babylon.2.0.d.ts 186 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. public isDirty : boolean;
  14. public cullFace : number;
  15. public cull : boolean;
  16. public depthFunc : number;
  17. public depthMask : boolean;
  18. public depthTest : boolean;
  19. public reset(): void;
  20. public apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. public isDirty : boolean;
  28. public alphaBlend : boolean;
  29. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. public reset(): void;
  31. public apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. public maxTexturesImageUnits: number;
  35. public maxTextureSize: number;
  36. public maxCubemapTextureSize: number;
  37. public maxRenderTextureSize: number;
  38. public standardDerivatives: boolean;
  39. public s3tc: any;
  40. public textureFloat: boolean;
  41. public textureAnisotropicFilterExtension: any;
  42. public maxAnisotropy: number;
  43. public instancedArrays: any;
  44. public uintIndices: boolean;
  45. }
  46. class Engine {
  47. private static _ALPHA_DISABLE;
  48. private static _ALPHA_ADD;
  49. private static _ALPHA_COMBINE;
  50. private static _DELAYLOADSTATE_NONE;
  51. private static _DELAYLOADSTATE_LOADED;
  52. private static _DELAYLOADSTATE_LOADING;
  53. private static _DELAYLOADSTATE_NOTLOADED;
  54. static ALPHA_DISABLE : number;
  55. static ALPHA_ADD : number;
  56. static ALPHA_COMBINE : number;
  57. static DELAYLOADSTATE_NONE : number;
  58. static DELAYLOADSTATE_LOADED : number;
  59. static DELAYLOADSTATE_LOADING : number;
  60. static DELAYLOADSTATE_NOTLOADED : number;
  61. static Version : string;
  62. static Epsilon: number;
  63. static CollisionsEpsilon: number;
  64. static ShadersRepository: string;
  65. public isFullscreen: boolean;
  66. public isPointerLock: boolean;
  67. public cullBackFaces: boolean;
  68. public renderEvenInBackground: boolean;
  69. public scenes: Scene[];
  70. private _gl;
  71. private _renderingCanvas;
  72. private _windowIsBackground;
  73. private _audioEngine;
  74. private _onBlur;
  75. private _onFocus;
  76. private _onFullscreenChange;
  77. private _onPointerLockChange;
  78. private _hardwareScalingLevel;
  79. private _caps;
  80. private _pointerLockRequested;
  81. private _alphaTest;
  82. private _runningLoop;
  83. private _renderFunction;
  84. private _resizeLoadingUI;
  85. private _loadingDiv;
  86. private _loadingTextDiv;
  87. private _loadingDivBackgroundColor;
  88. private _drawCalls;
  89. private _depthCullingState;
  90. private _alphaState;
  91. private _alphaMode;
  92. private _loadedTexturesCache;
  93. public _activeTexturesCache: BaseTexture[];
  94. private _currentEffect;
  95. private _compiledEffects;
  96. private _vertexAttribArrays;
  97. private _cachedViewport;
  98. private _cachedVertexBuffers;
  99. private _cachedIndexBuffer;
  100. private _cachedEffectForVertexBuffers;
  101. private _currentRenderTarget;
  102. private _canvasClientRect;
  103. private _uintIndicesCurrentlySet;
  104. private _workingCanvas;
  105. private _workingContext;
  106. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  107. public getAudioEngine(): AudioEngine;
  108. public getAspectRatio(camera: Camera): number;
  109. public getRenderWidth(): number;
  110. public getRenderHeight(): number;
  111. public getRenderingCanvas(): HTMLCanvasElement;
  112. public getRenderingCanvasClientRect(): ClientRect;
  113. public setHardwareScalingLevel(level: number): void;
  114. public getHardwareScalingLevel(): number;
  115. public getLoadedTexturesCache(): WebGLTexture[];
  116. public getCaps(): EngineCapabilities;
  117. public drawCalls : number;
  118. public resetDrawCalls(): void;
  119. public setDepthFunctionToGreater(): void;
  120. public setDepthFunctionToGreaterOrEqual(): void;
  121. public setDepthFunctionToLess(): void;
  122. public setDepthFunctionToLessOrEqual(): void;
  123. public stopRenderLoop(): void;
  124. public _renderLoop(): void;
  125. public runRenderLoop(renderFunction: () => void): void;
  126. public switchFullscreen(requestPointerLock: boolean): void;
  127. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  128. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  129. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  130. public beginFrame(): void;
  131. public endFrame(): void;
  132. public resize(): void;
  133. public setSize(width: number, height: number): void;
  134. public bindFramebuffer(texture: WebGLTexture): void;
  135. public unBindFramebuffer(texture: WebGLTexture): void;
  136. public flushFramebuffer(): void;
  137. public restoreDefaultFramebuffer(): void;
  138. private _resetVertexBufferBinding();
  139. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  140. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  141. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
  142. private _resetIndexBufferBinding();
  143. public createIndexBuffer(indices: number[]): WebGLBuffer;
  144. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  145. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  146. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  147. public createInstancesBuffer(capacity: number): WebGLBuffer;
  148. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  149. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  150. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  151. public applyStates(): void;
  152. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  153. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  154. public _releaseEffect(effect: Effect): void;
  155. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  156. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  157. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  158. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  159. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  160. public enableEffect(effect: Effect): void;
  161. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  162. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  163. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  164. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  165. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  166. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  167. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  168. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  169. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  170. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  171. public setState(culling: boolean, force?: boolean): void;
  172. public setDepthBuffer(enable: boolean): void;
  173. public getDepthWrite(): boolean;
  174. public setDepthWrite(enable: boolean): void;
  175. public setColorWrite(enable: boolean): void;
  176. public setAlphaMode(mode: number): void;
  177. public getAlphaMode(): number;
  178. public setAlphaTesting(enable: boolean): void;
  179. public getAlphaTesting(): boolean;
  180. public wipeCaches(): void;
  181. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  182. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  183. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  184. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  185. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  186. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  187. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  188. public _releaseTexture(texture: WebGLTexture): void;
  189. public bindSamplers(effect: Effect): void;
  190. public _bindTexture(channel: number, texture: WebGLTexture): void;
  191. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  192. public setTexture(channel: number, texture: BaseTexture): void;
  193. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  194. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  195. public dispose(): void;
  196. public displayLoadingUI(): void;
  197. public loadingUIText : string;
  198. public loadingUIBackgroundColor : string;
  199. public hideLoadingUI(): void;
  200. static isSupported(): boolean;
  201. }
  202. }
  203. interface Window {
  204. mozIndexedDB(func: any): any;
  205. webkitIndexedDB(func: any): any;
  206. IDBTransaction(func: any): any;
  207. webkitIDBTransaction(func: any): any;
  208. msIDBTransaction(func: any): any;
  209. IDBKeyRange(func: any): any;
  210. webkitIDBKeyRange(func: any): any;
  211. msIDBKeyRange(func: any): any;
  212. URL: HTMLURL;
  213. webkitURL: HTMLURL;
  214. webkitRequestAnimationFrame(func: any): any;
  215. mozRequestAnimationFrame(func: any): any;
  216. oRequestAnimationFrame(func: any): any;
  217. WebGLRenderingContext: WebGLRenderingContext;
  218. MSGesture: MSGesture;
  219. }
  220. interface HTMLURL {
  221. createObjectURL(param1: any, param2?: any): any;
  222. }
  223. interface Document {
  224. exitFullscreen(): void;
  225. webkitCancelFullScreen(): void;
  226. mozCancelFullScreen(): void;
  227. msCancelFullScreen(): void;
  228. webkitIsFullScreen: boolean;
  229. mozFullScreen: boolean;
  230. msIsFullScreen: boolean;
  231. fullscreen: boolean;
  232. mozPointerLockElement: HTMLElement;
  233. msPointerLockElement: HTMLElement;
  234. webkitPointerLockElement: HTMLElement;
  235. pointerLockElement: HTMLElement;
  236. }
  237. interface HTMLCanvasElement {
  238. requestPointerLock(): void;
  239. msRequestPointerLock(): void;
  240. mozRequestPointerLock(): void;
  241. webkitRequestPointerLock(): void;
  242. }
  243. interface WebGLTexture {
  244. isReady: boolean;
  245. isCube: boolean;
  246. url: string;
  247. noMipmap: boolean;
  248. references: number;
  249. generateMipMaps: boolean;
  250. _size: number;
  251. _baseWidth: number;
  252. _baseHeight: number;
  253. _width: number;
  254. _height: number;
  255. _workingCanvas: HTMLCanvasElement;
  256. _workingContext: CanvasRenderingContext2D;
  257. _framebuffer: WebGLFramebuffer;
  258. _depthBuffer: WebGLRenderbuffer;
  259. _cachedCoordinatesMode: number;
  260. _cachedWrapU: number;
  261. _cachedWrapV: number;
  262. }
  263. interface WebGLBuffer {
  264. references: number;
  265. capacity: number;
  266. is32Bits: boolean;
  267. }
  268. interface MouseEvent {
  269. movementX: number;
  270. movementY: number;
  271. mozMovementX: number;
  272. mozMovementY: number;
  273. webkitMovementX: number;
  274. webkitMovementY: number;
  275. msMovementX: number;
  276. msMovementY: number;
  277. }
  278. interface MSStyleCSSProperties {
  279. webkitTransform: string;
  280. webkitTransition: string;
  281. }
  282. interface Navigator {
  283. getVRDevices: () => any;
  284. mozGetVRDevices: (any: any) => any;
  285. isCocoonJS: boolean;
  286. }
  287. declare module BABYLON {
  288. class Node {
  289. public parent: Node;
  290. public name: string;
  291. public id: string;
  292. public state: string;
  293. public animations: Animation[];
  294. public onReady: (node: Node) => void;
  295. private _childrenFlag;
  296. private _isEnabled;
  297. private _isReady;
  298. public _currentRenderId: number;
  299. public _waitingParentId: string;
  300. private _scene;
  301. public _cache: any;
  302. constructor(name: string, scene: any);
  303. public getScene(): Scene;
  304. public getEngine(): Engine;
  305. public getWorldMatrix(): Matrix;
  306. public _initCache(): void;
  307. public updateCache(force?: boolean): void;
  308. public _updateCache(ignoreParentClass?: boolean): void;
  309. public _isSynchronized(): boolean;
  310. public isSynchronizedWithParent(): boolean;
  311. public isSynchronized(updateCache?: boolean): boolean;
  312. public hasNewParent(update?: boolean): boolean;
  313. public isReady(): boolean;
  314. public isEnabled(): boolean;
  315. public setEnabled(value: boolean): void;
  316. public isDescendantOf(ancestor: Node): boolean;
  317. public _getDescendants(list: Node[], results: Node[]): void;
  318. public getDescendants(): Node[];
  319. public _setReady(state: boolean): void;
  320. }
  321. }
  322. declare module BABYLON {
  323. interface IDisposable {
  324. dispose(): void;
  325. }
  326. class Scene {
  327. static FOGMODE_NONE: number;
  328. static FOGMODE_EXP: number;
  329. static FOGMODE_EXP2: number;
  330. static FOGMODE_LINEAR: number;
  331. static MinDeltaTime: number;
  332. static MaxDeltaTime: number;
  333. public autoClear: boolean;
  334. public clearColor: any;
  335. public ambientColor: Color3;
  336. public beforeRender: () => void;
  337. public afterRender: () => void;
  338. public onDispose: () => void;
  339. public beforeCameraRender: (camera: Camera) => void;
  340. public afterCameraRender: (camera: Camera) => void;
  341. public forceWireframe: boolean;
  342. public forcePointsCloud: boolean;
  343. public forceShowBoundingBoxes: boolean;
  344. public clipPlane: Plane;
  345. public animationsEnabled: boolean;
  346. private _onPointerMove;
  347. private _onPointerDown;
  348. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  349. public cameraToUseForPointers: Camera;
  350. private _pointerX;
  351. private _pointerY;
  352. private _meshUnderPointer;
  353. private _onKeyDown;
  354. private _onKeyUp;
  355. public fogEnabled: boolean;
  356. public fogMode: number;
  357. public fogColor: Color3;
  358. public fogDensity: number;
  359. public fogStart: number;
  360. public fogEnd: number;
  361. public shadowsEnabled: boolean;
  362. public lightsEnabled: boolean;
  363. public lights: Light[];
  364. public cameras: Camera[];
  365. public activeCameras: Camera[];
  366. public activeCamera: Camera;
  367. public meshes: AbstractMesh[];
  368. private _geometries;
  369. public materials: Material[];
  370. public multiMaterials: MultiMaterial[];
  371. public defaultMaterial: StandardMaterial;
  372. public texturesEnabled: boolean;
  373. public textures: BaseTexture[];
  374. public particlesEnabled: boolean;
  375. public particleSystems: ParticleSystem[];
  376. public spriteManagers: SpriteManager[];
  377. public layers: Layer[];
  378. public skeletonsEnabled: boolean;
  379. public skeletons: Skeleton[];
  380. public lensFlaresEnabled: boolean;
  381. public lensFlareSystems: LensFlareSystem[];
  382. public collisionsEnabled: boolean;
  383. public gravity: Vector3;
  384. public postProcessesEnabled: boolean;
  385. public postProcessManager: PostProcessManager;
  386. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  387. public renderTargetsEnabled: boolean;
  388. public customRenderTargets: RenderTargetTexture[];
  389. public useDelayedTextureLoading: boolean;
  390. public importedMeshesFiles: String[];
  391. public database: any;
  392. public actionManager: ActionManager;
  393. public _actionManagers: ActionManager[];
  394. private _meshesForIntersections;
  395. public proceduralTexturesEnabled: boolean;
  396. public _proceduralTextures: ProceduralTexture[];
  397. public mainSoundTrack: SoundTrack;
  398. public soundTracks: SoundTrack[];
  399. private _engine;
  400. private _totalVertices;
  401. public _activeVertices: number;
  402. public _activeParticles: number;
  403. private _lastFrameDuration;
  404. private _evaluateActiveMeshesDuration;
  405. private _renderTargetsDuration;
  406. public _particlesDuration: number;
  407. private _renderDuration;
  408. public _spritesDuration: number;
  409. private _animationRatio;
  410. private _animationStartDate;
  411. public _cachedMaterial: Material;
  412. private _renderId;
  413. private _executeWhenReadyTimeoutId;
  414. public _toBeDisposed: SmartArray<IDisposable>;
  415. private _onReadyCallbacks;
  416. private _pendingData;
  417. private _onBeforeRenderCallbacks;
  418. private _onAfterRenderCallbacks;
  419. private _activeMeshes;
  420. private _processedMaterials;
  421. private _renderTargets;
  422. public _activeParticleSystems: SmartArray<ParticleSystem>;
  423. private _activeSkeletons;
  424. private _activeBones;
  425. private _renderingManager;
  426. private _physicsEngine;
  427. public _activeAnimatables: Animatable[];
  428. private _transformMatrix;
  429. private _pickWithRayInverseMatrix;
  430. private _scaledPosition;
  431. private _scaledVelocity;
  432. private _boundingBoxRenderer;
  433. private _outlineRenderer;
  434. private _viewMatrix;
  435. private _projectionMatrix;
  436. private _frustumPlanes;
  437. private _selectionOctree;
  438. private _pointerOverMesh;
  439. private _debugLayer;
  440. constructor(engine: Engine);
  441. public debugLayer : DebugLayer;
  442. public meshUnderPointer : AbstractMesh;
  443. public pointerX : number;
  444. public pointerY : number;
  445. public getCachedMaterial(): Material;
  446. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  447. public getOutlineRenderer(): OutlineRenderer;
  448. public getEngine(): Engine;
  449. public getTotalVertices(): number;
  450. public getActiveVertices(): number;
  451. public getActiveParticles(): number;
  452. public getActiveBones(): number;
  453. public getLastFrameDuration(): number;
  454. public getEvaluateActiveMeshesDuration(): number;
  455. public getActiveMeshes(): SmartArray<Mesh>;
  456. public getRenderTargetsDuration(): number;
  457. public getRenderDuration(): number;
  458. public getParticlesDuration(): number;
  459. public getSpritesDuration(): number;
  460. public getAnimationRatio(): number;
  461. public getRenderId(): number;
  462. private _updatePointerPosition(evt);
  463. public attachControl(): void;
  464. public detachControl(): void;
  465. public isReady(): boolean;
  466. public resetCachedMaterial(): void;
  467. public registerBeforeRender(func: () => void): void;
  468. public unregisterBeforeRender(func: () => void): void;
  469. public registerAfterRender(func: () => void): void;
  470. public unregisterAfterRender(func: () => void): void;
  471. public _addPendingData(data: any): void;
  472. public _removePendingData(data: any): void;
  473. public getWaitingItemsCount(): number;
  474. public executeWhenReady(func: () => void): void;
  475. public _checkIsReady(): void;
  476. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  477. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  478. public getAnimatableByTarget(target: any): Animatable;
  479. public stopAnimation(target: any): void;
  480. private _animate();
  481. public getViewMatrix(): Matrix;
  482. public getProjectionMatrix(): Matrix;
  483. public getTransformMatrix(): Matrix;
  484. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  485. public setActiveCameraByID(id: string): Camera;
  486. public setActiveCameraByName(name: string): Camera;
  487. public getMaterialByID(id: string): Material;
  488. public getMaterialByName(name: string): Material;
  489. public getCameraByID(id: string): Camera;
  490. public getCameraByName(name: string): Camera;
  491. public getLightByName(name: string): Light;
  492. public getLightByID(id: string): Light;
  493. public getGeometryByID(id: string): Geometry;
  494. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  495. public getGeometries(): Geometry[];
  496. public getMeshByID(id: string): AbstractMesh;
  497. public getLastMeshByID(id: string): AbstractMesh;
  498. public getLastEntryByID(id: string): Node;
  499. public getMeshByName(name: string): AbstractMesh;
  500. public getLastSkeletonByID(id: string): Skeleton;
  501. public getSkeletonById(id: string): Skeleton;
  502. public getSkeletonByName(name: string): Skeleton;
  503. public isActiveMesh(mesh: Mesh): boolean;
  504. private _evaluateSubMesh(subMesh, mesh);
  505. private _evaluateActiveMeshes();
  506. private _activeMesh(mesh);
  507. public updateTransformMatrix(force?: boolean): void;
  508. private _renderForCamera(camera);
  509. private _processSubCameras(camera);
  510. private _checkIntersections();
  511. public render(): void;
  512. private _updateAudioParameters();
  513. public dispose(): void;
  514. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  515. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  516. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  517. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  518. private _internalPick(rayFunction, predicate, fastCheck?);
  519. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  520. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  521. public setPointerOverMesh(mesh: AbstractMesh): void;
  522. public getPointerOverMesh(): AbstractMesh;
  523. public getPhysicsEngine(): PhysicsEngine;
  524. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  525. public disablePhysicsEngine(): void;
  526. public isPhysicsEnabled(): boolean;
  527. public setGravity(gravity: Vector3): void;
