCallback;
  132663. private _startingProcessingFilesCallback;
  132664. private _onReloadCallback;
  132665. private _errorCallback;
  132666. private _elementToMonitor;
  132667. private _sceneFileToLoad;
  132668. private _filesToLoad;
  132669. /**
  132670. * Creates a new FilesInput
  132671. * @param engine defines the rendering engine
  132672. * @param scene defines the hosting scene
  132673. * @param sceneLoadedCallback callback called when scene is loaded
  132674. * @param progressCallback callback called to track progress
  132675. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  132676. * @param textureLoadingCallback callback called when a texture is loading
  132677. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  132678. * @param onReloadCallback callback called when a reload is requested
  132679. * @param errorCallback callback call if an error occurs
  132680. */
  132681. 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);
  132682. private _dragEnterHandler;
  132683. private _dragOverHandler;
  132684. private _dropHandler;
  132685. /**
  132686. * Calls this function to listen to drag'n'drop events on a specific DOM element
  132687. * @param elementToMonitor defines the DOM element to track
  132688. */
  132689. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  132690. /**
  132691. * Release all associated resources
  132692. */
  132693. dispose(): void;
  132694. private renderFunction;
  132695. private drag;
  132696. private drop;
  132697. private _traverseFolder;
  132698. private _processFiles;
  132699. /**
  132700. * Load files from a drop event
  132701. * @param event defines the drop event to use as source
  132702. */
  132703. loadFiles(event: any): void;
  132704. private _processReload;
  132705. /**
  132706. * Reload the current scene from the loaded files
  132707. */
  132708. reload(): void;
  132709. }
  132710. }
  132711. declare module BABYLON {
  132712. /**
  132713. * Defines the root class used to create scene optimization to use with SceneOptimizer
  132714. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132715. */
  132716. export class SceneOptimization {
  132717. /**
  132718. * Defines the priority of this optimization (0 by default which means first in the list)
  132719. */
  132720. priority: number;
  132721. /**
  132722. * Gets a string describing the action executed by the current optimization
  132723. * @returns description string
  132724. */
  132725. getDescription(): string;
  132726. /**
  132727. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132728. * @param scene defines the current scene where to apply this optimization
  132729. * @param optimizer defines the current optimizer
  132730. * @returns true if everything that can be done was applied
  132731. */
  132732. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132733. /**
  132734. * Creates the SceneOptimization object
  132735. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132736. * @param desc defines the description associated with the optimization
  132737. */
  132738. constructor(
  132739. /**
  132740. * Defines the priority of this optimization (0 by default which means first in the list)
  132741. */
  132742. priority?: number);
  132743. }
  132744. /**
  132745. * Defines an optimization used to reduce the size of render target textures
  132746. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132747. */
  132748. export class TextureOptimization extends SceneOptimization {
  132749. /**
  132750. * Defines the priority of this optimization (0 by default which means first in the list)
  132751. */
  132752. priority: number;
  132753. /**
  132754. * 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
  132755. */
  132756. maximumSize: number;
  132757. /**
  132758. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132759. */
  132760. step: number;
  132761. /**
  132762. * Gets a string describing the action executed by the current optimization
  132763. * @returns description string
  132764. */
  132765. getDescription(): string;
  132766. /**
  132767. * Creates the TextureOptimization object
  132768. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132769. * @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
  132770. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132771. */
  132772. constructor(
  132773. /**
  132774. * Defines the priority of this optimization (0 by default which means first in the list)
  132775. */
  132776. priority?: number,
  132777. /**
  132778. * 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
  132779. */
  132780. maximumSize?: number,
  132781. /**
  132782. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132783. */
  132784. step?: number);
  132785. /**
  132786. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132787. * @param scene defines the current scene where to apply this optimization
  132788. * @param optimizer defines the current optimizer
  132789. * @returns true if everything that can be done was applied
  132790. */
  132791. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132792. }
  132793. /**
  132794. * Defines an optimization used to increase or decrease the rendering resolution
  132795. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132796. */
  132797. export class HardwareScalingOptimization extends SceneOptimization {
  132798. /**
  132799. * Defines the priority of this optimization (0 by default which means first in the list)
  132800. */
  132801. priority: number;
  132802. /**
  132803. * Defines the maximum scale to use (2 by default)
  132804. */
  132805. maximumScale: number;
  132806. /**
  132807. * Defines the step to use between two passes (0.5 by default)
  132808. */
  132809. step: number;
  132810. private _currentScale;
  132811. private _directionOffset;
  132812. /**
  132813. * Gets a string describing the action executed by the current optimization
  132814. * @return description string
  132815. */
  132816. getDescription(): string;
  132817. /**
  132818. * Creates the HardwareScalingOptimization object
  132819. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132820. * @param maximumScale defines the maximum scale to use (2 by default)
  132821. * @param step defines the step to use between two passes (0.5 by default)
  132822. */
  132823. constructor(
  132824. /**
  132825. * Defines the priority of this optimization (0 by default which means first in the list)
  132826. */
  132827. priority?: number,
  132828. /**
  132829. * Defines the maximum scale to use (2 by default)
  132830. */
  132831. maximumScale?: number,
  132832. /**
  132833. * Defines the step to use between two passes (0.5 by default)
  132834. */
  132835. step?: number);
  132836. /**
  132837. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132838. * @param scene defines the current scene where to apply this optimization
  132839. * @param optimizer defines the current optimizer
  132840. * @returns true if everything that can be done was applied
  132841. */
  132842. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132843. }
  132844. /**
  132845. * Defines an optimization used to remove shadows
  132846. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132847. */
  132848. export class ShadowsOptimization extends SceneOptimization {
  132849. /**
  132850. * Gets a string describing the action executed by the current optimization
  132851. * @return description string
  132852. */
  132853. getDescription(): string;
  132854. /**
  132855. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132856. * @param scene defines the current scene where to apply this optimization
  132857. * @param optimizer defines the current optimizer
  132858. * @returns true if everything that can be done was applied
  132859. */
  132860. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132861. }
  132862. /**
  132863. * Defines an optimization used to turn post-processes off
  132864. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132865. */
  132866. export class PostProcessesOptimization extends SceneOptimization {
  132867. /**
  132868. * Gets a string describing the action executed by the current optimization
  132869. * @return description string
  132870. */
  132871. getDescription(): string;
  132872. /**
  132873. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132874. * @param scene defines the current scene where to apply this optimization
  132875. * @param optimizer defines the current optimizer
  132876. * @returns true if everything that can be done was applied
  132877. */
  132878. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132879. }
  132880. /**
  132881. * Defines an optimization used to turn lens flares off
  132882. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132883. */
  132884. export class LensFlaresOptimization extends SceneOptimization {
  132885. /**
  132886. * Gets a string describing the action executed by the current optimization
  132887. * @return description string
  132888. */
  132889. getDescription(): string;
  132890. /**
  132891. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132892. * @param scene defines the current scene where to apply this optimization
  132893. * @param optimizer defines the current optimizer
  132894. * @returns true if everything that can be done was applied
  132895. */
  132896. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132897. }
  132898. /**
  132899. * Defines an optimization based on user defined callback.