  528. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  529. public deleteCompoundImpostor(compound: any): void;
  530. private _getByTags(list, tagsQuery);
  531. public getMeshesByTags(tagsQuery: string): Mesh[];
  532. public getCamerasByTags(tagsQuery: string): Camera[];
  533. public getLightsByTags(tagsQuery: string): Light[];
  534. public getMaterialByTags(tagsQuery: string): Material[];
  535. }
  536. }
  537. declare module BABYLON {
  538. class Action {
  539. public triggerOptions: any;
  540. public trigger: number;
  541. public _actionManager: ActionManager;
  542. private _nextActiveAction;
  543. private _child;
  544. private _condition;
  545. private _triggerParameter;
  546. constructor(triggerOptions: any, condition?: Condition);
  547. public _prepare(): void;
  548. public getTriggerParameter(): any;
  549. public _executeCurrent(evt: ActionEvent): void;
  550. public execute(evt: ActionEvent): void;
  551. public then(action: Action): Action;
  552. public _getProperty(propertyPath: string): string;
  553. public _getEffectiveTarget(target: any, propertyPath: string): any;
  554. }
  555. }
  556. declare module BABYLON {
  557. class ActionEvent {
  558. public source: AbstractMesh;
  559. public pointerX: number;
  560. public pointerY: number;
  561. public meshUnderPointer: AbstractMesh;
  562. public sourceEvent: any;
  563. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  564. static CreateNew(source: AbstractMesh): ActionEvent;
  565. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  566. }
  567. class ActionManager {
  568. private static _NothingTrigger;
  569. private static _OnPickTrigger;
  570. private static _OnLeftPickTrigger;
  571. private static _OnRightPickTrigger;
  572. private static _OnCenterPickTrigger;
  573. private static _OnPointerOverTrigger;
  574. private static _OnPointerOutTrigger;
  575. private static _OnEveryFrameTrigger;
  576. private static _OnIntersectionEnterTrigger;
  577. private static _OnIntersectionExitTrigger;
  578. private static _OnKeyDownTrigger;
  579. private static _OnKeyUpTrigger;
  580. static NothingTrigger : number;
  581. static OnPickTrigger : number;
  582. static OnLeftPickTrigger : number;
  583. static OnRightPickTrigger : number;
  584. static OnCenterPickTrigger : number;
  585. static OnPointerOverTrigger : number;
  586. static OnPointerOutTrigger : number;
  587. static OnEveryFrameTrigger : number;
  588. static OnIntersectionEnterTrigger : number;
  589. static OnIntersectionExitTrigger : number;
  590. static OnKeyDownTrigger : number;
  591. static OnKeyUpTrigger : number;
  592. public actions: Action[];
  593. private _scene;
  594. constructor(scene: Scene);
  595. public dispose(): void;
  596. public getScene(): Scene;
  597. public hasSpecificTriggers(triggers: number[]): boolean;
  598. public hasPointerTriggers : boolean;
  599. public hasPickTriggers : boolean;
  600. public registerAction(action: Action): Action;
  601. public processTrigger(trigger: number, evt: ActionEvent): void;
  602. public _getEffectiveTarget(target: any, propertyPath: string): any;
  603. public _getProperty(propertyPath: string): string;
  604. }
  605. }
  606. declare module BABYLON {
  607. class Condition {
  608. public _actionManager: ActionManager;
  609. public _evaluationId: number;
  610. public _currentResult: boolean;
  611. constructor(actionManager: ActionManager);
  612. public isValid(): boolean;
  613. public _getProperty(propertyPath: string): string;
  614. public _getEffectiveTarget(target: any, propertyPath: string): any;
  615. }
  616. class ValueCondition extends Condition {
  617. public propertyPath: string;
  618. public value: any;
  619. public operator: number;
  620. private static _IsEqual;
  621. private static _IsDifferent;
  622. private static _IsGreater;
  623. private static _IsLesser;
  624. static IsEqual : number;
  625. static IsDifferent : number;
  626. static IsGreater : number;
  627. static IsLesser : number;
  628. public _actionManager: ActionManager;
  629. private _target;
  630. private _property;
  631. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  632. public isValid(): boolean;
  633. }
  634. class PredicateCondition extends Condition {
  635. public predicate: () => boolean;
  636. public _actionManager: ActionManager;
  637. constructor(actionManager: ActionManager, predicate: () => boolean);
  638. public isValid(): boolean;
  639. }
  640. class StateCondition extends Condition {
  641. public value: string;
  642. public _actionManager: ActionManager;
  643. private _target;
  644. constructor(actionManager: ActionManager, target: any, value: string);
  645. public isValid(): boolean;
  646. }
  647. }
  648. declare module BABYLON {
  649. class SwitchBooleanAction extends Action {
  650. public propertyPath: string;
  651. private _target;
  652. private _property;
  653. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  654. public _prepare(): void;
  655. public execute(): void;
  656. }
  657. class SetStateAction extends Action {
  658. public value: string;
  659. private _target;
  660. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  661. public execute(): void;
  662. }
  663. class SetValueAction extends Action {
  664. public propertyPath: string;
  665. public value: any;
  666. private _target;
  667. private _property;
  668. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  669. public _prepare(): void;
  670. public execute(): void;
  671. }
  672. class IncrementValueAction extends Action {
  673. public propertyPath: string;
  674. public value: any;
  675. private _target;
  676. private _property;
  677. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  678. public _prepare(): void;
  679. public execute(): void;
  680. }
  681. class PlayAnimationAction extends Action {
  682. public from: number;
  683. public to: number;
  684. public loop: boolean;
  685. private _target;
  686. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  687. public _prepare(): void;
  688. public execute(): void;
  689. }
  690. class StopAnimationAction extends Action {
  691. private _target;
  692. constructor(triggerOptions: any, target: any, condition?: Condition);
  693. public _prepare(): void;
  694. public execute(): void;
  695. }
  696. class DoNothingAction extends Action {
  697. constructor(triggerOptions?: any, condition?: Condition);
  698. public execute(): void;
  699. }
  700. class CombineAction extends Action {
  701. public children: Action[];
  702. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  703. public _prepare(): void;
  704. public execute(evt: ActionEvent): void;
  705. }
  706. class ExecuteCodeAction extends Action {
  707. public func: (evt: ActionEvent) => void;
  708. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  709. public execute(evt: ActionEvent): void;
  710. }
  711. class SetParentAction extends Action {
  712. private _parent;
  713. private _target;
  714. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  715. public _prepare(): void;
  716. public execute(): void;
  717. }
  718. }
  719. declare module BABYLON {
  720. class InterpolateValueAction extends Action {
  721. public propertyPath: string;
  722. public value: any;
  723. public duration: number;
  724. public stopOtherAnimations: boolean;
  725. private _target;
  726. private _property;
  727. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  728. public _prepare(): void;
  729. public execute(): void;
  730. }
  731. }
  732. declare module BABYLON {
  733. class Animatable {
  734. public target: any;
  735. public fromFrame: number;
  736. public toFrame: number;
  737. public loopAnimation: boolean;
  738. public speedRatio: number;
  739. public onAnimationEnd: any;
  740. private _localDelayOffset;
  741. private _pausedDelay;
  742. private _animations;
  743. private _paused;
  744. private _scene;
  745. public animationStarted: boolean;
  746. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  747. public appendAnimations(target: any, animations: Animation[]): void;
  748. public getAnimationByTargetProperty(property: string): Animation;
  749. public pause(): void;
  750. public restart(): void;
  751. public stop(): void;
  752. public _animate(delay: number): boolean;
  753. }
  754. }
  755. declare module BABYLON {
  756. class Animation {
  757. public name: string;
  758. public targetProperty: string;
  759. public framePerSecond: number;
  760. public dataType: number;
  761. public loopMode: number;
  762. private _keys;
  763. private _offsetsCache;
  764. private _highLimitsCache;
  765. private _stopped;
  766. public _target: any;
  767. private _easingFunction;
  768. public targetPropertyPath: string[];
  769. public currentFrame: number;
  770. static CreateAndStartAnimation(name: string, mesh: AbstractMesh, tartgetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number): void;
  771. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  772. public isStopped(): boolean;
  773. public getKeys(): any[];
  774. public getEasingFunction(): IEasingFunction;
  775. public setEasingFunction(easingFunction: EasingFunction): void;
  776. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  777. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  778. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  779. public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  780. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  781. public clone(): Animation;
  782. public setKeys(values: any[]): void;
  783. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  784. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  785. private static _ANIMATIONTYPE_FLOAT;
  786. private static _ANIMATIONTYPE_VECTOR3;
  787. private static _ANIMATIONTYPE_QUATERNION;
  788. private static _ANIMATIONTYPE_MATRIX;
  789. private static _ANIMATIONTYPE_COLOR3;
  790. private static _ANIMATIONTYPE_VECTOR2;
  791. private static _ANIMATIONLOOPMODE_RELATIVE;
  792. private static _ANIMATIONLOOPMODE_CYCLE;
  793. private static _ANIMATIONLOOPMODE_CONSTANT;
  794. static ANIMATIONTYPE_FLOAT : number;
  795. static ANIMATIONTYPE_VECTOR3 : number;
  796. static ANIMATIONTYPE_VECTOR2 : number;
  797. static ANIMATIONTYPE_QUATERNION : number;
  798. static ANIMATIONTYPE_MATRIX : number;
  799. static ANIMATIONTYPE_COLOR3 : number;
  800. static ANIMATIONLOOPMODE_RELATIVE : number;
  801. static ANIMATIONLOOPMODE_CYCLE : number;
  802. static ANIMATIONLOOPMODE_CONSTANT : number;
  803. }
  804. }
  805. declare module BABYLON {
  806. interface IEasingFunction {
  807. ease(gradient: number): number;
  808. }
  809. class EasingFunction implements IEasingFunction {
  810. private static _EASINGMODE_EASEIN;
  811. private static _EASINGMODE_EASEOUT;
  812. private static _EASINGMODE_EASEINOUT;
  813. static EASINGMODE_EASEIN : number;
  814. static EASINGMODE_EASEOUT : number;
  815. static EASINGMODE_EASEINOUT : number;
  816. private _easingMode;
  817. public setEasingMode(easingMode: number): void;
  818. public getEasingMode(): number;
  819. public easeInCore(gradient: number): number;
  820. public ease(gradient: number): number;
  821. }
  822. class CircleEase extends EasingFunction implements IEasingFunction {
  823. public easeInCore(gradient: number): number;
  824. }
  825. class BackEase extends EasingFunction implements IEasingFunction {
  826. public amplitude: number;
  827. constructor(amplitude?: number);
  828. public easeInCore(gradient: number): number;
  829. }
  830. class BounceEase extends EasingFunction implements IEasingFunction {
  831. public bounces: number;
  832. public bounciness: number;
  833. constructor(bounces?: number, bounciness?: number);
  834. public easeInCore(gradient: number): number;
  835. }
  836. class CubicEase extends EasingFunction implements IEasingFunction {
  837. public easeInCore(gradient: number): number;
  838. }
  839. class ElasticEase extends EasingFunction implements IEasingFunction {
  840. public oscillations: number;
  841. public springiness: number;
  842. constructor(oscillations?: number, springiness?: number);
  843. public easeInCore(gradient: number): number;
  844. }
  845. class ExponentialEase extends EasingFunction implements IEasingFunction {
  846. public exponent: number;
  847. constructor(exponent?: number);
  848. public easeInCore(gradient: number): number;
  849. }
  850. class PowerEase extends EasingFunction implements IEasingFunction {
  851. public power: number;
  852. constructor(power?: number);
  853. public easeInCore(gradient: number): number;
  854. }
  855. class QuadraticEase extends EasingFunction implements IEasingFunction {
  856. public easeInCore(gradient: number): number;
  857. }
  858. class QuarticEase extends EasingFunction implements IEasingFunction {
  859. public easeInCore(gradient: number): number;
  860. }
  861. class QuinticEase extends EasingFunction implements IEasingFunction {
  862. public easeInCore(gradient: number): number;
  863. }
  864. class SineEase extends EasingFunction implements IEasingFunction {
  865. public easeInCore(gradient: number): number;
  866. }
  867. class BezierCurveEase extends EasingFunction implements IEasingFunction {
  868. public x1: number;
  869. public y1: number;
  870. public x2: number;
  871. public y2: number;
  872. constructor(x1?: number, y1?: number, x2?: number, y2?: number);
  873. public easeInCore(gradient: number): number;
  874. }
  875. }
  876. declare module BABYLON {
  877. class AudioEngine {
  878. public audioContext: AudioContext;
  879. public canUseWebAudio: boolean;
  880. public masterGain: GainNode;
  881. constructor();
  882. public getGlobalVolume(): number;
  883. public setGlobalVolume(newVolume: number): void;
  884. }
  885. }
  886. declare module BABYLON {
  887. class Sound {
  888. public maxDistance: number;
  889. public autoplay: boolean;
  890. public loop: boolean;
  891. public useBabylonJSAttenuation: boolean;
  892. public soundTrackId: number;
  893. private _position;
  894. private _localDirection;
  895. private _volume;
  896. private _isLoaded;
  897. private _isReadyToPlay;
  898. private _isPlaying;
  899. private _isDirectional;
  900. private _audioEngine;
  901. private _readyToPlayCallback;
  902. private _audioBuffer;
  903. private _soundSource;
  904. private _soundPanner;
  905. private _soundGain;
  906. private _coneInnerAngle;
  907. private _coneOuterAngle;
  908. private _coneOuterGain;
  909. private _scene;
  910. private _name;
  911. private _connectedMesh;
  912. /**
  913. * Create a sound and attach it to a scene
  914. * @param name Name of your sound
  915. * @param url Url to the sound to load async
  916. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  917. * @param options Objects to provide with the current available options: autoplay, loop, distanceMax
  918. */
  919. constructor(name: string, url: string, scene: Scene, readyToPlayCallback?: () => void, options?: any);
  920. public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  921. /**
  922. * Transform this sound into a directional source
  923. * @param coneInnerAngle Size of the inner cone in degree
  924. * @param coneOuterAngle Size of the outer cone in degree
  925. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  926. */
  927. public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  928. public setPosition(newPosition: Vector3): void;
  929. public setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  930. private _updateDirection();
  931. public updateDistanceFromListener(): void;
  932. /**
  933. * Play the sound
  934. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  935. */
  936. public play(time?: number): void;
  937. /**
  938. * Stop the sound
  939. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  940. */
  941. public stop(time?: number): void;
  942. public pause(): void;
  943. public setVolume(newVolume: number): void;
  944. public getVolume(): number;
  945. public attachToMesh(meshToConnectTo: AbstractMesh): void;
  946. private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
  947. private _soundLoaded(audioData);
  948. }
  949. }
  950. declare module BABYLON {
  951. class SoundTrack {
  952. private _audioEngine;
  953. private _trackGain;
  954. private _trackConvolver;
  955. private _scene;
  956. public id: number;
  957. public soundCollection: Sound[];
  958. private _isMainTrack;
  959. constructor(scene: Scene, options?: any);
  960. public AddSound(sound: Sound): void;
  961. public RemoveSound(sound: Sound): void;
  962. public setVolume(newVolume: number): void;
  963. }
  964. }
  965. declare module BABYLON {
  966. class Bone {
  967. public name: string;
  968. public children: Bone[];
  969. public animations: Animation[];
  970. private _skeleton;
  971. private _matrix;
  972. private _baseMatrix;
  973. private _worldTransform;
  974. private _absoluteTransform;
  975. private _invertedAbsoluteTransform;
  976. private _parent;
  977. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  978. public getParent(): Bone;
  979. public getLocalMatrix(): Matrix;
  980. public getBaseMatrix(): Matrix;
  981. public getWorldMatrix(): Matrix;
  982. public getInvertedAbsoluteTransform(): Matrix;
  983. public getAbsoluteMatrix(): Matrix;
  984. public updateMatrix(matrix: Matrix): void;
  985. private _updateDifferenceMatrix();
  986. public markAsDirty(): void;
  987. }
  988. }
  989. declare module BABYLON {
  990. class Skeleton {
  991. public name: string;
  992. public id: string;
  993. public bones: Bone[];
  994. private _scene;
  995. private _isDirty;
  996. private _transformMatrices;
  997. private _animatables;
  998. private _identity;
  999. constructor(name: string, id: string, scene: Scene);
  1000. public getTransformMatrices(): Float32Array;
  1001. public _markAsDirty(): void;
  1002. public prepare(): void;
  1003. public getAnimatables(): IAnimatable[];
  1004. public clone(name: string, id: string): Skeleton;
  1005. }
  1006. }
  1007. declare module BABYLON {
  1008. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  1009. private _eyeSpace;
  1010. private _leftCamera;
  1011. private _rightCamera;
  1012. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  1013. public _update(): void;
  1014. public _updateCamera(camera: ArcRotateCamera): void;
  1015. }
  1016. class AnaglyphFreeCamera extends FreeCamera {
  1017. private _eyeSpace;
  1018. private _leftCamera;
  1019. private _rightCamera;
  1020. private _transformMatrix;
  1021. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  1022. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  1023. public _update(): void;
  1024. public _updateCamera(camera: FreeCamera): void;
  1025. }
  1026. }
  1027. declare module BABYLON {
  1028. class ArcRotateCamera extends Camera {
  1029. public alpha: number;
  1030. public beta: number;
  1031. public radius: number;
  1032. public target: any;
  1033. public inertialAlphaOffset: number;
  1034. public inertialBetaOffset: number;
  1035. public inertialRadiusOffset: number;
  1036. public lowerAlphaLimit: any;
  1037. public upperAlphaLimit: any;
  1038. public lowerBetaLimit: number;
  1039. public upperBetaLimit: number;
  1040. public lowerRadiusLimit: any;
  1041. public upperRadiusLimit: any;
  1042. public angularSensibility: number;
  1043. public wheelPrecision: number;
  1044. public keysUp: number[];
  1045. public keysDown: number[];
  1046. public keysLeft: number[];
  1047. public keysRight: number[];
  1048. public zoomOnFactor: number;
  1049. public targetScreenOffset: Vector2;
  1050. private _keys;
  1051. private _viewMatrix;
  1052. private _attachedElement;
  1053. private _onPointerDown;
  1054. private _onPointerUp;
  1055. private _onPointerMove;
  1056. private _wheel;
  1057. private _onMouseMove;
  1058. private _onKeyDown;
  1059. private _onKeyUp;
  1060. private _onLostFocus;
  1061. private _reset;
  1062. private _onGestureStart;
  1063. private _onGesture;
  1064. private _MSGestureHandler;
  1065. public onCollide: (collidedMesh: AbstractMesh) => void;
  1066. public checkCollisions: boolean;
  1067. public collisionRadius: Vector3;
  1068. private _collider;
  1069. private _previousPosition;
  1070. private _collisionVelocity;
  1071. private _newPosition;
  1072. private _previousAlpha;
  1073. private _previousBeta;
  1074. private _previousRadius;
  1075. public pinchPrecision: number;
  1076. private _touchStart;
  1077. private _touchMove;
  1078. private _touchEnd;
  1079. private _pinchStart;
  1080. private _pinchMove;
  1081. private _pinchEnd;
  1082. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  1083. public _getTargetPosition(): Vector3;
  1084. public _initCache(): void;
  1085. public _updateCache(ignoreParentClass?: boolean): void;
  1086. public _isSynchronizedViewMatrix(): boolean;
  1087. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1088. public detachControl(element: HTMLElement): void;
  1089. public _update(): void;
  1090. public setPosition(position: Vector3): void;
  1091. public _getViewMatrix(): Matrix;
  1092. public zoomOn(meshes?: AbstractMesh[]): void;
  1093. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  1094. }
  1095. }
  1096. declare module BABYLON {
  1097. class Camera extends Node {
  1098. public position: Vector3;
  1099. static PERSPECTIVE_CAMERA: number;
  1100. static ORTHOGRAPHIC_CAMERA: number;
  1101. public upVector: Vector3;
  1102. public orthoLeft: any;
  1103. public orthoRight: any;
  1104. public orthoBottom: any;
  1105. public orthoTop: any;
  1106. public fov: number;
  1107. public minZ: number;
  1108. public maxZ: number;
  1109. public inertia: number;
  1110. public mode: number;
  1111. public isIntermediate: boolean;
  1112. public viewport: Viewport;
  1113. public subCameras: any[];
  1114. public layerMask: number;
  1115. private _computedViewMatrix;
  1116. public _projectionMatrix: Matrix;
  1117. private _worldMatrix;
  1118. public _postProcesses: PostProcess[];
  1119. public _postProcessesTakenIndices: any[];
  1120. constructor(name: string, position: Vector3, scene: Scene);
  1121. public _initCache(): void;
  1122. public _updateCache(ignoreParentClass?: boolean): void;
  1123. public _updateFromScene(): void;
  1124. public _isSynchronized(): boolean;
  1125. public _isSynchronizedViewMatrix(): boolean;
  1126. public _isSynchronizedProjectionMatrix(): boolean;
  1127. public attachControl(element: HTMLElement): void;
  1128. public detachControl(element: HTMLElement): void;
  1129. public _update(): void;
  1130. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  1131. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  1132. public getWorldMatrix(): Matrix;
  1133. public _getViewMatrix(): Matrix;
  1134. public getViewMatrix(): Matrix;
  1135. public _computeViewMatrix(force?: boolean): Matrix;
  1136. public getProjectionMatrix(force?: boolean): Matrix;
  1137. public dispose(): void;
  1138. }
  1139. }
  1140. declare module BABYLON {
  1141. class DeviceOrientationCamera extends FreeCamera {
  1142. private _offsetX;
  1143. private _offsetY;
  1144. private _orientationGamma;
  1145. private _orientationBeta;
  1146. private _initialOrientationGamma;
  1147. private _initialOrientationBeta;
  1148. private _attachedCanvas;
  1149. private _orientationChanged;
  1150. public angularSensibility: number;
  1151. public moveSensibility: number;
  1152. constructor(name: string, position: Vector3, scene: Scene);
  1153. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1154. public detachControl(canvas: HTMLCanvasElement): void;
  1155. public _checkInputs(): void;
  1156. }
  1157. }
  1158. declare module BABYLON {
  1159. class FollowCamera extends TargetCamera {
  1160. public radius: number;
  1161. public rotationOffset: number;
  1162. public heightOffset: number;
  1163. public cameraAcceleration: number;
  1164. public maxCameraSpeed: number;
  1165. public target: AbstractMesh;
  1166. constructor(name: string, position: Vector3, scene: Scene);
  1167. private getRadians(degrees);
  1168. private follow(cameraTarget);
  1169. public _update(): void;
  1170. }
  1171. }
  1172. declare module BABYLON {
  1173. class FreeCamera extends TargetCamera {
  1174. public ellipsoid: Vector3;
  1175. public keysUp: number[];
  1176. public keysDown: number[];
  1177. public keysLeft: number[];
  1178. public keysRight: number[];
  1179. public checkCollisions: boolean;
  1180. public applyGravity: boolean;
  1181. public angularSensibility: number;
  1182. public onCollide: (collidedMesh: AbstractMesh) => void;
  1183. private _keys;
  1184. private _collider;
  1185. private _needMoveForGravity;
  1186. private _oldPosition;
  1187. private _diffPosition;
  1188. private _newPosition;
  1189. private _attachedElement;
  1190. private _localDirection;
  1191. private _transformedDirection;
  1192. private _onMouseDown;
  1193. private _onMouseUp;
  1194. private _onMouseOut;
  1195. private _onMouseMove;
  1196. private _onKeyDown;
  1197. private _onKeyUp;
  1198. public _onLostFocus: (e: FocusEvent) => any;
  1199. public _waitingLockedTargetId: string;
  1200. constructor(name: string, position: Vector3, scene: Scene);
  1201. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1202. public detachControl(element: HTMLElement): void;
  1203. public _collideWithWorld(velocity: Vector3): void;
  1204. public _checkInputs(): void;
  1205. public _decideIfNeedsToMove(): boolean;
  1206. public _updatePosition(): void;
  1207. public _update(): void;
  1208. }
  1209. }
  1210. declare module BABYLON {
  1211. class GamepadCamera extends FreeCamera {
  1212. private _gamepad;
  1213. private _gamepads;
  1214. public angularSensibility: number;
  1215. public moveSensibility: number;
  1216. constructor(name: string, position: Vector3, scene: Scene);
  1217. private _onNewGameConnected(gamepad);
  1218. public _checkInputs(): void;
  1219. public dispose(): void;
  1220. }
  1221. }
  1222. declare module BABYLON {
  1223. class OculusCamera extends FreeCamera {
  1224. private _leftCamera;
  1225. private _rightCamera;
  1226. private _offsetOrientation;
  1227. private _deviceOrientationHandler;
  1228. constructor(name: string, position: Vector3, scene: Scene);
  1229. public _update(): void;
  1230. public _updateCamera(camera: FreeCamera): void;
  1231. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1232. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1233. public detachControl(element: HTMLElement): void;
  1234. }
  1235. }
  1236. declare module BABYLON {
  1237. class OculusGamepadCamera extends FreeCamera {
  1238. private _leftCamera;
  1239. private _rightCamera;
  1240. private _offsetOrientation;
  1241. private _deviceOrientationHandler;
  1242. private _gamepad;
  1243. private _gamepads;
  1244. public angularSensibility: number;
  1245. public moveSensibility: number;
  1246. constructor(name: string, position: Vector3, scene: Scene);
  1247. private _onNewGameConnected(gamepad);
  1248. public _update(): void;
  1249. public _checkInputs(): void;
  1250. public _updateCamera(camera: FreeCamera): void;
  1251. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1252. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1253. public detachControl(element: HTMLElement): void;
  1254. public dispose(): void;
  1255. }
  1256. }
  1257. declare module BABYLON {
  1258. class TargetCamera extends Camera {
  1259. public cameraDirection: Vector3;
  1260. public cameraRotation: Vector2;
  1261. public rotation: Vector3;
  1262. public speed: number;
  1263. public noRotationConstraint: boolean;
  1264. public lockedTarget: any;
  1265. public _currentTarget: Vector3;
  1266. public _viewMatrix: Matrix;
  1267. public _camMatrix: Matrix;
  1268. public _cameraTransformMatrix: Matrix;
  1269. public _cameraRotationMatrix: Matrix;
  1270. public _referencePoint: Vector3;
  1271. public _transformedReferencePoint: Vector3;
  1272. public _lookAtTemp: Matrix;
  1273. public _tempMatrix: Matrix;
  1274. public _reset: () => void;
  1275. public _waitingLockedTargetId: string;
  1276. constructor(name: string, position: Vector3, scene: Scene);
  1277. public _getLockedTargetPosition(): Vector3;
  1278. public _initCache(): void;
  1279. public _updateCache(ignoreParentClass?: boolean): void;
  1280. public _isSynchronizedViewMatrix(): boolean;
  1281. public _computeLocalCameraSpeed(): number;
  1282. public setTarget(target: Vector3): void;
  1283. public getTarget(): Vector3;
  1284. public _decideIfNeedsToMove(): boolean;
  1285. public _updatePosition(): void;
  1286. public _update(): void;
  1287. public _getViewMatrix(): Matrix;
  1288. }
  1289. }
  1290. declare module BABYLON {
  1291. class TouchCamera extends FreeCamera {
  1292. private _offsetX;
  1293. private _offsetY;
  1294. private _pointerCount;
  1295. private _pointerPressed;
  1296. private _attachedCanvas;
  1297. private _onPointerDown;
  1298. private _onPointerUp;
  1299. private _onPointerMove;
  1300. public angularSensibility: number;
  1301. public moveSensibility: number;
  1302. constructor(name: string, position: Vector3, scene: Scene);
  1303. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1304. public detachControl(canvas: HTMLCanvasElement): void;
  1305. public _checkInputs(): void;
  1306. }
  1307. }
  1308. declare module BABYLON {
  1309. class VirtualJoysticksCamera extends FreeCamera {
  1310. private _leftjoystick;
  1311. private _rightjoystick;
  1312. constructor(name: string, position: Vector3, scene: Scene);
  1313. public _checkInputs(): void;
  1314. public dispose(): void;
  1315. }
  1316. }
  1317. declare module BABYLON {
  1318. class VRDeviceOrientationCamera extends OculusCamera {
  1319. public _alpha: number;
  1320. public _beta: number;
  1321. public _gamma: number;
  1322. constructor(name: string, position: Vector3, scene: Scene);
  1323. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1324. }
  1325. }
  1326. declare var HMDVRDevice: any;
  1327. declare var PositionSensorVRDevice: any;
  1328. declare module BABYLON {
  1329. class WebVRCamera extends OculusCamera {
  1330. public _hmdDevice: any;
  1331. public _sensorDevice: any;
  1332. public _cacheState: any;
  1333. public _cacheQuaternion: Quaternion;
  1334. public _cacheRotation: Vector3;
  1335. public _vrEnabled: boolean;
  1336. constructor(name: string, position: Vector3, scene: Scene);
  1337. private _getWebVRDevices(devices);
  1338. public _update(): void;
  1339. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1340. public detachControl(element: HTMLElement): void;
  1341. }
  1342. }
  1343. declare module BABYLON {
  1344. class Collider {
  1345. public radius: Vector3;
  1346. public retry: number;
  1347. public velocity: Vector3;
  1348. public basePoint: Vector3;
  1349. public epsilon: number;
  1350. public collisionFound: boolean;
  1351. public velocityWorldLength: number;
  1352. public basePointWorld: Vector3;
  1353. public velocityWorld: Vector3;
  1354. public normalizedVelocity: Vector3;
  1355. public initialVelocity: Vector3;
  1356. public initialPosition: Vector3;
  1357. public nearestDistance: number;
  1358. public intersectionPoint: Vector3;
  1359. public collidedMesh: AbstractMesh;
  1360. private _collisionPoint;
  1361. private _planeIntersectionPoint;
  1362. private _tempVector;
  1363. private _tempVector2;
  1364. private _tempVector3;
  1365. private _tempVector4;
  1366. private _edge;
  1367. private _baseToVertex;
  1368. private _destinationPoint;
  1369. private _slidePlaneNormal;
  1370. private _displacementVector;
  1371. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1372. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1373. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1374. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1375. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1376. public _getResponse(pos: Vector3, vel: Vector3): void;
  1377. }
  1378. }
  1379. declare module BABYLON {
  1380. class IntersectionInfo {
  1381. public bu: number;
  1382. public bv: number;
  1383. public distance: number;
  1384. public faceId: number;
  1385. constructor(bu: number, bv: number, distance: number);
  1386. }
  1387. class PickingInfo {
  1388. public hit: boolean;
  1389. public distance: number;
  1390. public pickedPoint: Vector3;
  1391. public pickedMesh: AbstractMesh;
  1392. public bu: number;
  1393. public bv: number;
  1394. public faceId: number;
  1395. public getNormal(): Vector3;
  1396. public getTextureCoordinates(): Vector2;
  1397. }
  1398. }
  1399. declare module BABYLON {
  1400. class BoundingBox {
  1401. public minimum: Vector3;
  1402. public maximum: Vector3;
  1403. public vectors: Vector3[];
  1404. public center: Vector3;
  1405. public extendSize: Vector3;
  1406. public directions: Vector3[];
  1407. public vectorsWorld: Vector3[];
  1408. public minimumWorld: Vector3;
  1409. public maximumWorld: Vector3;
  1410. private _worldMatrix;
  1411. constructor(minimum: Vector3, maximum: Vector3);
  1412. public getWorldMatrix(): Matrix;
  1413. public _update(world: Matrix): void;
  1414. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1415. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1416. public intersectsPoint(point: Vector3): boolean;
  1417. public intersectsSphere(sphere: BoundingSphere): boolean;
  1418. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1419. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1420. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1421. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1422. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1423. }
  1424. }
  1425. declare module BABYLON {
  1426. class BoundingInfo {
  1427. public minimum: Vector3;
  1428. public maximum: Vector3;
  1429. public boundingBox: BoundingBox;
  1430. public boundingSphere: BoundingSphere;
  1431. constructor(minimum: Vector3, maximum: Vector3);
  1432. public _update(world: Matrix): void;
  1433. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1434. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1435. public _checkCollision(collider: Collider): boolean;
  1436. public intersectsPoint(point: Vector3): boolean;
  1437. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1438. }
  1439. }
  1440. declare module BABYLON {
  1441. class BoundingSphere {
  1442. public minimum: Vector3;
  1443. public maximum: Vector3;
  1444. public center: Vector3;
  1445. public radius: number;
  1446. public centerWorld: Vector3;
  1447. public radiusWorld: number;
  1448. private _tempRadiusVector;
  1449. constructor(minimum: Vector3, maximum: Vector3);
  1450. public _update(world: Matrix): void;
  1451. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1452. public intersectsPoint(point: Vector3): boolean;
  1453. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1454. }
  1455. }
  1456. declare module BABYLON {
  1457. interface IOctreeContainer<T> {
  1458. blocks: OctreeBlock<T>[];
  1459. }
  1460. class Octree<T> {
  1461. public maxDepth: number;
  1462. public blocks: OctreeBlock<T>[];
  1463. public dynamicContent: T[];
  1464. private _maxBlockCapacity;
  1465. private _selectionContent;
  1466. private _creationFunc;
  1467. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1468. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1469. public addMesh(entry: T): void;
  1470. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1471. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1472. public intersectsRay(ray: Ray): SmartArray<T>;
  1473. 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;
  1474. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1475. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1476. }
  1477. }
  1478. declare module BABYLON {
  1479. class OctreeBlock<T> {
  1480. public entries: T[];
  1481. public blocks: OctreeBlock<T>[];
  1482. private _depth;
  1483. private _maxDepth;
  1484. private _capacity;
  1485. private _minPoint;
  1486. private _maxPoint;
  1487. private _boundingVectors;
  1488. private _creationFunc;
  1489. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1490. public capacity : number;
  1491. public minPoint : Vector3;
  1492. public maxPoint : Vector3;
  1493. public addEntry(entry: T): void;
  1494. public addEntries(entries: T[]): void;
  1495. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1496. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1497. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1498. public createInnerBlocks(): void;
  1499. }
  1500. }
  1501. declare module BABYLON {
  1502. class DebugLayer {
  1503. private _scene;
  1504. private _enabled;
  1505. private _labelsEnabled;
  1506. private _displayStatistics;
  1507. private _displayTree;
  1508. private _displayLogs;
  1509. private _globalDiv;
  1510. private _statsDiv;
  1511. private _statsSubsetDiv;
  1512. private _optionsDiv;
  1513. private _optionsSubsetDiv;
  1514. private _logDiv;
  1515. private _logSubsetDiv;
  1516. private _treeDiv;
  1517. private _treeSubsetDiv;
  1518. private _drawingCanvas;
  1519. private _drawingContext;
  1520. private _syncPositions;
  1521. private _syncData;
  1522. private _onCanvasClick;
  1523. private _clickPosition;
  1524. private _ratio;
  1525. private _identityMatrix;
  1526. private _showUI;
  1527. private _needToRefreshMeshesTree;
  1528. public shouldDisplayLabel: (node: Node) => boolean;
  1529. public shouldDisplayAxis: (mesh: Mesh) => boolean;
  1530. public axisRatio: number;
  1531. constructor(scene: Scene);
  1532. private _refreshMeshesTreeContent();
  1533. private _renderSingleAxis(zero, unit, unitText, label, color);
  1534. private _renderAxis(projectedPosition, mesh, globalViewport);
  1535. private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
  1536. private _isClickInsideRect(x, y, width, height);
  1537. public isVisible(): boolean;
  1538. public hide(): void;
  1539. public show(showUI?: boolean): void;
  1540. private _clearLabels();
  1541. private _generateheader(root, text);
  1542. private _generateTexBox(root, title);
  1543. private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
  1544. private _generateCheckBox(root, title, initialState, task, tag?);
  1545. private _generateRadio(root, title, name, initialState, task, tag?);
  1546. private _generateDOMelements();
  1547. private _displayStats();
  1548. }
  1549. }
  1550. declare module BABYLON {
  1551. class Layer {
  1552. public name: string;
  1553. public texture: Texture;
  1554. public isBackground: boolean;
  1555. public color: Color4;
  1556. public onDispose: () => void;
  1557. private _scene;
  1558. private _vertexDeclaration;
  1559. private _vertexStrideSize;
  1560. private _vertexBuffer;
  1561. private _indexBuffer;
  1562. private _effect;
  1563. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1564. public render(): void;
  1565. public dispose(): void;
  1566. }
  1567. }
  1568. declare module BABYLON {
  1569. class LensFlare {
  1570. public size: number;
  1571. public position: number;
  1572. public color: Color3;
  1573. public texture: Texture;
  1574. private _system;
  1575. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1576. public dispose: () => void;
  1577. }
  1578. }
  1579. declare module BABYLON {
  1580. class LensFlareSystem {
  1581. public name: string;
  1582. public lensFlares: LensFlare[];
  1583. public borderLimit: number;
  1584. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1585. private _scene;
  1586. private _emitter;
  1587. private _vertexDeclaration;
  1588. private _vertexStrideSize;
  1589. private _vertexBuffer;
  1590. private _indexBuffer;
  1591. private _effect;
  1592. private _positionX;
  1593. private _positionY;
  1594. private _isEnabled;
  1595. constructor(name: string, emitter: any, scene: Scene);
  1596. public isEnabled : boolean;
  1597. public getScene(): Scene;
  1598. public getEmitter(): any;
  1599. public getEmitterPosition(): Vector3;
  1600. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1601. public _isVisible(): boolean;
  1602. public render(): boolean;
  1603. public dispose(): void;
  1604. }
  1605. }
  1606. declare module BABYLON {
  1607. class DirectionalLight extends Light {
  1608. public direction: Vector3;
  1609. public position: Vector3;
  1610. private _transformedDirection;
  1611. public _transformedPosition: Vector3;
  1612. private _worldMatrix;
  1613. constructor(name: string, direction: Vector3, scene: Scene);
  1614. public getAbsolutePosition(): Vector3;
  1615. public setDirectionToTarget(target: Vector3): Vector3;
  1616. public _computeTransformedPosition(): boolean;
  1617. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1618. public _getWorldMatrix(): Matrix;
  1619. }
  1620. }
  1621. declare module BABYLON {
  1622. class HemisphericLight extends Light {
  1623. public direction: Vector3;
  1624. public groundColor: Color3;
  1625. private _worldMatrix;
  1626. constructor(name: string, direction: Vector3, scene: Scene);
  1627. public setDirectionToTarget(target: Vector3): Vector3;
  1628. public getShadowGenerator(): ShadowGenerator;
  1629. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1630. public _getWorldMatrix(): Matrix;
  1631. }