  132900. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132901. */
  132902. export class CustomOptimization extends SceneOptimization {
  132903. /**
  132904. * Callback called to apply the custom optimization.
  132905. */
  132906. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  132907. /**
  132908. * Callback called to get custom description
  132909. */
  132910. onGetDescription: () => string;
  132911. /**
  132912. * Gets a string describing the action executed by the current optimization
  132913. * @returns description string
  132914. */
  132915. getDescription(): string;
  132916. /**
  132917. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132918. * @param scene defines the current scene where to apply this optimization
  132919. * @param optimizer defines the current optimizer
  132920. * @returns true if everything that can be done was applied
  132921. */
  132922. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132923. }
  132924. /**
  132925. * Defines an optimization used to turn particles off
  132926. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132927. */
  132928. export class ParticlesOptimization extends SceneOptimization {
  132929. /**
  132930. * Gets a string describing the action executed by the current optimization
  132931. * @return description string
  132932. */
  132933. getDescription(): string;
  132934. /**
  132935. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132936. * @param scene defines the current scene where to apply this optimization
  132937. * @param optimizer defines the current optimizer
  132938. * @returns true if everything that can be done was applied
  132939. */
  132940. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132941. }
  132942. /**
  132943. * Defines an optimization used to turn render targets off
  132944. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132945. */
  132946. export class RenderTargetsOptimization extends SceneOptimization {
  132947. /**
  132948. * Gets a string describing the action executed by the current optimization
  132949. * @return description string
  132950. */
  132951. getDescription(): string;
  132952. /**
  132953. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132954. * @param scene defines the current scene where to apply this optimization
  132955. * @param optimizer defines the current optimizer
  132956. * @returns true if everything that can be done was applied
  132957. */
  132958. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132959. }
  132960. /**
  132961. * Defines an optimization used to merge meshes with compatible materials
  132962. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132963. */
  132964. export class MergeMeshesOptimization extends SceneOptimization {
  132965. private static _UpdateSelectionTree;
  132966. /**
  132967. * Gets or sets a boolean which defines if optimization octree has to be updated
  132968. */
  132969. /**
  132970. * Gets or sets a boolean which defines if optimization octree has to be updated
  132971. */
  132972. static UpdateSelectionTree: boolean;
  132973. /**
  132974. * Gets a string describing the action executed by the current optimization
  132975. * @return description string
  132976. */
  132977. getDescription(): string;
  132978. private _canBeMerged;
  132979. /**
  132980. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132981. * @param scene defines the current scene where to apply this optimization
  132982. * @param optimizer defines the current optimizer
  132983. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  132984. * @returns true if everything that can be done was applied
  132985. */
  132986. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  132987. }
  132988. /**
  132989. * Defines a list of options used by SceneOptimizer
  132990. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132991. */
  132992. export class SceneOptimizerOptions {
  132993. /**
  132994. * Defines the target frame rate to reach (60 by default)
  132995. */
  132996. targetFrameRate: number;
  132997. /**
  132998. * Defines the interval between two checkes (2000ms by default)
  132999. */
  133000. trackerDuration: number;
  133001. /**
  133002. * Gets the list of optimizations to apply
  133003. */
  133004. optimizations: SceneOptimization[];
  133005. /**
  133006. * Creates a new list of options used by SceneOptimizer
  133007. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  133008. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  133009. */
  133010. constructor(
  133011. /**
  133012. * Defines the target frame rate to reach (60 by default)
  133013. */
  133014. targetFrameRate?: number,
  133015. /**
  133016. * Defines the interval between two checkes (2000ms by default)
  133017. */
  133018. trackerDuration?: number);
  133019. /**
  133020. * Add a new optimization
  133021. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  133022. * @returns the current SceneOptimizerOptions
  133023. */
  133024. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  133025. /**
  133026. * Add a new custom optimization
  133027. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  133028. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  133029. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  133030. * @returns the current SceneOptimizerOptions
  133031. */
  133032. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  133033. /**
  133034. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  133035. * @param targetFrameRate defines the target frame rate (60 by default)
  133036. * @returns a SceneOptimizerOptions object
  133037. */
  133038. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  133039. /**
  133040. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  133041. * @param targetFrameRate defines the target frame rate (60 by default)
  133042. * @returns a SceneOptimizerOptions object
  133043. */
  133044. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  133045. /**
  133046. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  133047. * @param targetFrameRate defines the target frame rate (60 by default)
  133048. * @returns a SceneOptimizerOptions object
  133049. */
  133050. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  133051. }
  133052. /**
  133053. * Class used to run optimizations in order to reach a target frame rate
  133054. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  133055. */