  1632. }
  1633. declare module BABYLON {
  1634. class Light extends Node {
  1635. public diffuse: Color3;
  1636. public specular: Color3;
  1637. public intensity: number;
  1638. public range: number;
  1639. public includedOnlyMeshes: AbstractMesh[];
  1640. public excludedMeshes: AbstractMesh[];
  1641. public _shadowGenerator: ShadowGenerator;
  1642. private _parentedWorldMatrix;
  1643. public _excludedMeshesIds: string[];
  1644. public _includedOnlyMeshesIds: string[];
  1645. constructor(name: string, scene: Scene);
  1646. public getShadowGenerator(): ShadowGenerator;
  1647. public getAbsolutePosition(): Vector3;
  1648. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1649. public _getWorldMatrix(): Matrix;
  1650. public canAffectMesh(mesh: AbstractMesh): boolean;
  1651. public getWorldMatrix(): Matrix;
  1652. public dispose(): void;
  1653. }
  1654. }
  1655. declare module BABYLON {
  1656. class PointLight extends Light {
  1657. public position: Vector3;
  1658. private _worldMatrix;
  1659. private _transformedPosition;
  1660. constructor(name: string, position: Vector3, scene: Scene);
  1661. public getAbsolutePosition(): Vector3;
  1662. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1663. public getShadowGenerator(): ShadowGenerator;
  1664. public _getWorldMatrix(): Matrix;
  1665. }
  1666. }
  1667. declare module BABYLON {
  1668. class SpotLight extends Light {
  1669. public position: Vector3;
  1670. public direction: Vector3;
  1671. public angle: number;
  1672. public exponent: number;
  1673. private _transformedDirection;
  1674. private _transformedPosition;
  1675. private _worldMatrix;
  1676. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1677. public getAbsolutePosition(): Vector3;
  1678. public setDirectionToTarget(target: Vector3): Vector3;
  1679. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1680. public _getWorldMatrix(): Matrix;
  1681. }
  1682. }
  1683. declare module BABYLON {
  1684. class ShadowGenerator {
  1685. private static _FILTER_NONE;
  1686. private static _FILTER_VARIANCESHADOWMAP;
  1687. private static _FILTER_POISSONSAMPLING;
  1688. static FILTER_NONE : number;
  1689. static FILTER_VARIANCESHADOWMAP : number;
  1690. static FILTER_POISSONSAMPLING : number;
  1691. public filter: number;
  1692. public useVarianceShadowMap : boolean;
  1693. public usePoissonSampling : boolean;
  1694. private _light;
  1695. private _scene;
  1696. private _shadowMap;
  1697. private _darkness;
  1698. private _transparencyShadow;
  1699. private _effect;
  1700. private _viewMatrix;
  1701. private _projectionMatrix;
  1702. private _transformMatrix;
  1703. private _worldViewProjection;
  1704. private _cachedPosition;
  1705. private _cachedDirection;
  1706. private _cachedDefines;
  1707. constructor(mapSize: number, light: DirectionalLight);
  1708. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1709. public getShadowMap(): RenderTargetTexture;
  1710. public getLight(): DirectionalLight;
  1711. public getTransformMatrix(): Matrix;
  1712. public getDarkness(): number;
  1713. public setDarkness(darkness: number): void;
  1714. public setTransparencyShadow(hasShadow: boolean): void;
  1715. public dispose(): void;
  1716. }
  1717. }
  1718. declare module BABYLON {
  1719. interface ISceneLoaderPlugin {
  1720. extensions: string;
  1721. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1722. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1723. }
  1724. class SceneLoader {
  1725. private static _ForceFullSceneLoadingForIncremental;
  1726. private static _ShowLoadingScreen;
  1727. static ForceFullSceneLoadingForIncremental : boolean;
  1728. static ShowLoadingScreen : boolean;
  1729. private static _registeredPlugins;
  1730. private static _getPluginForFilename(sceneFilename);
  1731. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1732. static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
  1733. /**
  1734. * Load a scene
  1735. * @param rootUrl a string that defines the root url for scene and resources
  1736. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1737. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1738. */
  1739. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1740. /**
  1741. * Append a scene
  1742. * @param rootUrl a string that defines the root url for scene and resources
  1743. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1744. * @param scene is the instance of BABYLON.Scene to append to
  1745. */
  1746. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1747. }
  1748. }
  1749. declare module BABYLON.Internals {
  1750. }
  1751. declare module BABYLON {
  1752. class EffectFallbacks {
  1753. private _defines;
  1754. private _currentRank;
  1755. private _maxRank;
  1756. public addFallback(rank: number, define: string): void;
  1757. public isMoreFallbacks : boolean;
  1758. public reduce(currentDefines: string): string;
  1759. }
  1760. class Effect {
  1761. public name: any;
  1762. public defines: string;
  1763. public onCompiled: (effect: Effect) => void;
  1764. public onError: (effect: Effect, errors: string) => void;
  1765. public onBind: (effect: Effect) => void;
  1766. private _engine;
  1767. private _uniformsNames;
  1768. private _samplers;
  1769. private _isReady;
  1770. private _compilationError;
  1771. private _attributesNames;
  1772. private _attributes;
  1773. private _uniforms;
  1774. public _key: string;
  1775. private _program;
  1776. private _valueCache;
  1777. constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
  1778. public isReady(): boolean;
  1779. public getProgram(): WebGLProgram;
  1780. public getAttributesNames(): string[];
  1781. public getAttributeLocation(index: number): number;
  1782. public getAttributeLocationByName(name: string): number;
  1783. public getAttributesCount(): number;
  1784. public getUniformIndex(uniformName: string): number;
  1785. public getUniform(uniformName: string): WebGLUniformLocation;
  1786. public getSamplers(): string[];
  1787. public getCompilationError(): string;
  1788. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1789. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1790. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1791. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1792. public setTexture(channel: string, texture: BaseTexture): void;
  1793. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1794. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1795. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1796. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1797. public setArray(uniformName: string, array: number[]): Effect;
  1798. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1799. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1800. public setFloat(uniformName: string, value: number): Effect;
  1801. public setBool(uniformName: string, bool: boolean): Effect;
  1802. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1803. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1804. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1805. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1806. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1807. public setColor3(uniformName: string, color3: Color3): Effect;
  1808. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1809. static ShadersStore: {};
  1810. }
  1811. }
  1812. declare module BABYLON {
  1813. class Material {
  1814. public name: string;
  1815. private static _TriangleFillMode;
  1816. private static _WireFrameFillMode;
  1817. private static _PointFillMode;
  1818. static TriangleFillMode : number;
  1819. static WireFrameFillMode : number;
  1820. static PointFillMode : number;
  1821. public id: string;
  1822. public checkReadyOnEveryCall: boolean;
  1823. public checkReadyOnlyOnce: boolean;
  1824. public state: string;
  1825. public alpha: number;
  1826. public backFaceCulling: boolean;
  1827. public onCompiled: (effect: Effect) => void;
  1828. public onError: (effect: Effect, errors: string) => void;
  1829. public onDispose: () => void;
  1830. public onBind: (material: Material) => void;
  1831. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1832. public _effect: Effect;
  1833. public _wasPreviouslyReady: boolean;
  1834. private _scene;
  1835. private _fillMode;
  1836. public pointSize: number;
  1837. public wireframe : boolean;
  1838. public pointsCloud : boolean;
  1839. public fillMode : number;
  1840. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1841. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1842. public getEffect(): Effect;
  1843. public getScene(): Scene;
  1844. public needAlphaBlending(): boolean;
  1845. public needAlphaTesting(): boolean;
  1846. public getAlphaTestTexture(): BaseTexture;
  1847. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1848. public _preBind(): void;
  1849. public bind(world: Matrix, mesh: Mesh): void;
  1850. public bindOnlyWorldMatrix(world: Matrix): void;
  1851. public unbind(): void;
  1852. public dispose(forceDisposeEffect?: boolean): void;
  1853. }
  1854. }
  1855. declare module BABYLON {
  1856. class MultiMaterial extends Material {
  1857. public subMaterials: Material[];
  1858. constructor(name: string, scene: Scene);
  1859. public getSubMaterial(index: any): Material;
  1860. public isReady(mesh?: AbstractMesh): boolean;
  1861. }
  1862. }
  1863. declare module BABYLON {
  1864. class ShaderMaterial extends Material {
  1865. private _shaderPath;
  1866. private _options;
  1867. private _textures;
  1868. private _floats;
  1869. private _floatsArrays;
  1870. private _colors3;
  1871. private _colors4;
  1872. private _vectors2;
  1873. private _vectors3;
  1874. private _matrices;
  1875. private _cachedWorldViewMatrix;
  1876. private _renderId;
  1877. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1878. public needAlphaBlending(): boolean;
  1879. public needAlphaTesting(): boolean;
  1880. private _checkUniform(uniformName);
  1881. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1882. public setFloat(name: string, value: number): ShaderMaterial;
  1883. public setFloats(name: string, value: number[]): ShaderMaterial;
  1884. public setColor3(name: string, value: Color3): ShaderMaterial;
  1885. public setColor4(name: string, value: Color4): ShaderMaterial;
  1886. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1887. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1888. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1889. public isReady(): boolean;
  1890. public bindOnlyWorldMatrix(world: Matrix): void;
  1891. public bind(world: Matrix): void;
  1892. public dispose(forceDisposeEffect?: boolean): void;
  1893. }
  1894. }
  1895. declare module BABYLON {
  1896. class FresnelParameters {
  1897. public isEnabled: boolean;
  1898. public leftColor: Color3;
  1899. public rightColor: Color3;
  1900. public bias: number;
  1901. public power: number;
  1902. }
  1903. class StandardMaterial extends Material {
  1904. public diffuseTexture: BaseTexture;
  1905. public ambientTexture: BaseTexture;
  1906. public opacityTexture: BaseTexture;
  1907. public reflectionTexture: BaseTexture;
  1908. public emissiveTexture: BaseTexture;
  1909. public specularTexture: BaseTexture;
  1910. public bumpTexture: BaseTexture;
  1911. public ambientColor: Color3;
  1912. public diffuseColor: Color3;
  1913. public specularColor: Color3;
  1914. public specularPower: number;
  1915. public emissiveColor: Color3;
  1916. public useAlphaFromDiffuseTexture: boolean;
  1917. public useSpecularOverAlpha: boolean;
  1918. public fogEnabled: boolean;
  1919. public diffuseFresnelParameters: FresnelParameters;
  1920. public opacityFresnelParameters: FresnelParameters;
  1921. public reflectionFresnelParameters: FresnelParameters;
  1922. public emissiveFresnelParameters: FresnelParameters;
  1923. private _cachedDefines;
  1924. private _renderTargets;
  1925. private _worldViewProjectionMatrix;
  1926. private _globalAmbientColor;
  1927. private _scaledDiffuse;
  1928. private _scaledSpecular;
  1929. private _renderId;
  1930. constructor(name: string, scene: Scene);
  1931. public needAlphaBlending(): boolean;
  1932. public needAlphaTesting(): boolean;
  1933. private _shouldUseAlphaFromDiffuseTexture();
  1934. public getAlphaTestTexture(): BaseTexture;
  1935. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1936. public unbind(): void;
  1937. public bindOnlyWorldMatrix(world: Matrix): void;
  1938. public bind(world: Matrix, mesh: Mesh): void;
  1939. public getAnimatables(): IAnimatable[];
  1940. public dispose(forceDisposeEffect?: boolean): void;
  1941. public clone(name: string): StandardMaterial;
  1942. static DiffuseTextureEnabled: boolean;
  1943. static AmbientTextureEnabled: boolean;
  1944. static OpacityTextureEnabled: boolean;
  1945. static ReflectionTextureEnabled: boolean;
  1946. static EmissiveTextureEnabled: boolean;
  1947. static SpecularTextureEnabled: boolean;
  1948. static BumpTextureEnabled: boolean;
  1949. static FresnelEnabled: boolean;
  1950. }
  1951. }
  1952. declare module BABYLON {
  1953. class BaseTexture {
  1954. public name: string;
  1955. public delayLoadState: number;
  1956. public hasAlpha: boolean;
  1957. public getAlphaFromRGB: boolean;
  1958. public level: number;
  1959. public isCube: boolean;
  1960. public isRenderTarget: boolean;
  1961. public animations: Animation[];
  1962. public onDispose: () => void;
  1963. public coordinatesIndex: number;
  1964. public coordinatesMode: number;
  1965. public wrapU: number;
  1966. public wrapV: number;
  1967. public anisotropicFilteringLevel: number;
  1968. public _cachedAnisotropicFilteringLevel: number;
  1969. private _scene;
  1970. public _texture: WebGLTexture;
  1971. constructor(scene: Scene);
  1972. public getScene(): Scene;
  1973. public getTextureMatrix(): Matrix;
  1974. public getReflectionTextureMatrix(): Matrix;
  1975. public getInternalTexture(): WebGLTexture;
  1976. public isReady(): boolean;
  1977. public getSize(): ISize;
  1978. public getBaseSize(): ISize;
  1979. public scale(ratio: number): void;
  1980. public canRescale : boolean;
  1981. public _removeFromCache(url: string, noMipmap: boolean): void;
  1982. public _getFromCache(url: string, noMipmap: boolean): WebGLTexture;
  1983. public delayLoad(): void;
  1984. public releaseInternalTexture(): void;
  1985. public clone(): BaseTexture;
  1986. public dispose(): void;
  1987. }
  1988. }
  1989. declare module BABYLON {
  1990. class CubeTexture extends BaseTexture {
  1991. public url: string;
  1992. public coordinatesMode: number;
  1993. private _noMipmap;
  1994. private _extensions;
  1995. private _textureMatrix;
  1996. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  1997. public clone(): CubeTexture;
  1998. public delayLoad(): void;
  1999. public getReflectionTextureMatrix(): Matrix;
  2000. }
  2001. }
  2002. declare module BABYLON {
  2003. class DynamicTexture extends Texture {
  2004. private _generateMipMaps;
  2005. private _canvas;
  2006. private _context;
  2007. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  2008. public canRescale : boolean;
  2009. public scale(ratio: number): void;
  2010. public getContext(): CanvasRenderingContext2D;
  2011. public update(invertY?: boolean): void;
  2012. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean): void;
  2013. public clone(): DynamicTexture;
  2014. }
  2015. }
  2016. declare module BABYLON {
  2017. class MirrorTexture extends RenderTargetTexture {
  2018. public mirrorPlane: Plane;
  2019. private _transformMatrix;
  2020. private _mirrorMatrix;
  2021. private _savedViewMatrix;
  2022. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  2023. public clone(): MirrorTexture;
  2024. }
  2025. }
  2026. declare module BABYLON {
  2027. class RenderTargetTexture extends Texture {
  2028. public renderList: AbstractMesh[];
  2029. public renderParticles: boolean;
  2030. public renderSprites: boolean;
  2031. public coordinatesMode: number;
  2032. public onBeforeRender: () => void;
  2033. public onAfterRender: () => void;
  2034. public activeCamera: Camera;
  2035. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  2036. private _size;
  2037. public _generateMipMaps: boolean;
  2038. private _renderingManager;
  2039. public _waitingRenderList: string[];
  2040. private _doNotChangeAspectRatio;
  2041. private _currentRefreshId;
  2042. private _refreshRate;
  2043. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  2044. public resetRefreshCounter(): void;
  2045. public refreshRate : number;
  2046. public _shouldRender(): boolean;
  2047. public isReady(): boolean;
  2048. public getRenderSize(): number;
  2049. public canRescale : boolean;
  2050. public scale(ratio: number): void;
  2051. public resize(size: any, generateMipMaps?: boolean): void;
  2052. public render(useCameraPostProcess?: boolean): void;
  2053. public clone(): RenderTargetTexture;
  2054. }
  2055. }
  2056. declare module BABYLON {
  2057. class Texture extends BaseTexture {
  2058. static NEAREST_SAMPLINGMODE: number;
  2059. static BILINEAR_SAMPLINGMODE: number;
  2060. static TRILINEAR_SAMPLINGMODE: number;
  2061. static EXPLICIT_MODE: number;
  2062. static SPHERICAL_MODE: number;
  2063. static PLANAR_MODE: number;
  2064. static CUBIC_MODE: number;
  2065. static PROJECTION_MODE: number;
  2066. static SKYBOX_MODE: number;
  2067. static CLAMP_ADDRESSMODE: number;
  2068. static WRAP_ADDRESSMODE: number;
  2069. static MIRROR_ADDRESSMODE: number;
  2070. public url: string;
  2071. public uOffset: number;
  2072. public vOffset: number;
  2073. public uScale: number;
  2074. public vScale: number;
  2075. public uAng: number;
  2076. public vAng: number;
  2077. public wAng: number;
  2078. private _noMipmap;
  2079. public _invertY: boolean;
  2080. private _rowGenerationMatrix;
  2081. private _cachedTextureMatrix;
  2082. private _projectionModeMatrix;
  2083. private _t0;
  2084. private _t1;
  2085. private _t2;
  2086. private _cachedUOffset;
  2087. private _cachedVOffset;
  2088. private _cachedUScale;
  2089. private _cachedVScale;
  2090. private _cachedUAng;
  2091. private _cachedVAng;
  2092. private _cachedWAng;
  2093. private _cachedCoordinatesMode;
  2094. public _samplingMode: number;
  2095. private _buffer;
  2096. private _deleteBuffer;
  2097. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  2098. public delayLoad(): void;
  2099. private _prepareRowForTextureGeneration(x, y, z, t);
  2100. public getTextureMatrix(): Matrix;
  2101. public getReflectionTextureMatrix(): Matrix;
  2102. public clone(): Texture;
  2103. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
  2104. }
  2105. }
  2106. declare module BABYLON {
  2107. class VideoTexture extends Texture {
  2108. public video: HTMLVideoElement;
  2109. private _autoLaunch;
  2110. private _lastUpdate;
  2111. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  2112. public update(): boolean;
  2113. }
  2114. }
  2115. declare module BABYLON {
  2116. class CustomProceduralTexture extends ProceduralTexture {
  2117. private _animate;
  2118. private _time;
  2119. private _config;
  2120. private _texturePath;
  2121. constructor(name: string, texturePath: any, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2122. private loadJson(jsonUrl);
  2123. public isReady(): boolean;
  2124. public render(useCameraPostProcess?: boolean): void;
  2125. public updateTextures(): void;
  2126. public updateShaderUniforms(): void;
  2127. public animate : boolean;
  2128. }
  2129. }
  2130. declare module BABYLON {
  2131. class ProceduralTexture extends Texture {
  2132. private _size;
  2133. public _generateMipMaps: boolean;
  2134. private _doNotChangeAspectRatio;
  2135. private _currentRefreshId;
  2136. private _refreshRate;
  2137. private _vertexBuffer;
  2138. private _indexBuffer;
  2139. private _effect;
  2140. private _vertexDeclaration;
  2141. private _vertexStrideSize;
  2142. private _uniforms;
  2143. private _samplers;
  2144. private _fragment;
  2145. public _textures: Texture[];
  2146. private _floats;
  2147. private _floatsArrays;
  2148. private _colors3;
  2149. private _colors4;
  2150. private _vectors2;
  2151. private _vectors3;
  2152. private _matrices;
  2153. private _fallbackTexture;
  2154. private _fallbackTextureUsed;
  2155. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2156. public reset(): void;
  2157. public isReady(): boolean;
  2158. public resetRefreshCounter(): void;
  2159. public setFragment(fragment: any): void;
  2160. public refreshRate : number;
  2161. public _shouldRender(): boolean;
  2162. public getRenderSize(): number;
  2163. public resize(size: any, generateMipMaps: any): void;
  2164. private _checkUniform(uniformName);
  2165. public setTexture(name: string, texture: Texture): ProceduralTexture;
  2166. public setFloat(name: string, value: number): ProceduralTexture;
  2167. public setFloats(name: string, value: number[]): ProceduralTexture;
  2168. public setColor3(name: string, value: Color3): ProceduralTexture;
  2169. public setColor4(name: string, value: Color4): ProceduralTexture;
  2170. public setVector2(name: string, value: Vector2): ProceduralTexture;
  2171. public setVector3(name: string, value: Vector3): ProceduralTexture;
  2172. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  2173. public render(useCameraPostProcess?: boolean): void;
  2174. public clone(): ProceduralTexture;
  2175. public dispose(): void;
  2176. }
  2177. }
  2178. declare module BABYLON {
  2179. class WoodProceduralTexture extends ProceduralTexture {
  2180. private _ampScale;
  2181. private _woodColor;
  2182. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2183. public updateShaderUniforms(): void;
  2184. public ampScale : number;
  2185. public woodColor : Color3;
  2186. }
  2187. class FireProceduralTexture extends ProceduralTexture {
  2188. private _time;
  2189. private _speed;
  2190. private _shift;
  2191. private _autoGenerateTime;
  2192. private _fireColors;
  2193. private _alphaThreshold;
  2194. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2195. public updateShaderUniforms(): void;
  2196. public render(useCameraPostProcess?: boolean): void;
  2197. static PurpleFireColors : Color3[];
  2198. static GreenFireColors : Color3[];
  2199. static RedFireColors : Color3[];
  2200. static BlueFireColors : Color3[];
  2201. public fireColors : Color3[];
  2202. public time : number;
  2203. public speed : Vector2;
  2204. public shift : number;
  2205. public alphaThreshold : number;
  2206. }
  2207. class CloudProceduralTexture extends ProceduralTexture {
  2208. private _skyColor;
  2209. private _cloudColor;
  2210. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2211. public updateShaderUniforms(): void;
  2212. public skyColor : Color3;
  2213. public cloudColor : Color3;
  2214. }
  2215. class GrassProceduralTexture extends ProceduralTexture {
  2216. private _grassColors;
  2217. private _herb1;
  2218. private _herb2;
  2219. private _herb3;
  2220. private _groundColor;
  2221. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2222. public updateShaderUniforms(): void;
  2223. public grassColors : Color3[];
  2224. public groundColor : Color3;
  2225. }
  2226. class RoadProceduralTexture extends ProceduralTexture {
  2227. private _roadColor;
  2228. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2229. public updateShaderUniforms(): void;
  2230. public roadColor : Color3;
  2231. }
  2232. class BrickProceduralTexture extends ProceduralTexture {
  2233. private _numberOfBricksHeight;
  2234. private _numberOfBricksWidth;
  2235. private _jointColor;
  2236. private _brickColor;
  2237. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2238. public updateShaderUniforms(): void;
  2239. public numberOfBricksHeight : number;
  2240. public cloudColor : number;
  2241. public numberOfBricksWidth : number;
  2242. public jointColor : Color3;
  2243. public brickColor : Color3;
  2244. }
  2245. class MarbleProceduralTexture extends ProceduralTexture {
  2246. private _numberOfTilesHeight;
  2247. private _numberOfTilesWidth;
  2248. private _amplitude;
  2249. private _marbleColor;
  2250. private _jointColor;
  2251. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  2252. public updateShaderUniforms(): void;
  2253. public numberOfTilesHeight : number;
  2254. public numberOfTilesWidth : number;
  2255. public jointColor : Color3;
  2256. public marbleColor : Color3;
  2257. }
  2258. }
  2259. declare module BABYLON {
  2260. class Color3 {
  2261. public r: number;
  2262. public g: number;
  2263. public b: number;
  2264. constructor(r?: number, g?: number, b?: number);
  2265. public toString(): string;
  2266. public toArray(array: number[], index?: number): void;
  2267. public toColor4(alpha?: number): Color4;
  2268. public asArray(): number[];
  2269. public toLuminance(): number;
  2270. public multiply(otherColor: Color3): Color3;
  2271. public multiplyToRef(otherColor: Color3, result: Color3): void;
  2272. public equals(otherColor: Color3): boolean;
  2273. public scale(scale: number): Color3;
  2274. public scaleToRef(scale: number, result: Color3): void;
  2275. public add(otherColor: Color3): Color3;
  2276. public addToRef(otherColor: Color3, result: Color3): void;
  2277. public subtract(otherColor: Color3): Color3;
  2278. public subtractToRef(otherColor: Color3, result: Color3): void;
  2279. public clone(): Color3;
  2280. public copyFrom(source: Color3): void;
  2281. public copyFromFloats(r: number, g: number, b: number): void;
  2282. static FromArray(array: number[]): Color3;
  2283. static FromInts(r: number, g: number, b: number): Color3;
  2284. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  2285. static Red(): Color3;
  2286. static Green(): Color3;
  2287. static Blue(): Color3;
  2288. static Black(): Color3;
  2289. static White(): Color3;
  2290. static Purple(): Color3;
  2291. static Magenta(): Color3;
  2292. static Yellow(): Color3;
  2293. static Gray(): Color3;
  2294. }
  2295. class Color4 {
  2296. public r: number;
  2297. public g: number;
  2298. public b: number;
  2299. public a: number;
  2300. constructor(r: number, g: number, b: number, a: number);
  2301. public addInPlace(right: any): void;
  2302. public asArray(): number[];
  2303. public toArray(array: number[], index?: number): void;
  2304. public add(right: Color4): Color4;
  2305. public subtract(right: Color4): Color4;
  2306. public subtractToRef(right: Color4, result: Color4): void;
  2307. public scale(scale: number): Color4;
  2308. public scaleToRef(scale: number, result: Color4): void;
  2309. public toString(): string;
  2310. public clone(): Color4;
  2311. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2312. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2313. static FromArray(array: number[], offset?: number): Color4;
  2314. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2315. }
  2316. class Vector2 {
  2317. public x: number;
  2318. public y: number;
  2319. constructor(x: number, y: number);
  2320. public toString(): string;
  2321. public toArray(array: number[], index?: number): void;
  2322. public asArray(): number[];
  2323. public copyFrom(source: Vector2): void;
  2324. public copyFromFloats(x: number, y: number): void;
  2325. public add(otherVector: Vector2): Vector2;
  2326. public addVector3(otherVector: Vector3): Vector2;
  2327. public subtract(otherVector: Vector2): Vector2;
  2328. public subtractInPlace(otherVector: Vector2): void;
  2329. public multiplyInPlace(otherVector: Vector2): void;
  2330. public multiply(otherVector: Vector2): Vector2;
  2331. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2332. public multiplyByFloats(x: number, y: number): Vector2;
  2333. public divide(otherVector: Vector2): Vector2;
  2334. public divideToRef(otherVector: Vector2, result: Vector2): void;
  2335. public negate(): Vector2;
  2336. public scaleInPlace(scale: number): Vector2;
  2337. public scale(scale: number): Vector2;
  2338. public equals(otherVector: Vector2): boolean;
  2339. public length(): number;
  2340. public lengthSquared(): number;
  2341. public normalize(): Vector2;
  2342. public clone(): Vector2;
  2343. static Zero(): Vector2;
  2344. static FromArray(array: number[], offset?: number): Vector2;
  2345. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2346. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2347. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2348. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2349. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2350. static Dot(left: Vector2, right: Vector2): number;
  2351. static Normalize(vector: Vector2): Vector2;
  2352. static Minimize(left: Vector2, right: Vector2): Vector2;
  2353. static Maximize(left: Vector2, right: Vector2): Vector2;
  2354. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2355. static Distance(value1: Vector2, value2: Vector2): number;
  2356. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2357. }
  2358. class Vector3 {
  2359. public x: number;
  2360. public y: number;
  2361. public z: number;
  2362. constructor(x: number, y: number, z: number);
  2363. public toString(): string;
  2364. public asArray(): number[];
  2365. public toArray(array: number[], index?: number): void;
  2366. public addInPlace(otherVector: Vector3): void;
  2367. public add(otherVector: Vector3): Vector3;
  2368. public addToRef(otherVector: Vector3, result: Vector3): void;
  2369. public subtractInPlace(otherVector: Vector3): void;
  2370. public subtract(otherVector: Vector3): Vector3;
  2371. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  2372. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  2373. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2374. public negate(): Vector3;
  2375. public scaleInPlace(scale: number): Vector3;
  2376. public scale(scale: number): Vector3;
  2377. public scaleToRef(scale: number, result: Vector3): void;
  2378. public equals(otherVector: Vector3): boolean;
  2379. public equalsWithEpsilon(otherVector: Vector3): boolean;
  2380. public equalsToFloats(x: number, y: number, z: number): boolean;
  2381. public multiplyInPlace(otherVector: Vector3): void;
  2382. public multiply(otherVector: Vector3): Vector3;
  2383. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2384. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  2385. public divide(otherVector: Vector3): Vector3;
  2386. public divideToRef(otherVector: Vector3, result: Vector3): void;
  2387. public MinimizeInPlace(other: Vector3): void;
  2388. public MaximizeInPlace(other: Vector3): void;
  2389. public length(): number;
  2390. public lengthSquared(): number;
  2391. public normalize(): Vector3;
  2392. public clone(): Vector3;
  2393. public copyFrom(source: Vector3): void;
  2394. public copyFromFloats(x: number, y: number, z: number): void;
  2395. static FromArray(array: number[], offset?: number): Vector3;
  2396. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2397. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2398. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2399. static Zero(): Vector3;
  2400. static Up(): Vector3;
  2401. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2402. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2403. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2404. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2405. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2406. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2407. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2408. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2409. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2410. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2411. static Dot(left: Vector3, right: Vector3): number;
  2412. static Cross(left: Vector3, right: Vector3): Vector3;
  2413. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2414. static Normalize(vector: Vector3): Vector3;
  2415. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2416. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2417. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
  2418. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2419. static Minimize(left: Vector3, right: Vector3): Vector3;
  2420. static Maximize(left: Vector3, right: Vector3): Vector3;
  2421. static Distance(value1: Vector3, value2: Vector3): number;
  2422. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2423. static Center(value1: Vector3, value2: Vector3): Vector3;
  2424. }
  2425. class Vector4 {
  2426. public x: number;
  2427. public y: number;
  2428. public z: number;
  2429. public w: number;
  2430. constructor(x: number, y: number, z: number, w: number);
  2431. public toString(): string;
  2432. public asArray(): number[];
  2433. public toArray(array: number[], index?: number): void;
  2434. public addInPlace(otherVector: Vector4): void;
  2435. public add(otherVector: Vector4): Vector4;
  2436. public addToRef(otherVector: Vector4, result: Vector4): void;
  2437. public subtractInPlace(otherVector: Vector4): void;
  2438. public subtract(otherVector: Vector4): Vector4;
  2439. public subtractToRef(otherVector: Vector4, result: Vector4): void;
  2440. public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2441. public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2442. public negate(): Vector4;
  2443. public scaleInPlace(scale: number): Vector4;
  2444. public scale(scale: number): Vector4;
  2445. public scaleToRef(scale: number, result: Vector4): void;
  2446. public equals(otherVector: Vector4): boolean;
  2447. public equalsWithEpsilon(otherVector: Vector4): boolean;
  2448. public equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2449. public multiplyInPlace(otherVector: Vector4): void;
  2450. public multiply(otherVector: Vector4): Vector4;
  2451. public multiplyToRef(otherVector: Vector4, result: Vector4): void;
  2452. public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2453. public divide(otherVector: Vector4): Vector4;
  2454. public divideToRef(otherVector: Vector4, result: Vector4): void;
  2455. public MinimizeInPlace(other: Vector4): void;
  2456. public MaximizeInPlace(other: Vector4): void;
  2457. public length(): number;
  2458. public lengthSquared(): number;
  2459. public normalize(): Vector4;
  2460. public clone(): Vector4;
  2461. public copyFrom(source: Vector4): void;
  2462. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2463. static FromArray(array: number[], offset?: number): Vector4;
  2464. static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
  2465. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
  2466. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2467. static Zero(): Vector4;
  2468. static Normalize(vector: Vector4): Vector4;
  2469. static NormalizeToRef(vector: Vector4, result: Vector4): void;
  2470. static Minimize(left: Vector4, right: Vector4): Vector4;
  2471. static Maximize(left: Vector4, right: Vector4): Vector4;
  2472. static Distance(value1: Vector4, value2: Vector4): number;
  2473. static DistanceSquared(value1: Vector4, value2: Vector4): number;
  2474. static Center(value1: Vector4, value2: Vector4): Vector4;
  2475. }
  2476. class Quaternion {
  2477. public x: number;
  2478. public y: number;
  2479. public z: number;
  2480. public w: number;
  2481. constructor(x?: number, y?: number, z?: number, w?: number);
  2482. public toString(): string;
  2483. public asArray(): number[];
  2484. public equals(otherQuaternion: Quaternion): boolean;
  2485. public clone(): Quaternion;
  2486. public copyFrom(other: Quaternion): void;
  2487. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2488. public add(other: Quaternion): Quaternion;
  2489. public subtract(other: Quaternion): Quaternion;
  2490. public scale(value: number): Quaternion;
  2491. public multiply(q1: Quaternion): Quaternion;
  2492. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2493. public length(): number;
  2494. public normalize(): void;
  2495. public toEulerAngles(): Vector3;
  2496. public toEulerAnglesToRef(result: Vector3): void;
  2497. public toRotationMatrix(result: Matrix): void;
  2498. public fromRotationMatrix(matrix: Matrix): void;
  2499. static Inverse(q: Quaternion): Quaternion;
  2500. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2501. static FromArray(array: number[], offset?: number): Quaternion;
  2502. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2503. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2504. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2505. }
  2506. class Matrix {
  2507. private static _tempQuaternion;
  2508. private static _xAxis;
  2509. private static _yAxis;
  2510. private static _zAxis;
  2511. public m: Float32Array;
  2512. public isIdentity(): boolean;
  2513. public determinant(): number;
  2514. public toArray(): Float32Array;
  2515. public asArray(): Float32Array;
  2516. public invert(): void;
  2517. public invertToRef(other: Matrix): void;
  2518. public setTranslation(vector3: Vector3): void;
  2519. public multiply(other: Matrix): Matrix;
  2520. public copyFrom(other: Matrix): void;
  2521. public copyToArray(array: Float32Array, offset?: number): void;
  2522. public multiplyToRef(other: Matrix, result: Matrix): void;
  2523. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2524. public equals(value: Matrix): boolean;
  2525. public clone(): Matrix;
  2526. static FromArray(array: number[], offset?: number): Matrix;
  2527. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2528. 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;
  2529. 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;
  2530. static Identity(): Matrix;
  2531. static IdentityToRef(result: Matrix): void;
  2532. static Zero(): Matrix;
  2533. static RotationX(angle: number): Matrix;
  2534. static Invert(source: Matrix): Matrix;
  2535. static RotationXToRef(angle: number, result: Matrix): void;
  2536. static RotationY(angle: number): Matrix;
  2537. static RotationYToRef(angle: number, result: Matrix): void;
  2538. static RotationZ(angle: number): Matrix;
  2539. static RotationZToRef(angle: number, result: Matrix): void;
  2540. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2541. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2542. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2543. static Scaling(x: number, y: number, z: number): Matrix;
  2544. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2545. static Translation(x: number, y: number, z: number): Matrix;
  2546. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2547. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2548. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2549. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2550. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2551. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2552. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2553. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2554. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2555. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2556. static Transpose(matrix: Matrix): Matrix;
  2557. static Reflection(plane: Plane): Matrix;
  2558. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2559. }
  2560. class Plane {
  2561. public normal: Vector3;
  2562. public d: number;
  2563. constructor(a: number, b: number, c: number, d: number);
  2564. public asArray(): number[];
  2565. public clone(): Plane;
  2566. public normalize(): void;
  2567. public transform(transformation: Matrix): Plane;
  2568. public dotCoordinate(point: any): number;
  2569. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2570. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2571. public signedDistanceTo(point: Vector3): number;
  2572. static FromArray(array: number[]): Plane;
  2573. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2574. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2575. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2576. }
  2577. class Viewport {
  2578. public x: number;
  2579. public y: number;
  2580. public width: number;
  2581. public height: number;
  2582. constructor(x: number, y: number, width: number, height: number);
  2583. public toGlobal(engine: any): Viewport;
  2584. }
  2585. class Frustum {
  2586. static GetPlanes(transform: Matrix): Plane[];
  2587. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2588. }
  2589. class Ray {
  2590. public origin: Vector3;
  2591. public direction: Vector3;
  2592. public length: number;
  2593. private _edge1;
  2594. private _edge2;
  2595. private _pvec;
  2596. private _tvec;
  2597. private _qvec;
  2598. constructor(origin: Vector3, direction: Vector3, length?: number);
  2599. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2600. public intersectsBox(box: BoundingBox): boolean;
  2601. public intersectsSphere(sphere: any): boolean;
  2602. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2603. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2604. /**
  2605. * 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
  2606. * transformed to the given world matrix.