  133056. export class SceneOptimizer implements IDisposable {
  133057. private _isRunning;
  133058. private _options;
  133059. private _scene;
  133060. private _currentPriorityLevel;
  133061. private _targetFrameRate;
  133062. private _trackerDuration;
  133063. private _currentFrameRate;
  133064. private _sceneDisposeObserver;
  133065. private _improvementMode;
  133066. /**
  133067. * Defines an observable called when the optimizer reaches the target frame rate
  133068. */
  133069. onSuccessObservable: Observable<SceneOptimizer>;
  133070. /**
  133071. * Defines an observable called when the optimizer enables an optimization
  133072. */
  133073. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  133074. /**
  133075. * Defines an observable called when the optimizer is not able to reach the target frame rate
  133076. */
  133077. onFailureObservable: Observable<SceneOptimizer>;
  133078. /**
  133079. * Gets a boolean indicating if the optimizer is in improvement mode
  133080. */
  133081. readonly isInImprovementMode: boolean;
  133082. /**
  133083. * Gets the current priority level (0 at start)
  133084. */
  133085. readonly currentPriorityLevel: number;
  133086. /**
  133087. * Gets the current frame rate checked by the SceneOptimizer
  133088. */
  133089. readonly currentFrameRate: number;
  133090. /**
  133091. * Gets or sets the current target frame rate (60 by default)
  133092. */
  133093. /**
  133094. * Gets or sets the current target frame rate (60 by default)
  133095. */
  133096. targetFrameRate: number;
  133097. /**
  133098. * Gets or sets the current interval between two checks (every 2000ms by default)
  133099. */
  133100. /**
  133101. * Gets or sets the current interval between two checks (every 2000ms by default)
  133102. */
  133103. trackerDuration: number;
  133104. /**
  133105. * Gets the list of active optimizations
  133106. */
  133107. readonly optimizations: SceneOptimization[];
  133108. /**
  133109. * Creates a new SceneOptimizer
  133110. * @param scene defines the scene to work on
  133111. * @param options defines the options to use with the SceneOptimizer
  133112. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  133113. * @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)
  133114. */
  133115. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  133116. /**
  133117. * Stops the current optimizer
  133118. */
  133119. stop(): void;
  133120. /**
  133121. * Reset the optimizer to initial step (current priority level = 0)
  133122. */
  133123. reset(): void;
  133124. /**
  133125. * Start the optimizer. By default it will try to reach a specific framerate
  133126. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  133127. */
  133128. start(): void;
  133129. private _checkCurrentState;
  133130. /**
  133131. * Release all resources
  133132. */
  133133. dispose(): void;
  133134. /**
  133135. * Helper function to create a SceneOptimizer with one single line of code
  133136. * @param scene defines the scene to work on
  133137. * @param options defines the options to use with the SceneOptimizer
  133138. * @param onSuccess defines a callback to call on success
  133139. * @param onFailure defines a callback to call on failure
  133140. * @returns the new SceneOptimizer object
  133141. */
  133142. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  133143. }
  133144. }
  133145. declare module BABYLON {
  133146. /**
  133147. * Class used to serialize a scene into a string
  133148. */
  133149. export class SceneSerializer {
  133150. /**
  133151. * Clear cache used by a previous serialization
  133152. */
  133153. static ClearCache(): void;
  133154. /**
  133155. * Serialize a scene into a JSON compatible object
  133156. * @param scene defines the scene to serialize
  133157. * @returns a JSON compatible object
  133158. */
  133159. static Serialize(scene: Scene): any;
  133160. /**
  133161. * Serialize a mesh into a JSON compatible object
  133162. * @param toSerialize defines the mesh to serialize
  133163. * @param withParents defines if parents must be serialized as well
  133164. * @param withChildren defines if children must be serialized as well
  133165. * @returns a JSON compatible object
  133166. */
  133167. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  133168. }
  133169. }
  133170. declare module BABYLON {
  133171. /**
  133172. * Class used to host texture specific utilities
  133173. */
  133174. export class TextureTools {
  133175. /**
  133176. * Uses the GPU to create a copy texture rescaled at a given size
  133177. * @param texture Texture to copy from
  133178. * @param width defines the desired width
  133179. * @param height defines the desired height
  133180. * @param useBilinearMode defines if bilinear mode has to be used
  133181. * @return the generated texture
  133182. */
  133183. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  133184. }
  133185. }
  133186. declare module BABYLON {
  133187. /**
  133188. * This represents the different options available for the video capture.
  133189. */
  133190. export interface VideoRecorderOptions {
  133191. /** Defines the mime type of the video. */
  133192. mimeType: string;
  133193. /** Defines the FPS the video should be recorded at. */
  133194. fps: number;
  133195. /** Defines the chunk size for the recording data. */
  133196. recordChunckSize: number;
  133197. /** The audio tracks to attach to the recording. */
  133198. audioTracks?: MediaStreamTrack[];
  133199. }
  133200. /**
  133201. * This can help with recording videos from BabylonJS.
  133202. * This is based on the available WebRTC functionalities of the browser.
  133203. *
  133204. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  133205. */
  133206. export class VideoRecorder {
  133207. private static readonly _defaultOptions;
  133208. /**
  133209. * Returns whether or not the VideoRecorder is available in your browser.
  133210. * @param engine Defines the Babylon Engine.
  133211. * @returns true if supported otherwise false.
  133212. */
  133213. static IsSupported(engine: Engine): boolean;
  133214. private readonly _options;
  133215. private _canvas;
  133216. private _mediaRecorder;
  133217. private _recordedChunks;
  133218. private _fileName;
  133219. private _resolve;
  133220. private _reject;
  133221. /**
  133222. * True when a recording is already in progress.