  2607. * @param origin The origin point
  2608. * @param end The end point
  2609. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2610. */
  2611. static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
  2612. static Transform(ray: Ray, matrix: Matrix): Ray;
  2613. }
  2614. enum Space {
  2615. LOCAL = 0,
  2616. WORLD = 1,
  2617. }
  2618. class Axis {
  2619. static X: Vector3;
  2620. static Y: Vector3;
  2621. static Z: Vector3;
  2622. }
  2623. class BezierCurve {
  2624. static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  2625. }
  2626. }
  2627. declare module BABYLON {
  2628. class AbstractMesh extends Node implements IDisposable {
  2629. private static _BILLBOARDMODE_NONE;
  2630. private static _BILLBOARDMODE_X;
  2631. private static _BILLBOARDMODE_Y;
  2632. private static _BILLBOARDMODE_Z;
  2633. private static _BILLBOARDMODE_ALL;
  2634. static BILLBOARDMODE_NONE : number;
  2635. static BILLBOARDMODE_X : number;
  2636. static BILLBOARDMODE_Y : number;
  2637. static BILLBOARDMODE_Z : number;
  2638. static BILLBOARDMODE_ALL : number;
  2639. public position: Vector3;
  2640. public rotation: Vector3;
  2641. public rotationQuaternion: Quaternion;
  2642. public scaling: Vector3;
  2643. public billboardMode: number;
  2644. public visibility: number;
  2645. public alphaIndex: number;
  2646. public infiniteDistance: boolean;
  2647. public isVisible: boolean;
  2648. public isPickable: boolean;
  2649. public showBoundingBox: boolean;
  2650. public showSubMeshesBoundingBox: boolean;
  2651. public onDispose: any;
  2652. public checkCollisions: boolean;
  2653. public isBlocker: boolean;
  2654. public skeleton: Skeleton;
  2655. public renderingGroupId: number;
  2656. public material: Material;
  2657. public receiveShadows: boolean;
  2658. public actionManager: ActionManager;
  2659. public renderOutline: boolean;
  2660. public outlineColor: Color3;
  2661. public outlineWidth: number;
  2662. public renderOverlay: boolean;
  2663. public overlayColor: Color3;
  2664. public overlayAlpha: number;
  2665. public hasVertexAlpha: boolean;
  2666. public useVertexColors: boolean;
  2667. public applyFog: boolean;
  2668. public useOctreeForRenderingSelection: boolean;
  2669. public useOctreeForPicking: boolean;
  2670. public useOctreeForCollisions: boolean;
  2671. public layerMask: number;
  2672. public _physicImpostor: number;
  2673. public _physicsMass: number;
  2674. public _physicsFriction: number;
  2675. public _physicRestitution: number;
  2676. public ellipsoid: Vector3;
  2677. public ellipsoidOffset: Vector3;
  2678. private _collider;
  2679. private _oldPositionForCollisions;
  2680. private _diffPositionForCollisions;
  2681. private _newPositionForCollisions;
  2682. private _localScaling;
  2683. private _localRotation;
  2684. private _localTranslation;
  2685. private _localBillboard;
  2686. private _localPivotScaling;
  2687. private _localPivotScalingRotation;
  2688. private _localWorld;
  2689. public _worldMatrix: Matrix;
  2690. private _rotateYByPI;
  2691. private _absolutePosition;
  2692. private _collisionsTransformMatrix;
  2693. private _collisionsScalingMatrix;
  2694. public _positions: Vector3[];
  2695. private _isDirty;
  2696. public _masterMesh: AbstractMesh;
  2697. public _boundingInfo: BoundingInfo;
  2698. private _pivotMatrix;
  2699. public _isDisposed: boolean;
  2700. public _renderId: number;
  2701. public subMeshes: SubMesh[];
  2702. public _submeshesOctree: Octree<SubMesh>;
  2703. public _intersectionsInProgress: AbstractMesh[];
  2704. private _onAfterWorldMatrixUpdate;
  2705. constructor(name: string, scene: Scene);
  2706. public isBlocked : boolean;
  2707. public getLOD(camera: Camera): AbstractMesh;
  2708. public getTotalVertices(): number;
  2709. public getIndices(): number[];
  2710. public getVerticesData(kind: string): number[];
  2711. public isVerticesDataPresent(kind: string): boolean;
  2712. public getBoundingInfo(): BoundingInfo;
  2713. public _preActivate(): void;
  2714. public _activate(renderId: number): void;
  2715. public getWorldMatrix(): Matrix;
  2716. public worldMatrixFromCache : Matrix;
  2717. public absolutePosition : Vector3;
  2718. public rotate(axis: Vector3, amount: number, space: Space): void;
  2719. public translate(axis: Vector3, distance: number, space: Space): void;
  2720. public getAbsolutePosition(): Vector3;
  2721. public setAbsolutePosition(absolutePosition: Vector3): void;
  2722. public setPivotMatrix(matrix: Matrix): void;
  2723. public getPivotMatrix(): Matrix;
  2724. public _isSynchronized(): boolean;
  2725. public _initCache(): void;
  2726. public markAsDirty(property: string): void;
  2727. public _updateBoundingInfo(): void;
  2728. public _updateSubMeshesBoundingInfo(matrix: Matrix): void;
  2729. public computeWorldMatrix(force?: boolean): Matrix;
  2730. /**
  2731. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  2732. * @param func: callback function to add
  2733. */
  2734. public registerAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2735. public unregisterAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
  2736. public setPositionWithLocalVector(vector3: Vector3): void;
  2737. public getPositionExpressedInLocalSpace(): Vector3;
  2738. public locallyTranslate(vector3: Vector3): void;
  2739. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2740. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2741. public isCompletelyInFrustum(camera?: Camera): boolean;
  2742. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2743. public intersectsPoint(point: Vector3): boolean;
  2744. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): any;
  2745. public getPhysicsImpostor(): number;
  2746. public getPhysicsMass(): number;
  2747. public getPhysicsFriction(): number;
  2748. public getPhysicsRestitution(): number;
  2749. public getPositionInCameraSpace(camera?: Camera): Vector3;
  2750. public getDistanceToCamera(camera?: Camera): number;
  2751. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2752. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2753. public updatePhysicsBodyPosition(): void;
  2754. public moveWithCollisions(velocity: Vector3): void;
  2755. /**
  2756. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2757. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2758. */
  2759. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2760. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2761. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2762. public _checkCollision(collider: Collider): void;
  2763. public _generatePointsArray(): boolean;
  2764. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2765. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2766. public releaseSubMeshes(): void;
  2767. public dispose(doNotRecurse?: boolean): void;
  2768. }
  2769. }
  2770. declare module BABYLON {
  2771. class CSG {
  2772. private polygons;
  2773. public matrix: Matrix;
  2774. public position: Vector3;
  2775. public rotation: Vector3;
  2776. public scaling: Vector3;
  2777. static FromMesh(mesh: Mesh): CSG;
  2778. private static FromPolygons(polygons);
  2779. public clone(): CSG;
  2780. private toPolygons();
  2781. public union(csg: CSG): CSG;
  2782. public unionInPlace(csg: CSG): void;
  2783. public subtract(csg: CSG): CSG;
  2784. public subtractInPlace(csg: CSG): void;
  2785. public intersect(csg: CSG): CSG;
  2786. public intersectInPlace(csg: CSG): void;
  2787. public inverse(): CSG;
  2788. public inverseInPlace(): void;
  2789. public copyTransformAttributes(csg: CSG): CSG;
  2790. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2791. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2792. }
  2793. }
  2794. declare module BABYLON {
  2795. class Geometry implements IGetSetVerticesData {
  2796. public id: string;
  2797. public delayLoadState: number;
  2798. public delayLoadingFile: string;
  2799. private _scene;
  2800. private _engine;
  2801. private _meshes;
  2802. private _totalVertices;
  2803. private _indices;
  2804. private _vertexBuffers;
  2805. public _delayInfo: any;
  2806. private _indexBuffer;
  2807. public _boundingInfo: BoundingInfo;
  2808. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2809. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2810. public getScene(): Scene;
  2811. public getEngine(): Engine;
  2812. public isReady(): boolean;
  2813. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2814. public setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
  2815. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
  2816. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2817. public getTotalVertices(): number;
  2818. public getVerticesData(kind: string): number[];
  2819. public getVertexBuffer(kind: string): VertexBuffer;
  2820. public getVertexBuffers(): VertexBuffer[];
  2821. public isVerticesDataPresent(kind: string): boolean;
  2822. public getVerticesDataKinds(): string[];
  2823. public setIndices(indices: number[], totalVertices?: number): void;
  2824. public getTotalIndices(): number;
  2825. public getIndices(): number[];
  2826. public getIndexBuffer(): any;
  2827. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2828. public applyToMesh(mesh: Mesh): void;
  2829. private _applyToMesh(mesh);
  2830. public load(scene: Scene, onLoaded?: () => void): void;
  2831. public dispose(): void;
  2832. public copy(id: string): Geometry;
  2833. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2834. static RandomId(): string;
  2835. }
  2836. module Geometry.Primitives {
  2837. class _Primitive extends Geometry {
  2838. private _beingRegenerated;
  2839. private _canBeRegenerated;
  2840. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2841. public canBeRegenerated(): boolean;
  2842. public regenerate(): void;
  2843. public asNewGeometry(id: string): Geometry;
  2844. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2845. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2846. public _regenerateVertexData(): VertexData;
  2847. public copy(id: string): Geometry;
  2848. }
  2849. class Box extends _Primitive {
  2850. public size: number;
  2851. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2852. public _regenerateVertexData(): VertexData;
  2853. public copy(id: string): Geometry;
  2854. }
  2855. class Sphere extends _Primitive {
  2856. public segments: number;
  2857. public diameter: number;
  2858. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2859. public _regenerateVertexData(): VertexData;
  2860. public copy(id: string): Geometry;
  2861. }
  2862. class Cylinder extends _Primitive {
  2863. public height: number;
  2864. public diameterTop: number;
  2865. public diameterBottom: number;
  2866. public tessellation: number;
  2867. public subdivisions: number;
  2868. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2869. public _regenerateVertexData(): VertexData;
  2870. public copy(id: string): Geometry;
  2871. }
  2872. class Torus extends _Primitive {
  2873. public diameter: number;
  2874. public thickness: number;
  2875. public tessellation: number;
  2876. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2877. public _regenerateVertexData(): VertexData;
  2878. public copy(id: string): Geometry;
  2879. }
  2880. class Ground extends _Primitive {
  2881. public width: number;
  2882. public height: number;
  2883. public subdivisions: number;
  2884. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2885. public _regenerateVertexData(): VertexData;
  2886. public copy(id: string): Geometry;
  2887. }
  2888. class TiledGround extends _Primitive {
  2889. public xmin: number;
  2890. public zmin: number;
  2891. public xmax: number;
  2892. public zmax: number;
  2893. public subdivisions: {
  2894. w: number;
  2895. h: number;
  2896. };
  2897. public precision: {
  2898. w: number;
  2899. h: number;
  2900. };
  2901. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2902. w: number;
  2903. h: number;
  2904. }, precision: {
  2905. w: number;
  2906. h: number;
  2907. }, canBeRegenerated?: boolean, mesh?: Mesh);
  2908. public _regenerateVertexData(): VertexData;
  2909. public copy(id: string): Geometry;
  2910. }
  2911. class Plane extends _Primitive {
  2912. public size: number;
  2913. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2914. public _regenerateVertexData(): VertexData;
  2915. public copy(id: string): Geometry;
  2916. }
  2917. class TorusKnot extends _Primitive {
  2918. public radius: number;
  2919. public tube: number;
  2920. public radialSegments: number;
  2921. public tubularSegments: number;
  2922. public p: number;
  2923. public q: number;
  2924. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2925. public _regenerateVertexData(): VertexData;
  2926. public copy(id: string): Geometry;
  2927. }
  2928. }
  2929. }
  2930. declare module BABYLON {
  2931. class GroundMesh extends Mesh {
  2932. public generateOctree: boolean;
  2933. private _worldInverse;
  2934. public _subdivisions: number;
  2935. constructor(name: string, scene: Scene);
  2936. public subdivisions : number;
  2937. public optimize(chunksCount: number): void;
  2938. public getHeightAtCoordinates(x: number, z: number): number;
  2939. }
  2940. }
  2941. declare module BABYLON {
  2942. class InstancedMesh extends AbstractMesh {
  2943. private _sourceMesh;
  2944. private _currentLOD;
  2945. constructor(name: string, source: Mesh);
  2946. public receiveShadows : boolean;
  2947. public material : Material;
  2948. public visibility : number;
  2949. public skeleton : Skeleton;
  2950. public getTotalVertices(): number;
  2951. public sourceMesh : Mesh;
  2952. public getVerticesData(kind: string): number[];
  2953. public isVerticesDataPresent(kind: string): boolean;
  2954. public getIndices(): number[];
  2955. public _positions : Vector3[];
  2956. public refreshBoundingInfo(): void;
  2957. public _preActivate(): void;
  2958. public _activate(renderId: number): void;
  2959. public getLOD(camera: Camera): AbstractMesh;
  2960. public _syncSubMeshes(): void;
  2961. public _generatePointsArray(): boolean;
  2962. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  2963. public dispose(doNotRecurse?: boolean): void;
  2964. }
  2965. }
  2966. declare module BABYLON {
  2967. class LinesMesh extends Mesh {
  2968. public color: Color3;
  2969. public alpha: number;
  2970. private _colorShader;
  2971. private _ib;
  2972. private _indicesLength;
  2973. private _indices;
  2974. constructor(name: string, scene: Scene, updatable?: boolean);
  2975. public material : Material;
  2976. public isPickable : boolean;
  2977. public checkCollisions : boolean;
  2978. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  2979. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  2980. public intersects(ray: Ray, fastCheck?: boolean): any;
  2981. public dispose(doNotRecurse?: boolean): void;
  2982. }
  2983. }
  2984. declare module BABYLON {
  2985. class _InstancesBatch {
  2986. public mustReturn: boolean;
  2987. public visibleInstances: InstancedMesh[][];
  2988. public renderSelf: boolean[];
  2989. }
  2990. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  2991. public delayLoadState: number;
  2992. public instances: InstancedMesh[];
  2993. public delayLoadingFile: string;
  2994. public _binaryInfo: any;
  2995. private _LODLevels;
  2996. public _geometry: Geometry;
  2997. private _onBeforeRenderCallbacks;
  2998. private _onAfterRenderCallbacks;
  2999. public _delayInfo: any;
  3000. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  3001. public _visibleInstances: any;
  3002. private _renderIdForInstances;
  3003. private _batchCache;
  3004. private _worldMatricesInstancesBuffer;
  3005. private _worldMatricesInstancesArray;
  3006. private _instancesBufferSize;
  3007. public _shouldGenerateFlatShading: boolean;
  3008. private _preActivateId;
  3009. constructor(name: string, scene: Scene);
  3010. public hasLODLevels : boolean;
  3011. private _sortLODLevels();
  3012. public addLODLevel(distance: number, mesh: Mesh): Mesh;
  3013. public removeLODLevel(mesh: Mesh): Mesh;
  3014. public getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
  3015. public geometry : Geometry;
  3016. public getTotalVertices(): number;
  3017. public getVerticesData(kind: string): number[];
  3018. public getVertexBuffer(kind: any): VertexBuffer;
  3019. public isVerticesDataPresent(kind: string): boolean;
  3020. public getVerticesDataKinds(): string[];
  3021. public getTotalIndices(): number;
  3022. public getIndices(): number[];
  3023. public isBlocked : boolean;
  3024. public isReady(): boolean;
  3025. public isDisposed(): boolean;
  3026. public _preActivate(): void;
  3027. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  3028. public refreshBoundingInfo(): void;
  3029. public _createGlobalSubMesh(): SubMesh;
  3030. public subdivide(count: number): void;
  3031. public setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
  3032. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3033. public updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
  3034. public makeGeometryUnique(): void;
  3035. public setIndices(indices: number[], totalVertices?: number): void;
  3036. public _bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
  3037. public _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
  3038. public registerBeforeRender(func: () => void): void;
  3039. public unregisterBeforeRender(func: () => void): void;
  3040. public registerAfterRender(func: () => void): void;
  3041. public unregisterAfterRender(func: () => void): void;
  3042. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  3043. public _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  3044. public render(subMesh: SubMesh): void;
  3045. public getEmittedParticleSystems(): ParticleSystem[];
  3046. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  3047. public getChildren(): Node[];
  3048. public _checkDelayState(): void;
  3049. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3050. public setMaterialByID(id: string): void;
  3051. public getAnimatables(): IAnimatable[];
  3052. public bakeTransformIntoVertices(transform: Matrix): void;
  3053. public _resetPointsArrayCache(): void;
  3054. public _generatePointsArray(): boolean;
  3055. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  3056. public dispose(doNotRecurse?: boolean): void;
  3057. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  3058. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  3059. public convertToFlatShadedMesh(): void;
  3060. public createInstance(name: string): InstancedMesh;
  3061. public synchronizeInstances(): void;
  3062. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3063. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  3064. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  3065. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  3066. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  3067. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  3068. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  3069. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  3070. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  3071. w: number;
  3072. h: number;
  3073. }, precision: {
  3074. w: number;
  3075. h: number;
  3076. }, scene: Scene, updatable?: boolean): Mesh;
  3077. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  3078. static MinMax(meshes: AbstractMesh[]): {
  3079. min: Vector3;
  3080. max: Vector3;
  3081. };
  3082. static Center(meshesOrMinMaxVector: any): Vector3;
  3083. }
  3084. }
  3085. declare module BABYLON {
  3086. interface IGetSetVerticesData {
  3087. isVerticesDataPresent(kind: string): boolean;
  3088. getVerticesData(kind: string): number[];
  3089. getIndices(): number[];
  3090. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  3091. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  3092. setIndices(indices: number[]): void;
  3093. }
  3094. class VertexData {
  3095. public positions: number[];
  3096. public normals: number[];
  3097. public uvs: number[];
  3098. public uv2s: number[];
  3099. public colors: number[];
  3100. public matricesIndices: number[];
  3101. public matricesWeights: number[];
  3102. public indices: number[];
  3103. public set(data: number[], kind: string): void;
  3104. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  3105. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  3106. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  3107. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  3108. private _applyTo(meshOrGeometry, updatable?);
  3109. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  3110. public transform(matrix: Matrix): void;
  3111. public merge(other: VertexData): void;
  3112. static ExtractFromMesh(mesh: Mesh): VertexData;
  3113. static ExtractFromGeometry(geometry: Geometry): VertexData;
  3114. private static _ExtractFrom(meshOrGeometry);
  3115. static CreateBox(size: number): VertexData;
  3116. static CreateSphere(segments: number, diameter: number): VertexData;
  3117. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  3118. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  3119. static CreateLines(points: Vector3[]): VertexData;
  3120. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  3121. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  3122. w: number;
  3123. h: number;
  3124. }, precision?: {
  3125. w: number;
  3126. h: number;
  3127. }): VertexData;
  3128. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  3129. static CreatePlane(size: number): VertexData;
  3130. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  3131. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  3132. }
  3133. }
  3134. declare module BABYLON.Internals {
  3135. class MeshLODLevel {
  3136. public distance: number;
  3137. public mesh: Mesh;
  3138. constructor(distance: number, mesh: Mesh);
  3139. }
  3140. }
  3141. declare module BABYLON {
  3142. class SubMesh {
  3143. public materialIndex: number;
  3144. public verticesStart: number;
  3145. public verticesCount: number;
  3146. public indexStart: any;
  3147. public indexCount: number;
  3148. public linesIndexCount: number;
  3149. private _mesh;
  3150. private _renderingMesh;
  3151. private _boundingInfo;
  3152. private _linesIndexBuffer;
  3153. public _lastColliderWorldVertices: Vector3[];
  3154. public _trianglePlanes: Plane[];
  3155. public _lastColliderTransformMatrix: Matrix;
  3156. public _renderId: number;
  3157. public _alphaIndex: number;
  3158. public _distanceToCamera: number;
  3159. public _id: number;
  3160. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  3161. public getBoundingInfo(): BoundingInfo;
  3162. public getMesh(): AbstractMesh;
  3163. public getRenderingMesh(): Mesh;
  3164. public getMaterial(): Material;
  3165. public refreshBoundingInfo(): void;
  3166. public _checkCollision(collider: Collider): boolean;
  3167. public updateBoundingInfo(world: Matrix): void;
  3168. public isInFrustum(frustumPlanes: Plane[]): boolean;
  3169. public render(): void;
  3170. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  3171. public canIntersects(ray: Ray): boolean;
  3172. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  3173. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  3174. public dispose(): void;
  3175. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  3176. }
  3177. }
  3178. declare module BABYLON {
  3179. class VertexBuffer {
  3180. private _mesh;
  3181. private _engine;
  3182. private _buffer;
  3183. private _data;
  3184. private _updatable;
  3185. private _kind;
  3186. private _strideSize;
  3187. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
  3188. public isUpdatable(): boolean;
  3189. public getData(): number[];
  3190. public getBuffer(): WebGLBuffer;
  3191. public getStrideSize(): number;
  3192. public create(data?: number[]): void;
  3193. public update(data: number[]): void;
  3194. public updateDirectly(data: Float32Array, offset: number): void;
  3195. public dispose(): void;
  3196. private static _PositionKind;
  3197. private static _NormalKind;
  3198. private static _UVKind;
  3199. private static _UV2Kind;
  3200. private static _ColorKind;
  3201. private static _MatricesIndicesKind;
  3202. private static _MatricesWeightsKind;
  3203. static PositionKind : string;
  3204. static NormalKind : string;
  3205. static UVKind : string;
  3206. static UV2Kind : string;
  3207. static ColorKind : string;
  3208. static MatricesIndicesKind : string;
  3209. static MatricesWeightsKind : string;
  3210. }
  3211. }
  3212. declare module BABYLON {
  3213. class Particle {
  3214. public position: Vector3;
  3215. public direction: Vector3;
  3216. public color: Color4;
  3217. public colorStep: Color4;
  3218. public lifeTime: number;
  3219. public age: number;
  3220. public size: number;
  3221. public angle: number;
  3222. public angularSpeed: number;
  3223. }
  3224. }
  3225. declare module BABYLON {
  3226. class ParticleSystem implements IDisposable {
  3227. public name: string;
  3228. static BLENDMODE_ONEONE: number;
  3229. static BLENDMODE_STANDARD: number;
  3230. public id: string;
  3231. public renderingGroupId: number;
  3232. public emitter: any;
  3233. public emitRate: number;
  3234. public manualEmitCount: number;
  3235. public updateSpeed: number;
  3236. public targetStopDuration: number;
  3237. public disposeOnStop: boolean;
  3238. public minEmitPower: number;
  3239. public maxEmitPower: number;
  3240. public minLifeTime: number;
  3241. public maxLifeTime: number;
  3242. public minSize: number;
  3243. public maxSize: number;
  3244. public minAngularSpeed: number;
  3245. public maxAngularSpeed: number;
  3246. public particleTexture: Texture;
  3247. public onDispose: () => void;
  3248. public blendMode: number;
  3249. public forceDepthWrite: boolean;
  3250. public gravity: Vector3;
  3251. public direction1: Vector3;
  3252. public direction2: Vector3;
  3253. public minEmitBox: Vector3;
  3254. public maxEmitBox: Vector3;
  3255. public color1: Color4;
  3256. public color2: Color4;
  3257. public colorDead: Color4;
  3258. public textureMask: Color4;
  3259. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  3260. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  3261. private particles;
  3262. private _capacity;
  3263. private _scene;
  3264. private _vertexDeclaration;
  3265. private _vertexStrideSize;
  3266. private _stockParticles;
  3267. private _newPartsExcess;
  3268. private _vertexBuffer;
  3269. private _indexBuffer;
  3270. private _vertices;
  3271. private _effect;
  3272. private _customEffect;
  3273. private _cachedDefines;
  3274. private _scaledColorStep;
  3275. private _colorDiff;
  3276. private _scaledDirection;
  3277. private _scaledGravity;
  3278. private _currentRenderId;
  3279. private _alive;
  3280. private _started;
  3281. private _stopped;
  3282. private _actualFrame;
  3283. private _scaledUpdateSpeed;
  3284. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  3285. public getCapacity(): number;
  3286. public isAlive(): boolean;
  3287. public isStarted(): boolean;
  3288. public start(): void;
  3289. public stop(): void;
  3290. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  3291. private _update(newParticles);
  3292. private _getEffect();
  3293. public animate(): void;
  3294. public render(): number;
  3295. public dispose(): void;
  3296. public clone(name: string, newEmitter: any): ParticleSystem;
  3297. }
  3298. }
  3299. declare module BABYLON {
  3300. interface IPhysicsEnginePlugin {
  3301. initialize(iterations?: number): any;
  3302. setGravity(gravity: Vector3): void;
  3303. runOneStep(delta: number): void;
  3304. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3305. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3306. unregisterMesh(mesh: AbstractMesh): any;
  3307. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3308. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3309. dispose(): void;
  3310. isSupported(): boolean;
  3311. updateBodyPosition(mesh: AbstractMesh): void;
  3312. }
  3313. interface PhysicsBodyCreationOptions {
  3314. mass: number;
  3315. friction: number;
  3316. restitution: number;
  3317. }
  3318. interface PhysicsCompoundBodyPart {
  3319. mesh: Mesh;
  3320. impostor: number;
  3321. }
  3322. class PhysicsEngine {
  3323. public gravity: Vector3;
  3324. private _currentPlugin;
  3325. constructor(plugin?: IPhysicsEnginePlugin);
  3326. public _initialize(gravity?: Vector3): void;
  3327. public _runOneStep(delta: number): void;
  3328. public _setGravity(gravity: Vector3): void;
  3329. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3330. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3331. public _unregisterMesh(mesh: AbstractMesh): void;
  3332. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3333. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3334. public _updateBodyPosition(mesh: AbstractMesh): void;
  3335. public dispose(): void;
  3336. public isSupported(): boolean;
  3337. static NoImpostor: number;
  3338. static SphereImpostor: number;
  3339. static BoxImpostor: number;
  3340. static PlaneImpostor: number;
  3341. static MeshImpostor: number;
  3342. static CapsuleImpostor: number;
  3343. static ConeImpostor: number;
  3344. static CylinderImpostor: number;
  3345. static ConvexHullImpostor: number;
  3346. static Epsilon: number;
  3347. }
  3348. }
  3349. declare module BABYLON {
  3350. class CannonJSPlugin implements IPhysicsEnginePlugin {
  3351. public checkWithEpsilon: (value: number) => number;
  3352. private _world;
  3353. private _registeredMeshes;
  3354. private _physicsMaterials;
  3355. public initialize(iterations?: number): void;
  3356. private _checkWithEpsilon(value);
  3357. public runOneStep(delta: number): void;
  3358. public setGravity(gravity: Vector3): void;
  3359. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  3360. private _createSphere(radius, mesh, options?);
  3361. private _createBox(x, y, z, mesh, options?);
  3362. private _createPlane(mesh, options?);
  3363. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  3364. private _addMaterial(friction, restitution);
  3365. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  3366. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3367. private _unbindBody(body);
  3368. public unregisterMesh(mesh: AbstractMesh): void;
  3369. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3370. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3371. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  3372. public dispose(): void;
  3373. public isSupported(): boolean;
  3374. }
  3375. }
  3376. declare module BABYLON {
  3377. class OimoJSPlugin implements IPhysicsEnginePlugin {
  3378. private _world;
  3379. private _registeredMeshes;
  3380. private _checkWithEpsilon(value);
  3381. public initialize(iterations?: number): void;
  3382. public setGravity(gravity: Vector3): void;
  3383. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3384. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3385. private _createBodyAsCompound(part, options, initialMesh);
  3386. public unregisterMesh(mesh: AbstractMesh): void;
  3387. private _unbindBody(body);
  3388. /**
  3389. * Update the body position according to the mesh position
  3390. * @param mesh
  3391. */
  3392. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3393. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3394. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3395. public dispose(): void;
  3396. public isSupported(): boolean;
  3397. private _getLastShape(body);
  3398. public runOneStep(time: number): void;
  3399. }
  3400. }
  3401. declare module BABYLON {
  3402. class AnaglyphPostProcess extends PostProcess {
  3403. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3404. }
  3405. }
  3406. declare module BABYLON {
  3407. class BlackAndWhitePostProcess extends PostProcess {
  3408. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3409. }
  3410. }
  3411. declare module BABYLON {
  3412. class BlurPostProcess extends PostProcess {
  3413. public direction: Vector2;
  3414. public blurWidth: number;
  3415. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3416. }
  3417. }
  3418. declare module BABYLON {
  3419. class ConvolutionPostProcess extends PostProcess {
  3420. public kernel: number[];
  3421. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3422. static EdgeDetect0Kernel: number[];
  3423. static EdgeDetect1Kernel: number[];
  3424. static EdgeDetect2Kernel: number[];
  3425. static SharpenKernel: number[];
  3426. static EmbossKernel: number[];
  3427. static GaussianKernel: number[];
  3428. }
  3429. }
  3430. declare module BABYLON {
  3431. class DisplayPassPostProcess extends PostProcess {
  3432. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3433. }
  3434. }
  3435. declare module BABYLON {
  3436. class FilterPostProcess extends PostProcess {
  3437. public kernelMatrix: Matrix;
  3438. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3439. }
  3440. }
  3441. declare module BABYLON {
  3442. class FxaaPostProcess extends PostProcess {
  3443. public texelWidth: number;
  3444. public texelHeight: number;
  3445. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3446. }
  3447. }
  3448. declare module BABYLON {
  3449. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3450. public aspectRatio: number;
  3451. private _isRightEye;
  3452. private _distortionFactors;
  3453. private _postProcessScaleFactor;
  3454. private _lensCenterOffset;
  3455. private _scaleIn;
  3456. private _scaleFactor;
  3457. private _lensCenter;
  3458. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3459. }
  3460. }
  3461. declare module BABYLON {
  3462. class PassPostProcess extends PostProcess {
  3463. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3464. }
  3465. }
  3466. declare module BABYLON {
  3467. class PostProcess {
  3468. public name: string;
  3469. public onApply: (Effect: any) => void;
  3470. public onBeforeRender: (Effect: any) => void;
  3471. public onSizeChanged: () => void;
  3472. public onActivate: (Camera: any) => void;
  3473. public width: number;
  3474. public height: number;
  3475. public renderTargetSamplingMode: number;
  3476. private _camera;
  3477. private _scene;
  3478. private _engine;
  3479. private _renderRatio;
  3480. private _reusable;
  3481. public _textures: SmartArray<WebGLTexture>;
  3482. public _currentRenderTextureInd: number;
  3483. private _effect;
  3484. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3485. public isReusable(): boolean;
  3486. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3487. public apply(): Effect;
  3488. public dispose(camera: Camera): void;
  3489. }
  3490. }
  3491. declare module BABYLON {
  3492. class PostProcessManager {
  3493. private _scene;
  3494. private _indexBuffer;
  3495. private _vertexDeclaration;
  3496. private _vertexStrideSize;
  3497. private _vertexBuffer;
  3498. constructor(scene: Scene);
  3499. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3500. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3501. public dispose(): void;
  3502. }
  3503. }
  3504. declare module BABYLON {
  3505. class RefractionPostProcess extends PostProcess {
  3506. public color: Color3;
  3507. public depth: number;
  3508. public colorLevel: number;
  3509. private _refRexture;
  3510. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3511. public dispose(camera: Camera): void;
  3512. }
  3513. }
  3514. declare module BABYLON {
  3515. class PostProcessRenderEffect {
  3516. private _engine;
  3517. private _postProcesses;
  3518. private _getPostProcess;
  3519. private _singleInstance;
  3520. private _cameras;
  3521. private _indicesForCamera;
  3522. private _renderPasses;
  3523. private _renderEffectAsPasses;
  3524. public _name: string;
  3525. public applyParameters: (postProcess: PostProcess) => void;
  3526. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3527. public _update(): void;
  3528. public addPass(renderPass: PostProcessRenderPass): void;
  3529. public removePass(renderPass: PostProcessRenderPass): void;
  3530. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3531. public getPass(passName: string): void;
  3532. public emptyPasses(): void;
  3533. public _attachCameras(cameras: Camera): any;
  3534. public _attachCameras(cameras: Camera[]): any;
  3535. public _detachCameras(cameras: Camera): any;
  3536. public _detachCameras(cameras: Camera[]): any;
  3537. public _enable(cameras: Camera): any;
  3538. public _enable(cameras: Camera[]): any;
  3539. public _disable(cameras: Camera): any;
  3540. public _disable(cameras: Camera[]): any;
  3541. public getPostProcess(camera?: Camera): PostProcess;
  3542. private _linkParameters();
  3543. private _linkTextures(effect);
  3544. }
  3545. }
  3546. declare module BABYLON {
  3547. class PostProcessRenderPass {
  3548. private _enabled;
  3549. private _renderList;
  3550. private _renderTexture;
  3551. private _scene;
  3552. private _refCount;
  3553. public _name: string;
  3554. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3555. public _incRefCount(): number;
  3556. public _decRefCount(): number;
  3557. public _update(): void;
  3558. public setRenderList(renderList: Mesh[]): void;
  3559. public getRenderTexture(): RenderTargetTexture;
  3560. }
  3561. }
  3562. declare module BABYLON {
  3563. class PostProcessRenderPipeline {
  3564. private _engine;
  3565. private _renderEffects;
  3566. private _renderEffectsForIsolatedPass;
  3567. private _cameras;
  3568. public _name: string;
  3569. private static PASS_EFFECT_NAME;
  3570. private static PASS_SAMPLER_NAME;
  3571. constructor(engine: Engine, name: string);
  3572. public addEffect(renderEffect: PostProcessRenderEffect): void;
  3573. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  3574. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3575. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  3576. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3577. public _attachCameras(cameras: Camera, unique: boolean): any;
  3578. public _attachCameras(cameras: Camera[], unique: boolean): any;
  3579. public _detachCameras(cameras: Camera): any;
  3580. public _detachCameras(cameras: Camera[]): any;
  3581. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3582. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3583. public _disableDisplayOnlyPass(cameras: Camera): any;
  3584. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  3585. public _update(): void;
  3586. }
  3587. }
  3588. declare module BABYLON {
  3589. class PostProcessRenderPipelineManager {
  3590. private _renderPipelines;
  3591. constructor();
  3592. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3593. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3594. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3595. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3596. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3597. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3598. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3599. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3600. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3601. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3602. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3603. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3604. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3605. public update(): void;
  3606. }
  3607. }
  3608. declare module BABYLON {
  3609. class BoundingBoxRenderer {
  3610. public frontColor: Color3;
  3611. public backColor: Color3;
  3612. public showBackLines: boolean;
  3613. public renderList: SmartArray<BoundingBox>;
  3614. private _scene;
  3615. private _colorShader;
  3616. private _vb;
  3617. private _ib;
  3618. constructor(scene: Scene);
  3619. public reset(): void;
  3620. public render(): void;
  3621. public dispose(): void;
  3622. }
  3623. }
  3624. declare module BABYLON {
  3625. class OutlineRenderer {
  3626. private _scene;
  3627. private _effect;
  3628. private _cachedDefines;
  3629. constructor(scene: Scene);
  3630. public render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  3631. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3632. }
  3633. }
  3634. declare module BABYLON {
  3635. class RenderingGroup {
  3636. public index: number;
  3637. private _scene;
  3638. private _opaqueSubMeshes;
  3639. private _transparentSubMeshes;
  3640. private _alphaTestSubMeshes;
  3641. private _activeVertices;
  3642. constructor(index: number, scene: Scene);
  3643. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
  3644. public prepare(): void;
  3645. public dispatch(subMesh: SubMesh): void;
  3646. }
  3647. }
  3648. declare module BABYLON {
  3649. class RenderingManager {
  3650. static MAX_RENDERINGGROUPS: number;
  3651. private _scene;
  3652. private _renderingGroups;
  3653. private _depthBufferAlreadyCleaned;
  3654. constructor(scene: Scene);
  3655. private _renderParticles(index, activeMeshes);
  3656. private _renderSprites(index);
  3657. private _clearDepthBuffer();
  3658. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3659. public reset(): void;
  3660. public dispatch(subMesh: SubMesh): void;
  3661. }
  3662. }
  3663. declare module BABYLON {
  3664. class Sprite {
  3665. public name: string;
  3666. public position: Vector3;
  3667. public color: Color4;
  3668. public size: number;
  3669. public angle: number;
  3670. public cellIndex: number;
  3671. public invertU: number;
  3672. public invertV: number;
  3673. public disposeWhenFinishedAnimating: boolean;
  3674. public animations: Animation[];
  3675. private _animationStarted;
  3676. private _loopAnimation;
  3677. private _fromIndex;
  3678. private _toIndex;
  3679. private _delay;
  3680. private _direction;
  3681. private _frameCount;
  3682. private _manager;
  3683. private _time;
  3684. constructor(name: string, manager: SpriteManager);
  3685. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3686. public stopAnimation(): void;
  3687. public _animate(deltaTime: number): void;
  3688. public dispose(): void;
  3689. }
  3690. }
  3691. declare module BABYLON {
  3692. class SpriteManager {
  3693. public name: string;
  3694. public cellSize: number;
  3695. public sprites: Sprite[];
  3696. public renderingGroupId: number;
  3697. public onDispose: () => void;
  3698. public fogEnabled: boolean;
  3699. private _capacity;
  3700. private _spriteTexture;
  3701. private _epsilon;
  3702. private _scene;
  3703. private _vertexDeclaration;
  3704. private _vertexStrideSize;
  3705. private _vertexBuffer;
  3706. private _indexBuffer;
  3707. private _vertices;
  3708. private _effectBase;
  3709. private _effectFog;
  3710. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3711. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3712. public render(): void;