  133223. */
  133224. readonly isRecording: boolean;
  133225. /**
  133226. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  133227. * @param engine Defines the BabylonJS Engine you wish to record.
  133228. * @param options Defines options that can be used to customize the capture.
  133229. */
  133230. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  133231. /**
  133232. * Stops the current recording before the default capture timeout passed in the startRecording function.
  133233. */
  133234. stopRecording(): void;
  133235. /**
  133236. * Starts recording the canvas for a max duration specified in parameters.
  133237. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  133238. * If null no automatic download will start and you can rely on the promise to get the data back.
  133239. * @param maxDuration Defines the maximum recording time in seconds.
  133240. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  133241. * @return A promise callback at the end of the recording with the video data in Blob.
  133242. */
  133243. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  133244. /**
  133245. * Releases internal resources used during the recording.
  133246. */
  133247. dispose(): void;
  133248. private _handleDataAvailable;
  133249. private _handleError;
  133250. private _handleStop;
  133251. }
  133252. }
  133253. declare module BABYLON {
  133254. /**
  133255. * Class containing a set of static utilities functions for screenshots
  133256. */
  133257. export class ScreenshotTools {
  133258. /**
  133259. * Captures a screenshot of the current rendering
  133260. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133261. * @param engine defines the rendering engine
  133262. * @param camera defines the source camera
  133263. * @param size This parameter can be set to a single number or to an object with the
  133264. * following (optional) properties: precision, width, height. If a single number is passed,
  133265. * it will be used for both width and height. If an object is passed, the screenshot size
  133266. * will be derived from the parameters. The precision property is a multiplier allowing
  133267. * rendering at a higher or lower resolution
  133268. * @param successCallback defines the callback receives a single parameter which contains the
  133269. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  133270. * src parameter of an <img> to display it
  133271. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  133272. * Check your browser for supported MIME types
  133273. */
  133274. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  133275. /**
  133276. * Captures a screenshot of the current rendering
  133277. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133278. * @param engine defines the rendering engine
  133279. * @param camera defines the source camera
  133280. * @param size This parameter can be set to a single number or to an object with the
  133281. * following (optional) properties: precision, width, height. If a single number is passed,
  133282. * it will be used for both width and height. If an object is passed, the screenshot size
  133283. * will be derived from the parameters. The precision property is a multiplier allowing
  133284. * rendering at a higher or lower resolution
  133285. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  133286. * Check your browser for supported MIME types
  133287. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  133288. * to the src parameter of an <img> to display it
  133289. */
  133290. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  133291. /**
  133292. * Generates an image screenshot from the specified camera.
  133293. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133294. * @param engine The engine to use for rendering
  133295. * @param camera The camera to use for rendering
  133296. * @param size This parameter can be set to a single number or to an object with the
  133297. * following (optional) properties: precision, width, height. If a single number is passed,
  133298. * it will be used for both width and height. If an object is passed, the screenshot size
  133299. * will be derived from the parameters. The precision property is a multiplier allowing
  133300. * rendering at a higher or lower resolution
  133301. * @param successCallback The callback receives a single parameter which contains the
  133302. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  133303. * src parameter of an <img> to display it
  133304. * @param mimeType The MIME type of the screenshot image (default: image/png).
  133305. * Check your browser for supported MIME types
  133306. * @param samples Texture samples (default: 1)
  133307. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  133308. * @param fileName A name for for the downloaded file.
  133309. */
  133310. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  133311. /**
  133312. * Generates an image screenshot from the specified camera.
  133313. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133314. * @param engine The engine to use for rendering
  133315. * @param camera The camera to use for rendering
  133316. * @param size This parameter can be set to a single number or to an object with the
  133317. * following (optional) properties: precision, width, height. If a single number is passed,
  133318. * it will be used for both width and height. If an object is passed, the screenshot size
  133319. * will be derived from the parameters. The precision property is a multiplier allowing
  133320. * rendering at a higher or lower resolution
  133321. * @param mimeType The MIME type of the screenshot image (default: image/png).
  133322. * Check your browser for supported MIME types
  133323. * @param samples Texture samples (default: 1)
  133324. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  133325. * @param fileName A name for for the downloaded file.
  133326. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  133327. * to the src parameter of an <img> to display it
  133328. */
  133329. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  133330. /**
  133331. * Gets height and width for screenshot size
  133332. * @private
  133333. */
  133334. private static _getScreenshotSize;
  133335. }
  133336. }
  133337. declare module BABYLON {
  133338. /**
  133339. * Interface for a data buffer
  133340. */
  133341. export interface IDataBuffer {
  133342. /**
  133343. * Reads bytes from the data buffer.
  133344. * @param byteOffset The byte offset to read
  133345. * @param byteLength The byte length to read
  133346. * @returns A promise that resolves when the bytes are read
  133347. */
  133348. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  133349. /**
  133350. * The byte length of the buffer.
  133351. */
  133352. readonly byteLength: number;
  133353. }
  133354. /**
  133355. * Utility class for reading from a data buffer
  133356. */
  133357. export class DataReader {
  133358. /**
  133359. * The data buffer associated with this data reader.
  133360. */
  133361. readonly buffer: IDataBuffer;
  133362. /**
  133363. * The current byte offset from the beginning of the data buffer.
  133364. */
  133365. byteOffset: number;
  133366. private _dataView;
  133367. private _dataByteOffset;
  133368. /**
  133369. * Constructor
  133370. * @param buffer The buffer to read
  133371. */
  133372. constructor(buffer: IDataBuffer);
  133373. /**
  133374. * Loads the given byte length.
  133375. * @param byteLength The byte length to load
  133376. * @returns A promise that resolves when the load is complete
  133377. */
  133378. loadAsync(byteLength: number): Promise<void>;
  133379. /**
  133380. * Read a unsigned 32-bit integer from the currently loaded data range.