  3713. public dispose(): void;
  3714. }
  3715. }
  3716. declare module BABYLON.Internals {
  3717. class AndOrNotEvaluator {
  3718. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3719. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3720. private static _SimplifyNegation(booleanString);
  3721. }
  3722. }
  3723. declare module BABYLON {
  3724. interface IAssetTask {
  3725. onSuccess: (task: IAssetTask) => void;
  3726. onError: (task: IAssetTask) => void;
  3727. isCompleted: boolean;
  3728. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3729. }
  3730. class MeshAssetTask implements IAssetTask {
  3731. public name: string;
  3732. public meshesNames: any;
  3733. public rootUrl: string;
  3734. public sceneFilename: string;
  3735. public loadedMeshes: AbstractMesh[];
  3736. public loadedParticleSystems: ParticleSystem[];
  3737. public loadedSkeletons: Skeleton[];
  3738. public onSuccess: (task: IAssetTask) => void;
  3739. public onError: (task: IAssetTask) => void;
  3740. public isCompleted: boolean;
  3741. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  3742. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3743. }
  3744. class TextFileAssetTask implements IAssetTask {
  3745. public name: string;
  3746. public url: string;
  3747. public onSuccess: (task: IAssetTask) => void;
  3748. public onError: (task: IAssetTask) => void;
  3749. public isCompleted: boolean;
  3750. public text: string;
  3751. constructor(name: string, url: string);
  3752. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3753. }
  3754. class BinaryFileAssetTask implements IAssetTask {
  3755. public name: string;
  3756. public url: string;
  3757. public onSuccess: (task: IAssetTask) => void;
  3758. public onError: (task: IAssetTask) => void;
  3759. public isCompleted: boolean;
  3760. public data: ArrayBuffer;
  3761. constructor(name: string, url: string);
  3762. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3763. }
  3764. class ImageAssetTask implements IAssetTask {
  3765. public name: string;
  3766. public url: string;
  3767. public onSuccess: (task: IAssetTask) => void;
  3768. public onError: (task: IAssetTask) => void;
  3769. public isCompleted: boolean;
  3770. public image: HTMLImageElement;
  3771. constructor(name: string, url: string);
  3772. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3773. }
  3774. class TextureAssetTask implements IAssetTask {
  3775. public name: string;
  3776. public url: string;
  3777. public noMipmap: boolean;
  3778. public invertY: boolean;
  3779. public samplingMode: number;
  3780. public onSuccess: (task: IAssetTask) => void;
  3781. public onError: (task: IAssetTask) => void;
  3782. public isCompleted: boolean;
  3783. public texture: Texture;
  3784. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  3785. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3786. }
  3787. class AssetsManager {
  3788. private _tasks;
  3789. private _scene;
  3790. private _waitingTasksCount;
  3791. public onFinish: (tasks: IAssetTask[]) => void;
  3792. public onTaskSuccess: (task: IAssetTask) => void;
  3793. public onTaskError: (task: IAssetTask) => void;
  3794. public useDefaultLoadingScreen: boolean;
  3795. constructor(scene: Scene);
  3796. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  3797. public addTextFileTask(taskName: string, url: string): IAssetTask;
  3798. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  3799. public addImageTask(taskName: string, url: string): IAssetTask;
  3800. public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  3801. private _decreaseWaitingTasksCount();
  3802. private _runTask(task);
  3803. public reset(): AssetsManager;
  3804. public load(): AssetsManager;
  3805. }
  3806. }
  3807. declare module BABYLON {
  3808. class Database {
  3809. private callbackManifestChecked;
  3810. private currentSceneUrl;
  3811. private db;
  3812. private enableSceneOffline;
  3813. private enableTexturesOffline;
  3814. private manifestVersionFound;
  3815. private mustUpdateRessources;
  3816. private hasReachedQuota;
  3817. private isSupported;
  3818. private idbFactory;
  3819. static isUASupportingBlobStorage: boolean;
  3820. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  3821. static parseURL: (url: string) => string;
  3822. static ReturnFullUrlLocation: (url: string) => string;
  3823. public checkManifestFile(): void;
  3824. public openAsync(successCallback: any, errorCallback: any): void;
  3825. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  3826. private _loadImageFromDBAsync(url, image, notInDBCallback);
  3827. private _saveImageIntoDBAsync(url, image);
  3828. private _checkVersionFromDB(url, versionLoaded);
  3829. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  3830. private _saveVersionIntoDBAsync(url, callback);
  3831. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  3832. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  3833. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  3834. }
  3835. }
  3836. declare module BABYLON {
  3837. class FilesInput {
  3838. private engine;
  3839. private currentScene;
  3840. private canvas;
  3841. private sceneLoadedCallback;
  3842. private progressCallback;
  3843. private additionnalRenderLoopLogicCallback;
  3844. private textureLoadingCallback;
  3845. private startingProcessingFilesCallback;
  3846. private elementToMonitor;
  3847. static FilesTextures: any[];
  3848. static FilesToLoad: any[];
  3849. constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  3850. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  3851. private renderFunction();
  3852. private drag(e);
  3853. private drop(eventDrop);
  3854. private loadFiles(event);
  3855. }
  3856. }
  3857. declare module BABYLON {
  3858. class Gamepads {
  3859. private babylonGamepads;
  3860. private oneGamepadConnected;
  3861. private isMonitoring;
  3862. private gamepadEventSupported;
  3863. private gamepadSupportAvailable;
  3864. private _callbackGamepadConnected;
  3865. private buttonADataURL;
  3866. private static gamepadDOMInfo;
  3867. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  3868. private _insertGamepadDOMInstructions();
  3869. private _insertGamepadDOMNotSupported();
  3870. public dispose(): void;
  3871. private _onGamepadConnected(evt);
  3872. private _addNewGamepad(gamepad);
  3873. private _onGamepadDisconnected(evt);
  3874. private _startMonitoringGamepads();
  3875. private _stopMonitoringGamepads();
  3876. private _checkGamepadsStatus();
  3877. private _updateGamepadObjects();
  3878. }
  3879. class StickValues {
  3880. public x: any;
  3881. public y: any;
  3882. constructor(x: any, y: any);
  3883. }
  3884. class Gamepad {
  3885. public id: string;
  3886. public index: number;
  3887. public browserGamepad: any;
  3888. private _leftStick;
  3889. private _rightStick;
  3890. private _onleftstickchanged;
  3891. private _onrightstickchanged;
  3892. constructor(id: string, index: number, browserGamepad: any);
  3893. public onleftstickchanged(callback: (values: StickValues) => void): void;
  3894. public onrightstickchanged(callback: (values: StickValues) => void): void;
  3895. public leftStick : StickValues;
  3896. public rightStick : StickValues;
  3897. public update(): void;
  3898. }
  3899. class GenericPad extends Gamepad {
  3900. public id: string;
  3901. public index: number;
  3902. public gamepad: any;
  3903. private _buttons;
  3904. private _onbuttondown;
  3905. private _onbuttonup;
  3906. public onbuttondown(callback: (buttonPressed: number) => void): void;
  3907. public onbuttonup(callback: (buttonReleased: number) => void): void;
  3908. constructor(id: string, index: number, gamepad: any);
  3909. private _setButtonValue(newValue, currentValue, buttonIndex);
  3910. public update(): void;
  3911. }
  3912. enum Xbox360Button {
  3913. A = 0,
  3914. B = 1,
  3915. X = 2,
  3916. Y = 3,
  3917. Start = 4,
  3918. Back = 5,
  3919. LB = 6,
  3920. RB = 7,
  3921. LeftStick = 8,
  3922. RightStick = 9,
  3923. }
  3924. enum Xbox360Dpad {
  3925. Up = 0,
  3926. Down = 1,
  3927. Left = 2,
  3928. Right = 3,
  3929. }
  3930. class Xbox360Pad extends Gamepad {
  3931. private _leftTrigger;
  3932. private _rightTrigger;
  3933. private _onlefttriggerchanged;
  3934. private _onrighttriggerchanged;
  3935. private _onbuttondown;
  3936. private _onbuttonup;
  3937. private _ondpaddown;
  3938. private _ondpadup;
  3939. private _buttonA;
  3940. private _buttonB;
  3941. private _buttonX;
  3942. private _buttonY;
  3943. private _buttonBack;
  3944. private _buttonStart;
  3945. private _buttonLB;
  3946. private _buttonRB;
  3947. private _buttonLeftStick;
  3948. private _buttonRightStick;
  3949. private _dPadUp;
  3950. private _dPadDown;
  3951. private _dPadLeft;
  3952. private _dPadRight;
  3953. public onlefttriggerchanged(callback: (value: number) => void): void;
  3954. public onrighttriggerchanged(callback: (value: number) => void): void;
  3955. public leftTrigger : number;
  3956. public rightTrigger : number;
  3957. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  3958. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  3959. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  3960. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  3961. private _setButtonValue(newValue, currentValue, buttonType);
  3962. private _setDPadValue(newValue, currentValue, buttonType);
  3963. public buttonA : number;
  3964. public buttonB : number;
  3965. public buttonX : number;
  3966. public buttonY : number;
  3967. public buttonStart : number;
  3968. public buttonBack : number;
  3969. public buttonLB : number;
  3970. public buttonRB : number;
  3971. public buttonLeftStick : number;
  3972. public buttonRightStick : number;
  3973. public dPadUp : number;
  3974. public dPadDown : number;
  3975. public dPadLeft : number;
  3976. public dPadRight : number;
  3977. public update(): void;
  3978. }
  3979. }
  3980. interface Navigator {
  3981. getGamepads(func?: any): any;
  3982. webkitGetGamepads(func?: any): any;
  3983. msGetGamepads(func?: any): any;
  3984. webkitGamepads(func?: any): any;
  3985. }
  3986. declare module BABYLON {
  3987. class SceneOptimization {
  3988. public priority: number;
  3989. public apply: (scene: Scene) => boolean;
  3990. constructor(priority?: number);
  3991. }
  3992. class TextureOptimization extends SceneOptimization {
  3993. public priority: number;
  3994. public maximumSize: number;
  3995. constructor(priority?: number, maximumSize?: number);
  3996. public apply: (scene: Scene) => boolean;
  3997. }
  3998. class HardwareScalingOptimization extends SceneOptimization {
  3999. public priority: number;
  4000. public maximumScale: number;
  4001. private _currentScale;
  4002. constructor(priority?: number, maximumScale?: number);
  4003. public apply: (scene: Scene) => boolean;
  4004. }
  4005. class ShadowsOptimization extends SceneOptimization {
  4006. public apply: (scene: Scene) => boolean;
  4007. }
  4008. class PostProcessesOptimization extends SceneOptimization {
  4009. public apply: (scene: Scene) => boolean;
  4010. }
  4011. class LensFlaresOptimization extends SceneOptimization {
  4012. public apply: (scene: Scene) => boolean;
  4013. }
  4014. class ParticlesOptimization extends SceneOptimization {
  4015. public apply: (scene: Scene) => boolean;
  4016. }
  4017. class RenderTargetsOptimization extends SceneOptimization {
  4018. public apply: (scene: Scene) => boolean;
  4019. }
  4020. class SceneOptimizerOptions {
  4021. public targetFrameRate: number;
  4022. public trackerDuration: number;
  4023. public optimizations: SceneOptimization[];
  4024. constructor(targetFrameRate?: number, trackerDuration?: number);
  4025. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4026. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4027. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  4028. }
  4029. class SceneOptimizer {
  4030. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  4031. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  4032. }
  4033. }
  4034. declare module BABYLON {
  4035. class SceneSerializer {
  4036. static Serialize(scene: Scene): any;
  4037. }
  4038. }
  4039. declare module BABYLON {
  4040. class SmartArray<T> {
  4041. public data: T[];
  4042. public length: number;
  4043. private _id;
  4044. private _duplicateId;
  4045. constructor(capacity: number);
  4046. public push(value: any): void;
  4047. public pushNoDuplicate(value: any): void;
  4048. public sort(compareFn: any): void;
  4049. public reset(): void;
  4050. public concat(array: any): void;
  4051. public concatWithNoDuplicate(array: any): void;
  4052. public indexOf(value: any): number;
  4053. private static _GlobalId;
  4054. }
  4055. }
  4056. declare module BABYLON {
  4057. class Tags {
  4058. static EnableFor(obj: any): void;
  4059. static DisableFor(obj: any): void;
  4060. static HasTags(obj: any): boolean;
  4061. static GetTags(obj: any): any;
  4062. static AddTagsTo(obj: any, tagsString: string): void;
  4063. static _AddTagTo(obj: any, tag: string): void;
  4064. static RemoveTagsFrom(obj: any, tagsString: string): void;
  4065. static _RemoveTagFrom(obj: any, tag: string): void;
  4066. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  4067. }
  4068. }
  4069. declare module BABYLON {
  4070. interface IAnimatable {
  4071. animations: Animation[];
  4072. }
  4073. interface ISize {
  4074. width: number;
  4075. height: number;
  4076. }
  4077. class Tools {
  4078. static BaseUrl: string;
  4079. static GetExponantOfTwo: (value: number, max: number) => number;
  4080. static GetFilename(path: string): string;
  4081. static GetDOMTextContent(element: HTMLElement): string;
  4082. static ToDegrees(angle: number): number;
  4083. static ToRadians(angle: number): number;
  4084. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  4085. minimum: Vector3;
  4086. maximum: Vector3;
  4087. };
  4088. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  4089. minimum: Vector3;
  4090. maximum: Vector3;
  4091. };
  4092. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  4093. static GetPointerPrefix(): string;
  4094. static QueueNewFrame(func: any): void;
  4095. static RequestFullscreen(element: any): void;
  4096. static ExitFullscreen(): void;
  4097. static CleanUrl(url: string): string;
  4098. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  4099. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  4100. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  4101. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  4102. static Clamp(value: number, min?: number, max?: number): number;
  4103. static Format(value: number, decimals?: number): string;
  4104. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  4105. static WithinEpsilon(a: number, b: number): boolean;
  4106. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  4107. static IsEmpty(obj: any): boolean;
  4108. static RegisterTopRootEvents(events: {
  4109. name: string;
  4110. handler: EventListener;
  4111. }[]): void;
  4112. static UnregisterTopRootEvents(events: {
  4113. name: string;
  4114. handler: EventListener;
  4115. }[]): void;
  4116. static GetFps(): number;
  4117. static GetDeltaTime(): number;
  4118. static _MeasureFps(): void;
  4119. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  4120. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  4121. private static _NoneLogLevel;
  4122. private static _MessageLogLevel;
  4123. private static _WarningLogLevel;
  4124. private static _ErrorLogLevel;
  4125. private static _LogCache;
  4126. static OnNewCacheEntry: (entry: string) => void;
  4127. static NoneLogLevel : number;
  4128. static MessageLogLevel : number;
  4129. static WarningLogLevel : number;
  4130. static ErrorLogLevel : number;
  4131. static AllLogLevel : number;
  4132. private static _AddLogEntry(entry);
  4133. private static _FormatMessage(message);
  4134. static Log: (message: string) => void;
  4135. private static _LogDisabled(message);
  4136. private static _LogEnabled(message);
  4137. static Warn: (message: string) => void;
  4138. private static _WarnDisabled(message);
  4139. private static _WarnEnabled(message);
  4140. static Error: (message: string) => void;
  4141. private static _ErrorDisabled(message);
  4142. private static _ErrorEnabled(message);
  4143. static LogCache : string;
  4144. static LogLevels : number;
  4145. private static _PerformanceNoneLogLevel;
  4146. private static _PerformanceUserMarkLogLevel;
  4147. private static _PerformanceConsoleLogLevel;
  4148. private static _performance;
  4149. static PerformanceNoneLogLevel : number;
  4150. static PerformanceUserMarkLogLevel : number;
  4151. static PerformanceConsoleLogLevel : number;
  4152. static PerformanceLogLevel : number;
  4153. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4154. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  4155. static _StartUserMark(counterName: string, condition?: boolean): void;
  4156. static _EndUserMark(counterName: string, condition?: boolean): void;
  4157. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  4158. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  4159. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4160. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  4161. static Now : number;
  4162. }
  4163. }
  4164. declare module BABYLON.Internals {
  4165. interface DDSInfo {
  4166. width: number;
  4167. height: number;
  4168. mipmapCount: number;
  4169. isFourCC: boolean;
  4170. isRGB: boolean;
  4171. isLuminance: boolean;
  4172. isCube: boolean;
  4173. }
  4174. class DDSTools {
  4175. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  4176. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4177. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4178. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  4179. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  4180. }
  4181. }
  4182. /**
  4183. * Based on jsTGALoader - Javascript loader for TGA file
  4184. * By Vincent Thibault
  4185. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  4186. */
  4187. declare module BABYLON.Internals {
  4188. class TGATools {
  4189. private static _TYPE_NO_DATA;
  4190. private static _TYPE_INDEXED;
  4191. private static _TYPE_RGB;
  4192. private static _TYPE_GREY;
  4193. private static _TYPE_RLE_INDEXED;
  4194. private static _TYPE_RLE_RGB;
  4195. private static _TYPE_RLE_GREY;
  4196. private static _ORIGIN_MASK;
  4197. private static _ORIGIN_SHIFT;
  4198. private static _ORIGIN_BL;
  4199. private static _ORIGIN_BR;
  4200. private static _ORIGIN_UL;
  4201. private static _ORIGIN_UR;
  4202. static GetTGAHeader(data: Uint8Array): any;
  4203. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  4204. 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;
  4205. 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;
  4206. 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;
  4207. 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;
  4208. 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;
  4209. 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;
  4210. }
  4211. }
  4212. declare module BABYLON {
  4213. enum JoystickAxis {
  4214. X = 0,
  4215. Y = 1,
  4216. Z = 2,
  4217. }
  4218. class VirtualJoystick {
  4219. public reverseLeftRight: boolean;
  4220. public reverseUpDown: boolean;
  4221. public deltaPosition: Vector3;
  4222. public pressed: boolean;
  4223. private static _globalJoystickIndex;
  4224. private static vjCanvas;
  4225. private static vjCanvasContext;
  4226. private static vjCanvasWidth;
  4227. private static vjCanvasHeight;
  4228. private static halfWidth;
  4229. private static halfHeight;
  4230. private _action;
  4231. private _axisTargetedByLeftAndRight;
  4232. private _axisTargetedByUpAndDown;
  4233. private _joystickSensibility;
  4234. private _inversedSensibility;
  4235. private _rotationSpeed;
  4236. private _inverseRotationSpeed;
  4237. private _rotateOnAxisRelativeToMesh;
  4238. private _joystickPointerID;
  4239. private _joystickColor;
  4240. private _joystickPointerPos;
  4241. private _joystickPointerStartPos;
  4242. private _deltaJoystickVector;
  4243. private _leftJoystick;
  4244. private _joystickIndex;
  4245. private _touches;
  4246. constructor(leftJoystick?: boolean);
  4247. public setJoystickSensibility(newJoystickSensibility: number): void;
  4248. private _onPointerDown(e);
  4249. private _onPointerMove(e);
  4250. private _onPointerUp(e);
  4251. /**
  4252. * Change the color of the virtual joystick
  4253. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  4254. */
  4255. public setJoystickColor(newColor: string): void;
  4256. public setActionOnTouch(action: () => any): void;
  4257. public setAxisForLeftRight(axis: JoystickAxis): void;
  4258. public setAxisForUpDown(axis: JoystickAxis): void;
  4259. private _clearCanvas();
  4260. private _drawVirtualJoystick();
  4261. public releaseCanvas(): void;
  4262. }
  4263. }
  4264. declare module BABYLON.VirtualJoystick {
  4265. class Collection<T> {
  4266. private _count;
  4267. private _collection;
  4268. constructor();
  4269. public Count(): number;
  4270. public add<T>(key: string, item: T): number;
  4271. public remove(key: string): number;
  4272. public item(key: string): any;
  4273. public forEach<T>(block: (item: T) => void): void;
  4274. }
  4275. }