  133381. * @returns The 32-bit integer read
  133382. */
  133383. readUint32(): number;
  133384. /**
  133385. * Read a byte array from the currently loaded data range.
  133386. * @param byteLength The byte length to read
  133387. * @returns The byte array read
  133388. */
  133389. readUint8Array(byteLength: number): Uint8Array;
  133390. /**
  133391. * Read a string from the currently loaded data range.
  133392. * @param byteLength The byte length to read
  133393. * @returns The string read
  133394. */
  133395. readString(byteLength: number): string;
  133396. /**
  133397. * Skips the given byte length the currently loaded data range.
  133398. * @param byteLength The byte length to skip
  133399. */
  133400. skipBytes(byteLength: number): void;
  133401. }
  133402. }
  133403. declare module BABYLON {
  133404. /**
  133405. * A cursor which tracks a point on a path
  133406. */
  133407. export class PathCursor {
  133408. private path;
  133409. /**
  133410. * Stores path cursor callbacks for when an onchange event is triggered
  133411. */
  133412. private _onchange;
  133413. /**
  133414. * The value of the path cursor
  133415. */
  133416. value: number;
  133417. /**
  133418. * The animation array of the path cursor
  133419. */
  133420. animations: Animation[];
  133421. /**
  133422. * Initializes the path cursor
  133423. * @param path The path to track
  133424. */
  133425. constructor(path: Path2);
  133426. /**
  133427. * Gets the cursor point on the path
  133428. * @returns A point on the path cursor at the cursor location
  133429. */
  133430. getPoint(): Vector3;
  133431. /**
  133432. * Moves the cursor ahead by the step amount
  133433. * @param step The amount to move the cursor forward
  133434. * @returns This path cursor
  133435. */
  133436. moveAhead(step?: number): PathCursor;
  133437. /**
  133438. * Moves the cursor behind by the step amount
  133439. * @param step The amount to move the cursor back
  133440. * @returns This path cursor
  133441. */
  133442. moveBack(step?: number): PathCursor;
  133443. /**
  133444. * Moves the cursor by the step amount
  133445. * If the step amount is greater than one, an exception is thrown
  133446. * @param step The amount to move the cursor
  133447. * @returns This path cursor
  133448. */
  133449. move(step: number): PathCursor;
  133450. /**
  133451. * Ensures that the value is limited between zero and one
  133452. * @returns This path cursor
  133453. */
  133454. private ensureLimits;
  133455. /**
  133456. * Runs onchange callbacks on change (used by the animation engine)
  133457. * @returns This path cursor
  133458. */
  133459. private raiseOnChange;
  133460. /**
  133461. * Executes a function on change
  133462. * @param f A path cursor onchange callback
  133463. * @returns This path cursor
  133464. */
  133465. onchange(f: (cursor: PathCursor) => void): PathCursor;
  133466. }
  133467. }
  133468. declare module BABYLON {
  133469. /** @hidden */
  133470. export var blurPixelShader: {
  133471. name: string;
  133472. shader: string;
  133473. };
  133474. }
  133475. declare module BABYLON {
  133476. /** @hidden */
  133477. export var pointCloudVertexDeclaration: {
  133478. name: string;
  133479. shader: string;
  133480. };
  133481. }
  133482. // Mixins
  133483. interface Window {
  133484. mozIndexedDB: IDBFactory;
  133485. webkitIndexedDB: IDBFactory;
  133486. msIndexedDB: IDBFactory;
  133487. webkitURL: typeof URL;
  133488. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  133489. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  133490. WebGLRenderingContext: WebGLRenderingContext;
  133491. MSGesture: MSGesture;
  133492. CANNON: any;
  133493. AudioContext: AudioContext;
  133494. webkitAudioContext: AudioContext;
  133495. PointerEvent: any;
  133496. Math: Math;
  133497. Uint8Array: Uint8ArrayConstructor;
  133498. Float32Array: Float32ArrayConstructor;
  133499. mozURL: typeof URL;
  133500. msURL: typeof URL;
  133501. VRFrameData: any; // WebVR, from specs 1.1
  133502. DracoDecoderModule: any;
  133503. setImmediate(handler: (...args: any[]) => void): number;
  133504. }
  133505. interface HTMLCanvasElement {
  133506. requestPointerLock(): void;
  133507. msRequestPointerLock?(): void;
  133508. mozRequestPointerLock?(): void;
  133509. webkitRequestPointerLock?(): void;
  133510. /** Track wether a record is in progress */
  133511. isRecording: boolean;
  133512. /** Capture Stream method defined by some browsers */
  133513. captureStream(fps?: number): MediaStream;
  133514. }
  133515. interface CanvasRenderingContext2D {
  133516. msImageSmoothingEnabled: boolean;
  133517. }
  133518. interface MouseEvent {
  133519. mozMovementX: number;
  133520. mozMovementY: number;
  133521. webkitMovementX: number;
  133522. webkitMovementY: number;
  133523. msMovementX: number;
  133524. msMovementY: number;
  133525. }
  133526. interface Navigator {
  133527. mozGetVRDevices: (any: any) => any;
  133528. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133529. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133530. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133531. webkitGetGamepads(): Gamepad[];
  133532. msGetGamepads(): Gamepad[];
  133533. webkitGamepads(): Gamepad[];
  133534. }
  133535. interface HTMLVideoElement {
  133536. mozSrcObject: any;
  133537. }
  133538. interface Math {
  133539. fround(x: number): number;
  133540. imul(a: number, b: number): number;
  133541. }
  133542. interface WebGLRenderingContext {
  133543. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  133544. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  133545. vertexAttribDivisor(index: number, divisor: number): void;
  133546. createVertexArray(): any;
  133547. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  133548. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  133549. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  133550. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  133551. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  133552. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  133553. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  133554. // Queries
  133555. createQuery(): WebGLQuery;
  133556. deleteQuery(query: WebGLQuery): void;
  133557. beginQuery(target: number, query: WebGLQuery): void;
  133558. endQuery(target: number): void;
  133559. getQueryParameter(query: WebGLQuery, pname: number): any;
  133560. getQuery(target: number, pname: number): any;
  133561. MAX_SAMPLES: number;
  133562. RGBA8: number;
  133563. READ_FRAMEBUFFER: number;
  133564. DRAW_FRAMEBUFFER: number;
  133565. UNIFORM_BUFFER: number;
  133566. HALF_FLOAT_OES: number;
  133567. RGBA16F: number;
  133568. RGBA32F: number;
  133569. R32F: number;
  133570. RG32F: number;
  133571. RGB32F: number;
  133572. R16F: number;
  133573. RG16F: number;
  133574. RGB16F: number;
  133575. RED: number;
  133576. RG: number;
  133577. R8: number;
  133578. RG8: number;
  133579. UNSIGNED_INT_24_8: number;
  133580. DEPTH24_STENCIL8: number;
  133581. MIN: number;
  133582. MAX: number;
  133583. /* Multiple Render Targets */
  133584. drawBuffers(buffers: number[]): void;
  133585. readBuffer(src: number): void;
  133586. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  133587. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  133588. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  133589. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  133590. // Occlusion Query
  133591. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  133592. ANY_SAMPLES_PASSED: number;
  133593. QUERY_RESULT_AVAILABLE: number;
  133594. QUERY_RESULT: number;
  133595. }
  133596. interface WebGLProgram {
  133597. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  133598. }
  133599. interface EXT_disjoint_timer_query {
  133600. QUERY_COUNTER_BITS_EXT: number;
  133601. TIME_ELAPSED_EXT: number;
  133602. TIMESTAMP_EXT: number;
  133603. GPU_DISJOINT_EXT: number;
  133604. QUERY_RESULT_EXT: number;
  133605. QUERY_RESULT_AVAILABLE_EXT: number;
  133606. queryCounterEXT(query: WebGLQuery, target: number): void;
  133607. createQueryEXT(): WebGLQuery;
  133608. beginQueryEXT(target: number, query: WebGLQuery): void;
  133609. endQueryEXT(target: number): void;
  133610. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  133611. deleteQueryEXT(query: WebGLQuery): void;
  133612. }
  133613. interface WebGLUniformLocation {
  133614. _currentState: any;
  133615. }
  133616. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  133617. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  133618. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  133619. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133620. interface WebGLRenderingContext {
  133621. readonly RASTERIZER_DISCARD: number;
  133622. readonly DEPTH_COMPONENT24: number;
  133623. readonly TEXTURE_3D: number;
  133624. readonly TEXTURE_2D_ARRAY: number;
  133625. readonly TEXTURE_COMPARE_FUNC: number;
  133626. readonly TEXTURE_COMPARE_MODE: number;
  133627. readonly COMPARE_REF_TO_TEXTURE: number;
  133628. readonly TEXTURE_WRAP_R: number;
  133629. readonly HALF_FLOAT: number;
  133630. readonly RGB8: number;
  133631. readonly RED_INTEGER: number;
  133632. readonly RG_INTEGER: number;
  133633. readonly RGB_INTEGER: number;
  133634. readonly RGBA_INTEGER: number;
  133635. readonly R8_SNORM: number;
  133636. readonly RG8_SNORM: number;
  133637. readonly RGB8_SNORM: number;
  133638. readonly RGBA8_SNORM: number;
  133639. readonly R8I: number;
  133640. readonly RG8I: number;
  133641. readonly RGB8I: number;
  133642. readonly RGBA8I: number;
  133643. readonly R8UI: number;
  133644. readonly RG8UI: number;
  133645. readonly RGB8UI: number;
  133646. readonly RGBA8UI: number;
  133647. readonly R16I: number;
  133648. readonly RG16I: number;
  133649. readonly RGB16I: number;
  133650. readonly RGBA16I: number;
  133651. readonly R16UI: number;
  133652. readonly RG16UI: number;
  133653. readonly RGB16UI: number;
  133654. readonly RGBA16UI: number;
  133655. readonly R32I: number;
  133656. readonly RG32I: number;
  133657. readonly RGB32I: number;
  133658. readonly RGBA32I: number;
  133659. readonly R32UI: number;
  133660. readonly RG32UI: number;
  133661. readonly RGB32UI: number;
  133662. readonly RGBA32UI: number;
  133663. readonly RGB10_A2UI: number;
  133664. readonly R11F_G11F_B10F: number;
  133665. readonly RGB9_E5: number;
  133666. readonly RGB10_A2: number;
  133667. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  133668. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  133669. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  133670. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  133671. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  133672. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  133673. 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;
  133674. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  133675. readonly TRANSFORM_FEEDBACK: number;
  133676. readonly INTERLEAVED_ATTRIBS: number;
  133677. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  133678. createTransformFeedback(): WebGLTransformFeedback;
  133679. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  133680. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  133681. beginTransformFeedback(primitiveMode: number): void;
  133682. endTransformFeedback(): void;
  133683. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  133684. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133685. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133686. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133687. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  133688. }
  133689. interface ImageBitmap {
  133690. readonly width: number;
  133691. readonly height: number;
  133692. close(): void;
  133693. }
  133694. interface WebGLQuery extends WebGLObject {
  133695. }
  133696. declare var WebGLQuery: {
  133697. prototype: WebGLQuery;
  133698. new(): WebGLQuery;
  133699. };
  133700. interface WebGLSampler extends WebGLObject {
  133701. }
  133702. declare var WebGLSampler: {
  133703. prototype: WebGLSampler;
  133704. new(): WebGLSampler;
  133705. };
  133706. interface WebGLSync extends WebGLObject {
  133707. }
  133708. declare var WebGLSync: {
  133709. prototype: WebGLSync;
  133710. new(): WebGLSync;
  133711. };
  133712. interface WebGLTransformFeedback extends WebGLObject {
  133713. }
  133714. declare var WebGLTransformFeedback: {
  133715. prototype: WebGLTransformFeedback;
  133716. new(): WebGLTransformFeedback;
  133717. };
  133718. interface WebGLVertexArrayObject extends WebGLObject {
  133719. }
  133720. declare var WebGLVertexArrayObject: {
  133721. prototype: WebGLVertexArrayObject;
  133722. new(): WebGLVertexArrayObject;
  133723. };
  133724. // Type definitions for WebVR API
  133725. // Project: https://w3c.github.io/webvr/
  133726. // Definitions by: six a <https://github.com/lostfictions>
  133727. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133728. interface VRDisplay extends EventTarget {
  133729. /**
  133730. * Dictionary of capabilities describing the VRDisplay.
  133731. */
  133732. readonly capabilities: VRDisplayCapabilities;
  133733. /**
  133734. * z-depth defining the far plane of the eye view frustum
  133735. * enables mapping of values in the render target depth
  133736. * attachment to scene coordinates. Initially set to 10000.0.
  133737. */
  133738. depthFar: number;
  133739. /**
  133740. * z-depth defining the near plane of the eye view frustum
  133741. * enables mapping of values in the render target depth
  133742. * attachment to scene coordinates. Initially set to 0.01.
  133743. */
  133744. depthNear: number;
  133745. /**
  133746. * An identifier for this distinct VRDisplay. Used as an
  133747. * association point in the Gamepad API.
  133748. */
  133749. readonly displayId: number;
  133750. /**
  133751. * A display name, a user-readable name identifying it.
  133752. */
  133753. readonly displayName: string;
  133754. readonly isConnected: boolean;
  133755. readonly isPresenting: boolean;
  133756. /**
  133757. * If this VRDisplay supports room-scale experiences, the optional
  133758. * stage attribute contains details on the room-scale parameters.
  133759. */
  133760. readonly stageParameters: VRStageParameters | null;
  133761. /**
  133762. * Passing the value returned by `requestAnimationFrame` to
  133763. * `cancelAnimationFrame` will unregister the callback.
  133764. * @param handle Define the hanle of the request to cancel
  133765. */
  133766. cancelAnimationFrame(handle: number): void;
  133767. /**
  133768. * Stops presenting to the VRDisplay.
  133769. * @returns a promise to know when it stopped
  133770. */
  133771. exitPresent(): Promise<void>;
  133772. /**
  133773. * Return the current VREyeParameters for the given eye.
  133774. * @param whichEye Define the eye we want the parameter for
  133775. * @returns the eye parameters
  133776. */
  133777. getEyeParameters(whichEye: string): VREyeParameters;
  133778. /**
  133779. * Populates the passed VRFrameData with the information required to render
  133780. * the current frame.
  133781. * @param frameData Define the data structure to populate
  133782. * @returns true if ok otherwise false
  133783. */
  133784. getFrameData(frameData: VRFrameData): boolean;
  133785. /**
  133786. * Get the layers currently being presented.
  133787. * @returns the list of VR layers
  133788. */
  133789. getLayers(): VRLayer[];
  133790. /**
  133791. * Return a VRPose containing the future predicted pose of the VRDisplay
  133792. * when the current frame will be presented. The value returned will not
  133793. * change until JavaScript has returned control to the browser.
  133794. *
  133795. * The VRPose will contain the position, orientation, velocity,
  133796. * and acceleration of each of these properties.
  133797. * @returns the pose object
  133798. */
  133799. getPose(): VRPose;
  133800. /**
  133801. * Return the current instantaneous pose of the VRDisplay, with no
  133802. * prediction applied.
  133803. * @returns the current instantaneous pose
  133804. */
  133805. getImmediatePose(): VRPose;
  133806. /**
  133807. * The callback passed to `requestAnimationFrame` will be called
  133808. * any time a new frame should be rendered. When the VRDisplay is
  133809. * presenting the callback will be called at the native refresh
  133810. * rate of the HMD. When not presenting this function acts
  133811. * identically to how window.requestAnimationFrame acts. Content should
  133812. * make no assumptions of frame rate or vsync behavior as the HMD runs
  133813. * asynchronously from other displays and at differing refresh rates.
  133814. * @param callback Define the eaction to run next frame
  133815. * @returns the request handle it
  133816. */
  133817. requestAnimationFrame(callback: FrameRequestCallback): number;
  133818. /**
  133819. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  133820. * Repeat calls while already presenting will update the VRLayers being displayed.
  133821. * @param layers Define the list of layer to present
  133822. * @returns a promise to know when the request has been fulfilled
  133823. */
  133824. requestPresent(layers: VRLayer[]): Promise<void>;
  133825. /**
  133826. * Reset the pose for this display, treating its current position and
  133827. * orientation as the "origin/zero" values. VRPose.position,
  133828. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  133829. * updated when calling resetPose(). This should be called in only
  133830. * sitting-space experiences.
  133831. */
  133832. resetPose(): void;
  133833. /**
  133834. * The VRLayer provided to the VRDisplay will be captured and presented
  133835. * in the HMD. Calling this function has the same effect on the source
  133836. * canvas as any other operation that uses its source image, and canvases
  133837. * created without preserveDrawingBuffer set to true will be cleared.
  133838. * @param pose Define the pose to submit
  133839. */
  133840. submitFrame(pose?: VRPose): void;
  133841. }
  133842. declare var VRDisplay: {
  133843. prototype: VRDisplay;
  133844. new(): VRDisplay;
  133845. };
  133846. interface VRLayer {
  133847. leftBounds?: number[] | Float32Array | null;
  133848. rightBounds?: number[] | Float32Array | null;
  133849. source?: HTMLCanvasElement | null;
  133850. }
  133851. interface VRDisplayCapabilities {
  133852. readonly canPresent: boolean;
  133853. readonly hasExternalDisplay: boolean;
  133854. readonly hasOrientation: boolean;
  133855. readonly hasPosition: boolean;
  133856. readonly maxLayers: number;
  133857. }
  133858. interface VREyeParameters {
  133859. /** @deprecated */
  133860. readonly fieldOfView: VRFieldOfView;
  133861. readonly offset: Float32Array;
  133862. readonly renderHeight: number;
  133863. readonly renderWidth: number;
  133864. }
  133865. interface VRFieldOfView {
  133866. readonly downDegrees: number;
  133867. readonly leftDegrees: number;
  133868. readonly rightDegrees: number;
  133869. readonly upDegrees: number;
  133870. }
  133871. interface VRFrameData {
  133872. readonly leftProjectionMatrix: Float32Array;
  133873. readonly leftViewMatrix: Float32Array;
  133874. readonly pose: VRPose;
  133875. readonly rightProjectionMatrix: Float32Array;
  133876. readonly rightViewMatrix: Float32Array;
  133877. readonly timestamp: number;
  133878. }
  133879. interface VRPose {
  133880. readonly angularAcceleration: Float32Array | null;
  133881. readonly angularVelocity: Float32Array | null;
  133882. readonly linearAcceleration: Float32Array | null;
  133883. readonly linearVelocity: Float32Array | null;
  133884. readonly orientation: Float32Array | null;
  133885. readonly position: Float32Array | null;
  133886. readonly timestamp: number;
  133887. }
  133888. interface VRStageParameters {
  133889. sittingToStandingTransform?: Float32Array;
  133890. sizeX?: number;
  133891. sizeY?: number;
  133892. }
  133893. interface Navigator {
  133894. getVRDisplays(): Promise<VRDisplay[]>;
  133895. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  133896. }
  133897. interface Window {
  133898. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  133899. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  133900. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  133901. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133902. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133903. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  133904. }
  133905. interface Gamepad {
  133906. readonly displayId: number;
  133907. }
  133908. type XRSessionMode =
  133909. | "inline"
  133910. | "immersive-vr"
  133911. | "immersive-ar";
  133912. type XRReferenceSpaceType =
  133913. | "viewer"
  133914. | "local"
  133915. | "local-floor"
  133916. | "bounded-floor"
  133917. | "unbounded";
  133918. type XREnvironmentBlendMode =
  133919. | "opaque"
  133920. | "additive"
  133921. | "alpha-blend";
  133922. type XRVisibilityState =
  133923. | "visible"
  133924. | "visible-blurred"
  133925. | "hidden";
  133926. type XRHandedness =
  133927. | "none"
  133928. | "left"
  133929. | "right";
  133930. type XRTargetRayMode =
  133931. | "gaze"
  133932. | "tracked-pointer"
  133933. | "screen";
  133934. type XREye =
  133935. | "none"
  133936. | "left"
  133937. | "right";
  133938. interface XRSpace extends EventTarget {
  133939. }
  133940. interface XRRenderState {
  133941. depthNear?: number;
  133942. depthFar?: number;
  133943. inlineVerticalFieldOfView?: number;
  133944. baseLayer?: XRWebGLLayer;
  133945. }
  133946. interface XRInputSource {
  133947. handedness: XRHandedness;
  133948. targetRayMode: XRTargetRayMode;
  133949. targetRaySpace: XRSpace;
  133950. gripSpace: XRSpace | undefined;
  133951. gamepad: Gamepad | undefined;
  133952. profiles: Array<string>;
  133953. }
  133954. interface XRSession {
  133955. addEventListener: Function;
  133956. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  133957. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  133958. requestAnimationFrame: Function;
  133959. end(): Promise<void>;
  133960. renderState: XRRenderState;
  133961. inputSources: Array<XRInputSource>;
  133962. }
  133963. interface XRReferenceSpace extends XRSpace {
  133964. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  133965. onreset: any;
  133966. }
  133967. interface XRFrame {
  133968. session: XRSession;
  133969. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  133970. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  133971. }
  133972. interface XRViewerPose extends XRPose {
  133973. views: Array<XRView>;
  133974. }
  133975. interface XRPose {
  133976. transform: XRRigidTransform;
  133977. emulatedPosition: boolean;
  133978. }
  133979. interface XRWebGLLayerOptions {
  133980. antialias ?: boolean;
  133981. depth ?: boolean;
  133982. stencil ?: boolean;
  133983. alpha ?: boolean;
  133984. multiview ?: boolean;
  133985. framebufferScaleFactor ?: number;
  133986. }
  133987. declare var XRWebGLLayer: {
  133988. prototype: XRWebGLLayer;
  133989. new(session: XRSession, context: WebGLRenderingContext | undefined, options?: XRWebGLLayerOptions): XRWebGLLayer;
  133990. };
  133991. interface XRWebGLLayer {
  133992. framebuffer: WebGLFramebuffer;
  133993. framebufferWidth: number;
  133994. framebufferHeight: number;
  133995. getViewport: Function;
  133996. }
  133997. interface XRRigidTransform {
  133998. position: DOMPointReadOnly;
  133999. orientation: DOMPointReadOnly;
  134000. matrix: Float32Array;
  134001. inverse: XRRigidTransform;
  134002. }
  134003. interface XRView {
  134004. eye: XREye;
  134005. projectionMatrix: Float32Array;
  134006. transform: XRRigidTransform;
  134007. }
  134008. interface XRInputSourceChangeEvent {
  134009. session: XRSession;
  134010. removed: Array<XRInputSource>;
  134011. added: Array<XRInputSource>;
  134012. }